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Stargazer Conclave

Rangers who enter the Stargazer Conclave allow the stars to guide them on their journey. The stars pulse with magic, and stargazers know how to observe and control that magic. A stargazer is at their mightiest under the cloak of nighttime, when their powers shine alongside the stars.

Stargazer Conclave Features
Ranger Level Feature
3rd Stargazer Spells, Astronomer, Summon Meteors (2d8)
7th Read the Stars, Summon Meteors (3d8)
11th Mystic Meteors, Summon Meteors (4d8)
15th Master of the Night, Summon Meteors (5d8)

Stargazer Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Stargazer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Stargazer Spells
Ranger Level Spell
3rd detect magic
5th augury
9th clairvoyance
13th divination
17th scrying

Astronomer

When you enter this conclave at 3rd level, you become knowledgeable of the night sky. You gain proficiency with navigator's tools, and you have advantage with all ability checks made to create or navigate by star charts.

Additionally, you gain darkvision out to a range of 120 feet as long as you can see the night sky. If you already have darkvision from your race, it's range increases by 120 feet while you can see the night sky.

Moon by Pixhome
Gnome by WOTC

 

 

 

 

Summon Meteors

Also at 3rd level, you gain the ability to summon meteors. As an action, you can cause a meteor to strike from the sky within 120 feet of you. The meteor can travel through 5 feet of dirt, 3 feet of wood, or 1 foot of stone. Creatures within 5 feet of the meteor when it strikes must make a Dexterity saving throw against your spell save DC. On a failed save, they take 2d8 bludgeoning damage and are knocked prone. On a successful save, the creature takes half damage, and isn't knocked prone. The impact leaves a crater that is 5 feet across and 3 feet deep, which counts as difficult terrain.

The damage your meteors deal increases by 1d8 when you reach 7th level (3d8), 11th level (4d8), and 15th level (5d8).

You can use this feature a number of times equal to your Wisdom modifier (minimum of 1). You regain all expended uses when you finish a short or long rest.

Read the Stars

Starting at 7th level, you can read the stars to divine knowledge. During the night, you don't need material components when casting a divination spell from this class. Additionally, you can cast divination spells you know as rituals, as long as the spell you are casting has the ritual tag. You must be able to see the night sky in order to gain either of these benefits.

Also, your insights into divination magic allows your meteors to home in on specific targets. When one of your meteors hit, you can choose a number of creatures within range of the impact equal to your Wisdom modifier (minimum of 1). These creatures take no damage from your meteor.

Mystic Meteors

Beginning at 11th level, your meteors exhibit magical properties. Your meteors can pass through nonmagical material, allowing them to strike at targets underground and inside of buildings. Your meteors are also particularly suited to harm mystical creatures. Aberrations, celestials, elementals, fey, fiends, undead, and any favored enemy you have that doesn't already appear on this list have disadvantage on saving throws made against your meteors. If you hit your favored enemy with a meteor, they take an extra 1d8 damage.

Additionally, your meteors also count as magical for the purpose of overcoming resistance and immunity to nonmagical damage.

Master of the Night

At 15th level, the stars imbue you with a mystical power. While it is night and you can see the sky, you gain the following benefits:

  • You have advantage with initiative rolls.
  • The stars guide you on your journey. You know the direction towards your closest favored enemy of each type, but not how far away they are.
  • If you roll for initiative and don't have any uses of your Summon Meteors remaining, you regain 1 use.