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Astrologian


Hit Points

Hit Dice: d6 per Astrologian level
Hit Points at first Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Astrologian level after 1st

Proficiences

Armor: none
Weapons: Daggers, Darts, Slings, Quarter Staffs, Light Crossbows
Tools: Divination Deck
Saving Throws: WIS, CHA
Skills: Choose two from Arcana, Deception, Insight, Persuasion, History, Religion

Overview & Creation

A slender woman draped in fine robes sits in a dark room across from a man who feels he has lost his way. Smiling she releases her Planisphere and a flurry of arcana cards into the air. From the squall of cards she draws and divines the man’s fate, instilling in the lost soul a sense of peace and hope for the future. A man stands behind his allies on the battlefield. He raises his Star Globe to the sky and begins to channel energy into this tool. Using the power of the stars above, soothing energy radiates outwards, enveloping his allies, turning the tide of battle from the prior dire circumstance they fought against. A well versed Astrologian stands before a congregation of people. She has come to spread the word of her rare new art, offering understanding of the future through the power of the stars. It has become her sacred duty to bring the stars into view for the common people. Whether they stand behind their allies granting them the blessing of the stars and moons of the universe, or standing alongside them on the front line, Astrologians manipulate the fates of both friends and foe to find success.   Wielders of Fate The first task of all Astrologians is to gain a mastery over using the deck of sixty. To them, fortunetelling is a tool which allows them to interpret the stars themselves. Their deck is based on the constellations that they study. The Astrologians are gifted a divining deck when they begin their study from their master. They act as a conduit for the magic energy gathered by their star globes, passing the empowering magic from the stars to their allies.   An Elegant Tool The Star Globe is a tool used by Astrologians which allows them to locate and draw in power from the stars. The globes are formed by large rings of precious metal and lenses. The rings are marked using a large spread of precise markings and which allows the user to find and map the stars in order to draw power without a view of the sky.   Creating an Astrologian Astrologians hail from a faraway island where knowledge is viewed as the greatest virtue. Astrologians are usually scholars by trade, and specialized in the study of astromancy. Often they find themselves born into the scholar’s life or into highborn families. Sometimes low born apprentices find themselves working beneath a master of astromancy and learn how to tap into the magic of the stars. Astrologians are blessed with the ability to read the future. Through the use of the deck of sixty and the stars they are capable of tapping into the future, though the farther they look, the less clear things become. Some Astrologians travel the land to share this gift of foresight with everyone, while others seek out opportunities to spread their young order of magic around the realm. Others track down allies and adventure, as the stars had mandated that the Astrologian set out on a quest for a task which they cannot see the end of. Astrologians borrow power from the cosmos, and in return seeks to see that the will of the stars is done.      
 


Class Features

Draw Beginning at the 1st level, as an Astrologian, you are able to use the Draw ability. You are capable of channeling the power of the stars into your deck of sixty, and grant boons based on the card drawn. You are limited to the number of draws indicated in the class summary table. Using your action, roll 1d6, the number shown corresponds to the drawn card. Once drawn, you may apply the empowering effect to yourself or another creature within 30ft. that you can see. The card burns up in your hand and the magic contained is transferred to the selected creature. Draw Effects

Card Drawn Die Result Card Effect
The Balance 1 Bonus 1d4 damage on all damage effects
The Bole 2 AC increased by 1
The Arrow 3 Base walking speed increased by 10ft
The Spear 4 You may make an extra action
The Ewer 5 Restores one level 1 or 2 spell slot
The Spire 6 Restores 1, non-spell slot resource to an ally
The Lord** 7 Deal 1d6 radiant damage to a target
The Lady** 8 Heal an ally for 1d4
The resources included in this effect includes class resources like the Monk’s Ki Points and the Fighter’s maneuver dice. This does not include abilities which do not use a resource such as a Cleric's Channel Divinity or a Fighter's Action Surge. There must be an expended resource. Ask your DM their consideration of what counts as a resource. *The effect of the boon lasts for a number of rounds equal to half your Wisdom ability modifier rounded down with a minimum of 1 round. Available draws refresh after a long rest. **Every 4 levels an additional d4/d6 is added to the effect.     Astrologian Archetype At 2nd level, you choose a sect to study as an Astrologian: Diurnal Sect, Nocturnal Sect or Fortuneteller, all detailed at the end of the class description. Your archetype choice grants you features at the 2nd, 6th, 10th and 14th level.   Ability Score Improvement 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.   Spread Beginning at 5th level your studies into astromancy has led you to a better understanding of reading fortunes. As a bonus action after using the Draw ability, you may set a drawn card aside for later use. This card is added to your spread and can be activated as a bonus action during your turn. The card sits in your spread until used. The cards in your spread expire after a long rest.   Double Draw Beginning at 11th level, you have learned how to read multiple arcana cards at the same time. When you use the Draw action, you may roll 2d6 and use pick which boon you give. Doing so prevents you from using the Stacked Deck feature.   Shuffle Beginning at the 18th level, you have mastered basic fortunetelling, allowing you to manipulate fate in your readings to a certain extent. After using the Draw action, you may use a free action to redraw from the deck. The drawn card is returned to the deck to be read another day, and you use the Draw action again. You may only shuffle 3 times, this number refreshing after a short rest.   Time Dilation Beginning at the 20th level, you may expend an available draw to extend the duration of Draw's effect by one round. Each subsequent extension requires one extra available draw to be spent.


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • a dagger
  • a Star Globe, granted to you by your mentor
  • a Divination Deck
  • (a) a explorer's pack or (b) a scholar's pack

  • Spellcasting

    Click here for Astrologian Spell List Level requirement and general description. See chapter 10 of the PHB for the general rules of spellcasting and the end of this document for the Astrologian spell list. Cantrips At 1st level, you know 4 cantrips of your choice from the Astrologian Spell List. You learn additional Astrologian cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Astrologian table.   Spell Slots The Astrologian table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. Spells Known of 1st Level and Higher You know 2 1st-level spells of your choice from the Astrologian spell list. The Spells Known column of the Astrologian table shows when you learn more Astrologian spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st, 2nd or 3rd level. Additionally, when you gain a level in this class, you can choose one of the Astrologian spells you know and replace it with another spell from the Astrologian spell list, which also must be of a level for which you have spell slots.   Spellcasting Ability Wisdom is your spellcasting ability for your Astrologian spells. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Astrologian spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier Spellcasting Focus You can use a star globe, planisphere or other similar tools as an arcane focus (found in chapter 5 of the player's handbook) for your astrologian spells.   Ritual Casting You can cast any Astrologian spell you know as a ritual if that spell has the ritual tag.


    Subclass Options

    Diurnal Sect   Succor of the Sun Beginning at 2nd level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.   Diurnal Benefic Beginning at the 6th level you are able to empower your healing spells with the power of the sun. When you cast a spell of the 1st-level or higher that restores the hit points of an ally, you may leave a regenerative effect on your allies. After the spell is cast, your allies recover 1d6 hit points at the start of their turn for a number of rounds equal to your Wisdom ability modifier. You may only empower your spells like this once before requiring a long rest.   Lightspeed Beginning at the 10th level, as a bonus action you may cast an extra 1st or 2nd-level spell by spending a number of available draws equal to the level of the spell you wish to cast.   Blessing of the Sun Beginning at the 14th level if you roll below half the maximum hit points healed by a healing spell, you can reroll. For example, if you are rolling 2d8 and roll below 8, you can reroll.



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    nroc_.

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