Astrologian

by Amellwind

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Astrologian

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.

The Astrologian
Level Proficiency Bonus Features Available Draws Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Draw, Spellcasting 3 3 2
2nd +2 Archetype, Sects 3 3 3
3rd +2 4 3 4 2
4th +2 Ability Score Improvement 4 4 4 3
5th +3 Benefic 5 4 4 3 2
6th +3 Archetype feature 5 4 4 3 3
7th +3 6 4 4 3 3 1
8th +3 Omen 6 4 4 3 3 2
9th +4 7 4 4 3 3 3 1
10th +4 Lightspeed 7 5 4 3 3 3 2
11th +4 8 5 4 3 3 3 2 1
12th +4 Ability Score Improvement 8 5 4 3 3 3 2 1
13th +5 Archetype feature 9 5 4 3 3 3 2 1 1
14th +5 Ability Score Improvement 9 5 4 3 3 3 2 1 1
15th +5 10 5 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 10 5 4 3 3 3 2 1 1 1
17th +6 Archetype feature 11 5 4 3 3 3 2 1 1 1 1
18th +6 Time Dilation 11 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 12 5 4 3 3 3 3 2 1 1 1
20th +6 Synastry 12 5 4 3 3 3 3 2 2 1 1

Class Features

As a Astrologian, you gain the following class features:


Hit Points

Hit Dice: 1d8 per Astrologian level
Hit Points at 1st Level: 8 + your Constituion modifier
Hit Points at Higher Levels: 1d8 (or 4) + your Constituion modifier per Astrologian level after 1st

Proficiencies

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

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

Spell Casting

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 3 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.

Preparing and Casting Spells

The Astrologian table shows how many spell slots you have to cast your spells o f 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.

You prepare the list of astrologian spells that are available for you to cast, choosing from the astrologian spell list. When you do so, choose a number of astrologian spells equal to your Wisdom modifier + your astrologian level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level Astrologian, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list o f prepared spells.

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.

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. Your Deck recharges back to 60 cards after a long rest.

Using your bonus 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 Result Card Effect
The Balance 1 +1d6 damage on all single target damage rolls
The Bole 2 Target gains a fate card that lasts for 10 minutes, they may expend the card to reduce damage they take by 1d6
The Arrow 3 Target is able to make an immediate attack or use a cantrip
The Spear 4 Target moves up 1 position in the initiative order for their next turn.
The Ewer 5 Target is able to cast a level 3 or lower spell as a bonus action
The Spire 6 Target gains +1 to attacks or spells and spell DC increases by 1

Astrologian Archetype

At 2nd level, you choose an archetype as an Astrologian: Deck of Fortune, Deck of Fate, or Stargazer all detailed at the end of the class description. Your archetype choice grants you features at the 2nd, 6th, 13th, and 17th level.

Sects

As an Astrologian you have are able to choose between two spell sects related to the fates at the end of a long rest: Diurnal or Nocturnal Each Sects is detailed below, Your choice grants you sect spells and other features when you choose it.

Sect Spells

Each sect has a list of spells, its sect spells, that you gain at the astrologian levels noted in the sect description. Once you gain a sect spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you have a sect spell that doesn’t appear on the astrologian spell list, the spell is nonetheless a astrologian spell for you.

Diurnal Sect spells

Astrologian Level Spells
1st Regen, Flash Heal
3rd Prayer of Healing, Astral Mending
5th Combust, Starwell
7th Storm Sphere, Arcane Eye
9th Circle of Power, Modify Memory

Nocturnal Sect spells

Astrologian Level Spells
1st Shield of Faith, Flash Heal
3rd Moonbeam, Protection from Energy
5th Magic Circle, Beacon of Hope
7th Fire Shield, Otiluke’s Resilient Sphere
9th Globe of Invulnerability, Sacred Soil

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.

Benefic

Beginning at the 6th level, you further master the different sects of an astrologian granting you the following ability depending on which sect you are using at the time.

Diurnal Benefic

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 to any number of creatures, you may leave a regenerative effect on the target(s) that heals them for 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 or short rest.

Nocturnal Benefic

You can empower your spells with the magic of the moon. When you cast a spell of the 1st-level or higher that restores the hit points to any number of creatures, you may leave a shielding effect on your Target(s) granting them temporary hitpoints equal to #d4 where # is equal to your Wisdom ability modifier. You may only empower your spells like this once before requiring a long rest or short rest.

Omen

Starting at the 8th level, once per long rest. You may use your deck to consult the astral plane. You ask a single question concerning a specific goal, event, or activity to occur within 30 days. The GM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen.

Omen doesn’t take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.

If you use this ability two or more times in the same location, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The GM makes this roll in secret.

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.

Time Dialation

Start at the 17th level, you extend the duration of a beneficial concentration spell effects by 30 seconds.

Synastry

Beginning at the 20th level, As an action you generate an aetheric bond with target party member for 1 hour. Each time you cast a healing spell on a party member not under the effect of Synastry, the party member with which you have the synastry bond will also recover HP equaling half of the original spell.

Deck of Fates

This Archetypes enhances your draw ability.

Spread

Beginning at the 2nd 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. You may hold up to three cards in your spread at a cost one extra draw for the third card. The cards in your spread expire during a long rest.

Unforseen fate

At the 6th level, you have learned how to stack your deck of sixty. When you use your Draw action, you may roll 2d6 instead and select the result of the Draw action from the two results. Discard the other result. You can use this featured a number of times equal to your wisdom modifier per long rest.

Royal Road

Beginning at the 13th level, your understanding of fortunetelling has grown considerably, allowing you augment your arcana cards further. After you use the Draw feature, you may use a bonus action to convert that card into an empowerment for a future reading. This empowerment affects the next card that you use to empower an ally, from either your Draw action or Spread bonus action.

Royal Road Effects


Converted: The Balance or The Bole
Effect: Potency of the next card is increased. Double the value of the effect, see the Potency Increase Effects table for details.


Converted:: The Arrow or The Spear
Effect: Double the duration of the effect


Converted: The Ewer or The Spire
Effect: All allies within 20ft. of you receive the effects of the card.

Royal Road Cont.

Potency increase effects
Card Effect
Balance Bonus 2d6 damage on all damage effects
Bole Reduce damage taken by an additional 1d6
Arrow Target is also able to move 10 feet before or after the attack or cantrip.
Spear Target moves up 2 positions in the initiative order for their next turn.
Ewer Target is able to cast any spell as a bonus action
Spire Target gains +2 to attacks or spells and spell DC increases by 2

Miraculous fortune

Beginning at the 17th level, you have mastered reading arcana cards. You have learned to use all the tools at your disposal, allowing you to freely use your fortune telling skills for 10 minutes, refreshing after a long rest. For each Draw action, you may use Royal Road, Spread as free actions. Each card drawn still consumes an Available Draw point.

Deck of Fortune

Divine Gift

At 2nd level you are granted 2 additional cards to add to your divine deck. increasing your draw roll to a 1d8


The Clover: Target gains a luck dice for 10 minutes and may use it as if they have the Lucky feat.


The Scales: Creature of your choice has advantage or disadvantage on their next roll

Bolstered Predestination

Beginning at the 6th level, you have access to twice the number of available Draws per day than the listed number on the Astrologian table.

Redraw

Beginning at the 13th 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 return the card to the deck to redraw a new card as a free action. You may only shuffle 3 times, this number refreshing after a short rest or long rest.

A Twist of Fate

Beginning at 17th level, When you take the draw action, you can instead choose a single card from the draw effect table and use its ability. This effect may be used a number of times equal to your Dexterity modifier and recharges every long rest.

Stargazer

Stellar's Favor

Beginning at the 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.

Luminiferous Aether

Beginning at the 6th level you are able to place yourself in a celestial stasis for 10 minutes. During this time you are considered stunned and regain 1 available draw card per minute for the duration or until you reach your maximum amount of available draws for your Astrologian level. You may end this effect early and you only regain as many draws as minutes that have gone by. This effect may be used every long rest.

Expanded Sects

At the 13th level, your knowledge of the stars increases granting you additional higher level sect spells. Once you gain a sect spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.

If you have a domain spell that doesn’t appear on the astrologian spell list, the spell is nonetheless a astrologian spell for you.

Diurnal Sects spells
Astrologian Level Spells
13th Regenerate
15th Power word: Stun
Nocturnal Sects spells
Astrologian Level Spells
13th Forcecage
15th Feeblemind

Aspected Benefic

Beginning at 17th level, your Diurnal and Nocturnal Benefics may now be used a number of times equal to your Wisdom modifier. This effect recharges at the end of a long rest.

Spell List

##### Cantrips (0 Level) - Bladeward - Dancing Lights - Guidance - Light - Malefic - Message - Resistance - Sacred Flame - True Strike
1st Level
  • Bane
  • Bless
  • Comprehend Languages
  • Cure Wounds
  • Detect Magic (Ritual)
  • Detect Poison and Disease
  • Divine Favor
  • Guiding Bolt
  • Healing Word
  • Heroism
  • Hex
  • Inflict Wounds
  • Sleep
  • Shield
2nd Level
  • Aid
  • Augury
  • Blindness/Deafness
  • Calm Emotions
  • Darkness
  • Detect Thoughts
  • Enhance Ability
  • Hold Person
  • Lesser Restoration
  • Locate Object
  • Magic Weapon
  • Prayer of Healing
  • Protection from Poison
  • Warding Bond
3rd Level
  • Ascend (Revivify)
  • Bestow Curse
  • Clairvoyance
  • Daylight
  • Dispel Magic
  • Fear
  • Haste
  • Hypnotic Pattern
  • Magic Circle
  • Mass Healing Word
  • Remove Curse
  • Slow
  • Tongues
4th Level
  • Confusion
  • Death Ward
  • Divination
  • Freedom of Movement
  • Hallucinatory Terrain
  • Locate Creature
5th Level
  • Collective Unconscious
  • Dispel Evil and Good
  • Dream
  • Geas
  • Gravity
  • Greater Restoration
  • Hold Monster
  • Gravity Field (Insect Plague)
  • Legend Lore
  • Mass Cure Wounds
  • Scrying
  • Teleportation Circle (Ritual)
6th Level
  • Eyebite
  • Find the Path
  • Heal
  • Mass Suggestions
  • True Seeing
7th Level
  • Divine Word
  • Etherealness
  • Fire Storm
  • Plane Shift
  • Regenerate
  • Resurrection
  • Symbol
8th Level
  • Antimagic Field
  • Celestial Opposition
  • Feeblemind
  • Mind Blank
  • Power Word Stun
  • Sunburst
9th Level
  • Astral Projection
  • Foresight
  • Mass Heal
  • Meteor Swarm
  • True Resurrection
  • Wish

Astrologian Spells

Malefic

*Evocation Cantrip *


  • Casting Time: 1 action
  • Range: 120 ft.
  • Components: S
  • Duration: Instantaneous

You barrage a creature with celestial energy. Make a range spell attack. On a hit, the target takes 1d8 force damage.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Flash Heal

1st-level evocation


  • Casting Time: 1 reaction after an creature takes damage.
  • Range: 30 ft.
  • Components: V, S
  • Duration: Instantaneous

A creature you can see within range regains a number of hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

Regen

1st-level restoration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 4 rounds

A creature you touch regains a number of hit points equal to 1d2+ half of your spellcasting modifier at the start of their turn for the duration of the spell.

At Higher Levels When you cast this spell using a spell slot of 2nd level or higher, the healing die increases by 1 level, up to a d8, for each slot level above 1st

Example: regen cast at 3rd level causes the target to be healed for 1d6 at the start of their turn

Astral Mending

2nd-level evocation


  • Casting Time: 1 action
  • Range: 30 ft.
  • Components: V, S
  • Duration: Instantaneous

You cause light to attach itself to a friendly ally. When that ally takes damage they are healed for 1D8 + half your spelling casting ability modifier rounded up, and the light will jump attaching itself to another ally who is hurt, if no allies are hurt it will disappear. Will jump a max of 3 times.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.

Combust

3rd-level evocation


  • Casting Time: 1 action
  • Range: 60 ft.
  • Components: V, S
  • Duration: 4 rounds

You attempt to afflict the target with shadowy words of pain. Make a ranged spell attack against the target. On a hit the target is affected by corruption taking 1D6 fire damage per round for 3 rounds. The spell becomes more potent the higher level you are increasing to 1d8 at level 9 and finally 1d10 at level 14.

StarWell

3rd-level conjuration


  • Casting Time: 1 action
  • Range: 45 ft.
  • Components: V, S
  • Duration: 1 minute or until destroyed

You conjure a well of astral light, it provides light up to 10 feet away and dim light another 10 feet after that. In addition, when an ally is within 5ft and is below half their maximum hit points, they may use their reaction to heal themselves for 2D8 damage. The lightwell has 10AC and 1hp, but is unaffect by aoe damage.

Collective Unconscious

5th-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You create a magical barrier around yourself. The barrier is 10ft. in radius and spherical. All allies within 30ft. of you are healed immediately for 3d8. As long as they remain in the barrier, their AC receives a +1 bonus and each time they start their turn within the barrier they are healed for 1d6. During this time your movement speed becomes 0 and your AC is counted as if you have full cover.

Gravity

5th-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

You conjure the energies of the stars through your arcane focus to temporarily create a small, dense celestial body at a point in space within range. A spherical gravitational field appears around the body with 20ft. radius and produces a pulsing sound. Each creature within the field must make a Dexterity saving throw. A target takes 10d6 force damage on a failed save, and half as much on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.

Sacred Soil

5th-level Evocation


  • Casting Time: 1 action
  • Range: 30 ft.
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You create a 10ft. radius dome of protective magic to shield your allies from harm centered on a location within range. When an ally within the dome takes damage, the damage is reduced by 1d6.

Celestial Opposition

8th-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

You release a massive amount of astral energy in a 30ft. radius globe centered on you. The inside of the globe is dimly lit, and filled with softly glowing lights which map the starry sky. On this release, all enemies coming in contact with the sphere are star struck and must make a wisdom saving throw. Enemies take 6d8 force damage and are stunned for 1d4 rounds on a failed saved, and half the damage is taken and they resist becoming stunned on a success.

 

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