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- 1 The Astromancer
- 1.1 Author's Note
- 1.2 Ul'suyrhs, the Forgotten
- 1.3 Creating an Astromancer
- 1.4 Class Features
- 1.4.1 Table: The Astromancer
- 1.4.2 Celestial Bond
- 1.4.3 Celestial Spellcasting
- 1.4.4 Celestial Positioning
- 1.4.5 Celestial Missiles
- 1.4.6 Ability Score Increase
- 1.4.7 Shine Bright
- 1.4.8 Celestial Empowerment
- 1.4.9 Bathed in Starlight
- 1.4.10 Improved Celestial Missiles
- 1.4.11 Celestial Siphoning
- 1.4.12 Prediction
- 1.4.13 Awakened Celestial Missiles
- 1.4.14 Greater Celestial Bond
- 1.4.15 Celestial Manipulation
- 1.4.16 Celestial Wrath
- 1.4.17 Celestial Might
- 1.4.18 Celestial Apotheosis
- 1.5 Optional Mechanic: Epic Level Casting
- 1.6 Multiclassing
Astromancers are incredibly powerful spellcasters that draw on the raw power of the stars. They need not memorize or prepare any spells, instead feeding their spells from the strength of the sky.
This class, and my other, Channeller, were designed for a specific player character and a DM plot device within my own campaign. They have NOT been heavily playtested and thus are probably not suited for normal play. Please consult your DM before selecting these classes. Always remember your DM can homebrew any features they feel are too strong. Thanks! Celestial Mechanist
Ul'suyrhs, the Forgotten
The mighty Voidborn Draconian raises his Dusklight Blade to the stars, casting a mighty Celestial Bolt into a dragon, blasting it from the sky. Approaching its corpse, the Draconian uses a Celestial cleansing ritual to capture the dragon's soul, gifting it to the stars in exchange for more power.
Creating an Astromancer
|Ey'sehs, an Astromancer (https://twitter.com/Warcraft/status/878010403120234496)|
When creating an astromancer, keep in mind the key components of the class. How did you receive your connection to the stars and the Void? How has this affected your personality and levels of sanity? How have you controlled so much knowledge and power?
- Quick Build
You can make an astromancer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Wisdom. Second, choose the sage background.
As a Astromancer you gain the following class features.
- Hit Points
Tools: Cartographer's tools, any and all tools that use the stars
Saving Throws: Intelligence, Wisdom
Skills: Arcana, History
You start with the following equipment, in addition to the equipment granted by your background:
- A robe composed of an otherworldly fabric that gleams dimly under starlight
- Cartographer's tools
- A pouch for spell components
- A Celestial focus
- If you are using starting wealth, you have 0 in funds.
|Features||Celestial Bond Strength||Celestial Spell Slots|
|1st||+2||Celestial Bond, Celestial Spellcasting||1||1|
|4th||+2||Ability Score Improvement||1||3|
|7th||+3||Bathed in Starlight||2||7|
|8th||+3||Ability Score Improvement||2||7|
|9th||+4||Improved Celestial Missiles||3||9|
|12th||+4||Ability Score Improvement||4||11|
|13th||+5||Awakened Celestial Missiles||4||13|
|14th||+5||Greater Celestial Bond||4||13|
|16th||+5||Ability Score Improvement||5||15|
|19th||+6||Ability Score Improvement||6||19|
At 1st level, you have a bond with the Celestial stars and the Void. Increase your proficiency modifier by the strength of your Celestial Bond, shown in the Astromancer features table.
At 1st level, your access to the Celestial powers allows you to cast spells. You know all spells at all times, and do not need to prepare spells or record them. You can use a Celestial focus as a focus for your spells, reducing their material costs by up to 10gp.
- Your spellcasting modifier is Intelligence, and the spell save DC for your spells is 8+Intelligence modifier+Proficiency modifier.
- Your total spell slots are outlined in the Astromancer feature table. Using a spell will consume slots equal to half its level rounded up. Regain the spell slots after a long/short rest.
At 2nd level, you know the exact patterns of the stars. You have perfect knowledge of your current position and the current time, and can flawlessly record maps and locations as long as you've visited that location.
At 3rd level, you gain access to the innate ability to weaponize the stars. You know the cantrip "Celestial Missiles," outlined below.
- Celestial Missiles
You create three bolts of celestial energy that hit up to three targets within 100 feet or 250 feet when outside and in starlight. Each bolt deals 1d8 radiant damage. This increases to 2d8 at 5th level, 4d8 at 10th level, and 10d8 at 20th level. You may cast this spell as a spell of 1st level or higher. Doing so increases the amount of Missiles by one per level.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
At 5th level, any spell you cast that deals radiant damage deals an additional d4 radiant damage on a successful hit.
At 6th level, you may use an action to expend any number of spell slots. Add Xd6 radiant damage to your next radiant damage dealing spell cast, where X is half the number of slots expended.
Bathed in Starlight
At 7th level, your soul becomes bathed in the light of stars. You can use an action to expend any number of spell slots. Regain Xd6 hit points, where X is half the number of slots expended.
Improved Celestial Missiles
At 9th level, casting Celestial Missiles allows you to fire a bonus missile. Additionally, casting it as a spell of 3rd level or higher will allow you to target an area with diameter equal to 5 times the number of Missiles, hitting each target within that area.
At 10th level, dealing 10 or more radiant damage in a single action causes you to recover 1d10 hit points.
At 11th level, your connection to the Stars has reached an amazing level of synchronicity. You may focus your mind on the Stars and use an action to predict all movements. Until your next turn, creatures have disadvantage to attack you and your AC is increased by 3. Your next attack action made has advantage. This feature cannot be used again until you have completed a long rest.
Awakened Celestial Missiles
At 13th level, you gain the ability to further manipulate the energy of stars while casting Celestial Missiles. A creature struck by three or more Celestial Missiles from a single volley must make a Constitution save or be stunned. Additionally, casting Celestial Missiles as a spell of 7th level or higher will double the amount of missiles generated.
Greater Celestial Bond
At 14th level, your Celestial power grows. Whenever you make a saving throw, you can always substitute your Intelligence modifier.
At 15th level, the attacks of most foes become lost in your starlight. After casting a spell, your AC is increased by 2 until your next turn. This effect cannot stack.
At 17th level, the strength of your spells grows. When casting any spell of 7th level or higher, you may use a bonus action to engulf your foes in Celestial Wrath. Any 10 creatures of your choice must make a Dexterity saving throw or be struck by a bolt of Celestial Wrath, dealing 1d12 radiant damage on a failed throw or half as much on a successful one.
At 18th level, your Celestial power shines over all of your abilities. You may add your proficiency modifier to all skills, checks, saves, and rolls.
At 20th level, you have truly ascended beyond any mortal understanding of Celestial power. No matter the level cast, Celestial Missiles will always consume one spell slot unless being cast as a cantrip. Additionally, casting Celestial Missiles as a 9th level spell will cause each missile to deal 10d20+Intelligence Modifier+Wisdom Modifier radiant damage, and casting it as an Epic spell will double this. Additionally, your body is nearly wholly composed of starlight, and you gain advantage on all saving throws. This advantage cannot be removed.
Optional Mechanic: Epic Level Casting
An “Epic” spell as mentioned by Celestial Apotheosis is an incredibly rare and costly ritual that allows a spell to be cast at a 10th level. Unless stated otherwise, the spell simply adds another tier of effects onto the spell, as it would for any other spell. Once you cast an Epic spell, casting any other spells before competing a long rest will result in dealing 1d20 necrotic damage to you and add one level of fatigue. This damage can’t be reduced or negated.
- You cannot multiclass into the Astromancer class.