Astromancer 5e

by Illiana

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ASTROMANCER
The Astromancer
Level
─Spell Slots per Spell Level─
Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th Active Starmotes
1st +2 Spellcasting, Starmote 3 4 2 1
2nd +2 Cosmic Discipline 3 5 3 2
3rd +2 Speed of Light (5 ft.) 3 6 4 2 2
4th +2 Ability Score Improvement 4 7 4 3 2
5th +3 4 8 4 3 2 2
6th +3 Cosmic Discipline Feature 4 9 4 3 3 3
7th +3 Speed of Light (10 ft.) 4 10 4 3 3 1 3
8th +3 Ability Score Improvement 4 11 4 3 3 2 3
9th +4 4 12 4 3 3 3 1 3
10th +4 Cosmic Discipline Feature,  Star Touched 5 12 4 3 3 3 2 4
11th +4 5 13 4 3 3 3 2 1 4
12th +4 Ability Score Improvement 5 14 4 3 3 3 2 1 4
13th +5 5 15 4 3 3 3 2 1 1 4
14th +5 Cosmic Discipline Feature 5 16 4 3 3 3 2 1 1 5
15th +5 5 17 4 3 3 3 2 1 1 1 5
16th +5 Ability Score Improvement 5 18 4 3 3 3 2 1 1 1 5
17th +6 Speed of Light (15 ft.) 5 19 4 3 3 3 2 1 1 1 1 5
18th +6 Release Gravity 5 19 4 3 3 3 3 1 1 1 1 5
19th +6 Ability Score Improvement 5 20 4 3 3 3 3 2 1 1 1 5
20th +6 Zenith 5 20 4 3 3 3 3 2 2 1 1 6

Astromancer

Sitting in her creaking hut, eyes slowly becoming weak from pondering over a variety of star charts and augury bones sits an older half-orc woman, believing she is close to determining her tribe's destiny through interpreting the skies. She carefully rolls up an ancient looking scroll and sighs, gazing to the wall and seeing a dozen more maps and a set of dragonknuckles that must be examined by the morning for a full reading.

Two halfling men stand quietly chanting on opposite sides of a basin, the full moon brightly reflected upon the ritual waters within. The light grows as their incantation quickens, spilling beyond the pool and flooding the area with lunar luminosity. The men turn to the sky as they begin to slowly lift from the land, gravity freeing them from its grasp.

A long-haired elf, finally free to cut through their enemies on the front line, begins to sing in pleasure while fiery winds whip around their body. Brightness seems drawn to them, granting additional light to their inspiring presence and marking brilliant solar sigils along the length of their blade.

Wielding the Cosmos

Enraptured by the grand cosmic forces that dictate even fate itself, astromancers wield the might of celestial bodies to break their foes and unlock secrets within the great dark beyond. Drawing on the enormous energy given off by stars and other universal entities, astromancers gain access to powerful arcane magic. These wise sages are capable of weaving moonlight and starlight in order to hinder their foes, support companions, and manipulate the battlefield.

Astromancy is an elegant and expansive, yet difficult art. The power that comes with revealing the workings of the universe and bridging the distance between arcane and divine serves as a lure; one that is particularly attractive to the most flexible adepts seeking inspiration or raw might.

Adaptability and perceptiveness are the signs of a truly masterful astromancer. Each discipline, whether focusing on the moon, stars, sun, or otherwise favors those who are capable of evaluating a situation and using their abilities to the utmost for decisive action.

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ASTROMANCER

The Grand Design

Those who specialize in astromancy have great skill in intuitively understanding how different cosmological bodies and patterns work in tandem to either create or show changes in destiny. Astromancers, more so than most arcane casters, have a tendency to engage in faith and spirituality. This often results from their questioning about the source of these patterns and how central fortune is to their art.

It is not uncommon to find that astromancers have adopted deities of fate into their worship, recognizing that the designs of destiny to which gods tend and the constantly shifting organization of constellations and planets are one in the same. Some even view certain deities as the greatest practitioners of astromancy and offer prayers for revelation.

Creating an Astromancer

As you create your astromancer, one of the most important aspects to consider is how you have gained access to your power. Were you visited by celestial visions suggesting that you had a greater path to follow? Do you perhaps have a mentor that taught you their craft or a natural skill in comprehending universal mechanics? A variety of experiences in your past may have allowed you to tap into the energy given off from cosmic bodies and knowing this history will be useful in deciding your potential discipline.

You must also consider what you intend to do with the power that you hold. Do you have a specific goal in mind or are you simply attempting to explore the world to gather knowledge and wisdom? Do you plan to protect your homeland with the fury of the sun or do you wish to reveal secrets inherent to the world and further unknown places?

Quick Build

You can make an astromancer quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution or Dexterity. Second, choose the hermit or sage background.

Class Features

As an astromancer, you gain the following class features.

Hit Points


  • Hit Dice: 1d8 per astromancer level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per astromancer level after 1st

Proficiencies


  • Armor: None
  • Weapons: Daggers, light crossbows, quarterstaves, slings
  • Tools: Navigator's tools

  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose two from Arcana, Insight, Nature, Perception, Religion, and Survival

Equipment

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

  • (a) a quarterstaff or (b) a light crossbow with 20 light bolts
  • (a) component pouch or (b) an arcane focus
  • (a) an explorer's pack or (b) a scholar's pack
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Spellcasting

You have learned to understand and control the immense forces that shape the world and weave the skein of fate. Your calling is that of one who seeks and sees greater truths hidden amongst the patterns of the universe. See Spells Rules for the general rules of spellcasting and the astromancer spell list for available selections.

Cantrips

You know three cantrips of your choice from the astromancer spell list. You learn additional astromancer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Astromancer table.

Spell Slots

The Astromancer table shows how many spell slots you have to cast your astromancer 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.

For example, if you know the 1st-level spell Chromatic Orb and have a 1st-level and a 2nd-level spell slot available, you can cast Chromatic Orb using either slot.

Spells Known of 1st Level and Higher

You know four 1st-level spells of your choice from the astromancer spell list.

The Spells Known column of the Astromancer table shows when you learn more astromancer spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, both when you finish a long rest or you level in this class, you can choose one of the astromancer spells you know and replace it with another spell from the astromancer spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your astromancer spells. Your magic comes from the grand latent energies of the universe around you, your potential to understand their nature, and your capacity to connect your will to these forces. 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 an astromancer 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

Ritual Casting

You can cast any astromancer spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus

You can use an arcane focus for your astromancer spells.

























Starmote

At 1st level, your understanding and connection to the heavens grants you a small fragment of their grandeur. As an action, you can create a Starmote for a creature within 60 feet of you, which sheds dim light in a 30-foot radius. The mote and this light are only visible to the creature.

The Starmote is always centered on the creature and lasts until you dismiss it as an action. The creature can also use its bonus action to expend their mote, causing their next successful attack against a target within 1 minute to bathe it in stellar radiance. Their target sheds bright light in a 5-foot radius and dim light for an additional 10 feet until the end of their next turn.

You can only have one Starmote active on a creature at a time. However, you can summon additional Starmotes to be simultaneously active for multiple targets at later levels, as indicated in the Active Starmotes column of the Astromancer table. If you summon a Starmote beyond your maximum, you select which currently active Starmote to replace.

Areas of light created by this feature are magical, but other effects of magical light or darkness, such as the effects of the light or darkness spells, that overlap these areas will take priority over this feature for as long as they remain.

Cosmic Discipline

When you reach 2nd level, you commit yourself to a particular discipline within astromancy, each focusing on different types of celestial bodies and traditions. Choose between the Discipline of Horizons, Discipline of Moons, Discipline of Relativity, Discipline of Stars, Discipline of the Sun, Discipline of the Void, and Discipline of the World, each of which is detailed at the end of the class description.

Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Speed of Light

Starting at 3rd level, your skill in manipulating starlight allows you to infuse your allies with minor boons to their movement. Your Starmote feature now increases the speed of a creature that currently possesses it by 5 feet. This increases to 10 feet at 7th level and 15 feet at 17th level in this class.

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Ability Score Improvement

When you reach 4th level and again at 8th, 12th, 16th, and 19th level, you can increase one of your ability scores of your choice by two points, or you can increase two ability scores of your choice by 1. As normal, you cannot increase an ability score above 20 using this feature.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.


Star Touched

Upon reaching 10th level, the cosmic energy you can channel has increased to such an amount that you now imbue your Starmotes with greater utility. When you cast an astromancer spell with a range of touch or a range of self with a point of origin for its area of effect as the caster, one of your Starmotes centered on a creature within 60 feet of you can deliver the spell as though you were in its space. You must otherwise obey all requirements for the spell, such as being able to see the spell's target, in order to cast it.


Release Gravity

At 18th level, you have finally developed an affinity for the gravitational relationship that matter holds with all other objects in the universe. You can use your action to give each creature that possess one of your Starmotes within 120 feet of you a flying speed of 30 feet for up to 10 minutes or you dismiss it as an action. A creature that you affect with this feature gains the effect of feather fall when this flight ends.

Once you use this feature, you can't use it again until you finish a long rest.

Zenith

At 20th level, you have reached the pinnacle of your cosmic mastery, allowing you skillful control over your Starmotes and spells. Your Starmote feature gains the following effects:

  • You see the dim light from any Starmote you create.
  • When you make a Constitution saving throw to maintain concentration on a spell, you can expend a currently active Starmote to automatically succeed on the saving throw.
  • You can use your action to summon a number of Starmotes equal to your maximum number of Active Starmotes, as shown on the Astromancer table. Once you use this feature, you can't use it in this way again until you finish a long rest.

Cosmic Disciplines

Astromancy is a varied art, necessary as a result of having too many crucial pathways to discover all there is about the workings of the world. While notions of competition and differential tradition exist among the branches of astromancy, the ideologies of disentangling fate and understanding universal forces bind all of its practitioners together.

Disciplines do not define the astromancer, but individuals often tend towards those similar to their interests. Whereas those that belong to the Discipline of Stars may be keen to unravel constellatory trajectories to predict oncoming weal or woe, astromancers within the Discipline of the Sun may be more interested in the pragmatic ways to bend illusion and fire to their will. Identifying which style most appropriately fits your disposition is critical for aspiring astromancers.

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Discipline of Horizons

A tradition of observation and compliance to the designs of destiny, those bound to this discipline seek to ensure that no creature succeeds in casting off the chains of fate. These adherents may go forth into the world seeking to either soothe a community's natural progression towards death or to forcibly prevent aberrations in the plans of predestination.

The followers within this sect believe in the inevitability of the universe, looking to the everlasting rise and fall of the dawn and dusk surrounding them as inspiration. Drawing upon this most foundational pattern of the cosmos, these individuals harm and guard to ensure the immutable design.

Transitional Vigil

At 2nd level, your steadfast watch over the twilight cycle grants you a rigid focus while out of combat. You can no longer be surprised while conscious.

Daybreak

Also at 2nd level, when a creature that possesses one of your Starmotes expends it with a bonus action, they deal an extra 1d4 radiant damage on their next successful attack against a target within 1 minute. The creature which expends the mote also gains temporary hit points equal to the amount of additional radiant damage done for up to 1 minute.

The amount of extra damage increases to 2d4 at 6th level, 3d4 at 10th level, and 4d4 at 14th level in this class.

Temper of Twilight

At 6th level, your adherence to the march of fate allows you to resist those that fight against it. You have advantage on saving throws against being charmed or frightened.

You can also use your action to expend an active Starmote on a creature that you can see within 60 feet of you to end an effect causing them to be charmed or frightened.

























Rule Tip: Temporary Hit Points

When you receive temporary hit points while you already have them, you choose between the two amounts. Player's Handbook: pg. 198


Penumbral Shift

At 10th level, your expertise in the inevitable and interrelated nature of dawn and dusk grants you greater insight into your Starmote. Whenever you finish a long rest you select one of the following options for your Starmote:

  • Dawn Mote: The bright light from your Starmote feature is considered sunlight. Additionally, when an ally that possesses one of your Starmotes within 120 feet of you is reduced to 0 hit points, but not killed outright, you can use your reaction for the creature to drop to 1 hit point instead. Once you use this feature, you can't use it again until you finish a long rest.
  • Dusk Mote: You can use your bonus action to select a creature that you can see within 60 feet of you that possesses one of your Starmotes. The target and anything they are wearing or carrying becomes invisible until the end of their next turn, as the darkness of gloam wraps around their form. Once you use this feature, you can't use it again until you finish a long rest.

When you use an effect granted to you by your Penumbral Shift feature, your Starmote immediately converts into its opposite Penumbral Shift form until you finish a long rest, allowing you to use the effects from that form.

Predestination

Upon 14th level in this class, you condemn your foes to meet their impending final fates. Whenever a creature deals damage to a target with your Daybreak feature, the creature that takes damage can not regain hit points until the end of their next turn.

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Discipline of Moons

Apprentices and acolytes that belong the the Discipline of Moons are often quite varied in their motivations. Many students of this tradition seek to harness the immense gravitational and supernatural power which the single or multiple moons of a world hold for their own purposes. Some look to understand the lunar cycles, discerning their impact on destined futures. Others simply seek to joyously venerate in their view of pure untainted light.

Regardless of inspiration, true proficiency within this discipline is difficult to attain. A strong will and mental acuity are required among those who attempt mastery over the lunar spheres and light they summon, lest these petitioners of the moon find their sanity slipping away under the forceful sight they so revere.

Lunar Attunement

Starting at 2nd level, you learn one of your choice of the following cantrips: dancing lights, friends, or minor illusion.

Your choice counts as an astromancer cantrip for you, but it doesn’t count against your number of cantrips known.

Wax and Wane

Also at 2nd level when you choose this discipline, you learn to subtly affect the light around you. Using your bonus action, you can impose dim light in a 10-foot radius sphere centered on a point of your choice within 60 feet of you. The sphere disappears after 1 minute or you dismiss it as an action.

Whenever you create this effect of ambient moonlight, you also select a phase that the area embodies for its duration from the following options:

  • New Moon: The gloom and gravitational pull of this area grasp at those that attempt to move through it, reducing the speed of each creature that starts their turn in the area by 10 feet until the end of their turn.
  • Quarter Moon: A creature that possesses one of your Starmotes adds a 1d4 to its saving throws and their attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage while in the area.
  • Full Moon: The illumination of this phase causes the dim light in the targeted 10-foot radius area to become bright light, as well as shed further dim light for a 10-foot radius.

Multiple effects created by this feature can overlap. The light created by this feature is considered magical under the same conditions as your Starmote feature, but your Starmote's bright light effect takes priority over this effect for as long as it remains. If any effect obscures this feature's light, the other effects of this feature still remain in the area.

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

Fierce Light

At 6th level, you channel the pale, yet unyielding light of the moon to both hinder and reveal. The dim light from your Starmote feature now extends to 120 feet for you and to 60 feet for other creatures. The bright light from your Starmote feature also reverts a shapechanger to its original form and prevents it from assuming a different form for the duration.

Phase Lock

Upon reaching 10th level, your study of the phases allows you to manipulate lunar skills more effectively. As an action, you can choose to flare one sphere created by your Wax and Wane feature, ending its current effect, but enacting one of the following results depending on the area's phase:

  • New Moon: Each creature within the area that does not possess one of your Starmotes must make a Dexterity saving throw against your astromancer spell save DC or be further slowed by the tenebrous pull of the sphere, reducing their speed to 0. At the end of each of its turns a creature makes a Dexterity saving throw to escape the effect. On a success, this effect ends for that creature.
  • Quarter Moon: You teleport one willing creature that you see from its space within this sphere to any unoccupied space in an area of Wax and Wane that you can see, including a space within this fading Wax and Wane effect.
  • Full Moon: A creature that possess one of your Starmotes within the sphere's bright or dim light immediately gains temporary hit points equal to half your astromancer level.

Invoke Eclipse

At 14th level in this class, you can align yourself with a forthcoming eclipse, taking on a form of astronomical power. Once per long rest, using your action, you can undergo a transformation gaining the following benefits for 1 minute:

  • You gain resistance against the damage of spells.
  • Enemies that rely on sight within 30 feet of you make attack rolls against you with disadvantage.
  • You gain the moonbeam spell, if you do not already have it, and can cast it once using your bonus action without expending a spell slot. When cast using a bonus action with this feature, the spell's effect can also be moved using a bonus action.
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Discipline of Relativity

Often tauting themselves as the wisest, most knowledgeable, and widely traveled of astromancers, individuals belonging to the discipline of relativity are those that have come to understand and hone a connection to the most foundational powers of the cosmos. They hold a great degree of control over the nature of gravity and use this ability to exploit the passage of time around themselves and their allies. Using their bodies and other arcane abilities as loci for their power, these astromancers attempt to inhibit the mobility of their foes, while also bolstering others and causing destiny to act in their favor.






Compressed Continuum

At 2nd level, your skill in manipulating the fundamental powers of the cosmos allows you to shorten the amount of time it takes to rest. It only takes you half as long as it normally would to receive the benefits of finishing a long rest.

Localize Density

Also at 2nd level, you learn to use your Starmote feature to encumber nearby creatures and slow their path through time. A hostile creature that starts its turn within 5 feet of a creature that possesses one of your Starmotes has its speed reduced by 5 feet until the start of its next turn. The amount of speed reduced by this effect increases to 10 feet at 7th level and 15 feet at 17th level in this class.

You can use a bonus action to cause a Starmote within 60 feet of you to pulse with gravitational force in a 5-foot radius, causing each hostile creature in the area to make a Wisdom saving throw against your astromancer spell save DC or be unable to use reactions until the start of your next turn.

You can use this feature in this way a number of times equal to your Wisdom modifier (minimum of once). You regain any expended uses when you finish a long rest.

Gravity Font

Starting at 6th level, as an action, you can create a 20-foot radius aura of fluctuating gravitational force that is centered on you for 1 minute. When a creature that possesses one of your Starmotes starts their turn in this area, the speed that the creature gains from your Speed of Light feature is doubled until the end of their turn.

Additionally, a creature in this area that fails its saving throw against your Localize Density feature also falls prone. If you use this feature and have no remaining uses of your Localize Density feature, you regain one use of it.

Once you use this feature, you can't use it again until you finish a short or long rest.

Temporal Dilation

At 10th level, you learn the haste and slow spells, if you do not already know them, and can cast one of these spells once without expending a spell slot. The spells do not count against your number of Spells Known.

Once you cast haste or slow in this way, you can’t do so again until you finish a long rest, though you can still cast the spell normally using an available spell slot.

Delay Destiny

At 14th level, you can splinter fate for a short period to use a reaction when a creature that possesses one of your Starmotes within 120 feet of you takes damage from an attack or fails a saving throw. When you use this reaction, you cause the creature to not take damage from the attack or not be affected by failing the saving throw, and instead take the damage from the attack or be affected by the effect of failing the saving throw at either the end of your next turn or the creature's next turn, which you choose at the point in the initiative that these occur (no additional reaction required). If a creature fails a saving throw that triggers this reaction from a spell that requires concentration, the spell still requires concentration from when it is cast.

You can use this feature twice, after which you can't use it again until you finish a long rest.

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Discipline of Stars

Primitive magics that draw on stellar patterns have been found to date back to the first attempts at contacting gods and divining the future. This ancient tradition of star-scrying has evolved over time, with thousands of years of star charts and celestial events being recorded and studied.

Followers of this discipline tend to be those who aim to understand the patterns of fate or glean knowledge about the designs of the gods through arcane means. The few capable of these feats are rewarded with the power of the stars; given the tools to tip the scales of destiny in their favor through manipulation of their Starmotes and spells.

Cosmic Storytelling

At 2nd level, you become proficient in your choice of one of the following skills: Arcana, History, Religion, or Survival.

Star Reader

Also at 2nd level, you are prepared with minor insights into coming events and can shift a situation to better your group's fortunes. When an enemy attacks a creature that possesses one of your Starmotes within 60 feet of you with advantage, you can use your reaction to prevent the roll from benefiting from advantage. You can also expend the Starmote on the creature as part of this reaction to give them advantage on the next attack they make until the end of their next turn.

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

Stellar Embodiment

Beginning at 6th level, your study of the stars allows you to further tap into latent energies beyond the world. Whenever you finish a long rest, you choose two of the following options and gain access to their effects. You lose the effects of any option you currently have whenever you a finish a long rest.

  • The Tree: You gain temporary hit points equal to half your astromancer level, as well as resistance to the damage of the first successful attack against you.
  • The Lantern: You gain the light cantrip, if you do not already have it, and can cast it at a distance of 30 feet. You also have advantage on initiative checks.
  • The Hand: You select one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses this proficiency.
  • The Lovers: You can cast charm person once at 1st level using your astromancer spell save DC, without requiring any verbal or somatic components, and without expending a spell slot. The target does not become aware of the charm at the end of a failed save. You cast charm person with this feature at 2nd level upon 14th level in this class.
  • The Scales: You can cast either bane or bless once at 1st level using your astromancer spell save DC and without expending a spell slot. You cast bane or bless with this feature at 2nd level upon 14th level in this class.
  • The Maw of Stars: You can cast dissonant whispers once at 1st level using your astromancer spell save DC and without expending a spell slot. The target of this spell must use both its reaction as well as half of its speed at the beginning of its next turn to move away from you on a failed save. You cast dissonant whispers with this feature at 2nd level upon 14th level in this class.



























Diviner's Boon

Starting at 10th level, when you use your Star Reader feature to prevent an attack roll from benefiting from advantage, you also prevent the target of the feature from benefiting from advantage on any attack roll until the end of their turn.

Additionally, when you use your Star Reader feature to expend a Starmote and give a target advantage on their next attack roll, the target also gains advantage on the next saving throw they make until the end of their next turn.

Stellar Mastery

At 14th level, you have expanded your knowledge surrounding the workings of the cosmos such that you have learned to access the powers of more complicated universal relationships. You now choose three effects for your Stellar Embodiment feature and can pick your choices for this feature from the following options:

  • Alignment: You learn one of your choice of commune, dream, legend lore, scrying, telepathic bond, or teleportation circle and can cast your selection using an astromancer spell slot. The spell learned from this feature does not count against your number of Spells Known and can be cast without using components.
  • Conjunction/Opposition: Once, as a bonus action, you can designate two creatures that you can see within 60 feet of you, forcing them to make a Strength saving throw against your astromancer spell save DC or each move up to 30 feet towards or away from each other in a straight line. If a target of this ability strikes a solid object or creature, the target takes 1d6 bludgeoning damage for every 5 feet it moved. If hitting a creature, the other creature must succeed a Dexterity saving throw against your astromancer spell save DC, taking the same amount of damage on a failure and half as much on a success. Creatures with a size above Large have advantage on the initial saving throw against this effect.
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Discipline of the Sun

Rather than focus on the designs of fate or consistently tiring obsession with the moon, those within the Discipline of the Sun tend to spend their attention on the more practical applications of the cosmic power they wield. A proud and refined discipline of fiery martial magic, these astromancers draw from the radically powerful events that occur upon the sun's surface, as well as the daily solar tides and winds which pass beyond the world to distract and strike their foes.

Firebrand

Starting at 2nd level, your innate connection to the fierce power of the sun begins to fuel your capacity in battle:

  • While you possess one of your Starmotes you gain a barrier of heat that pushes back against unwanted attacks and strengthens your own swings. These solar winds change your AC to equal 13 + your Dexterity modifier when you are not wearing armor and you gain proficiency with short swords and scimitars.
  • If you are proficient with a simple or martial melee weapon, you can use it as your spellcasting focus for astromancer spells.
  • When you deal damage to a creature with a melee weapon attack with a weapon which has the finesse property, you can choose to mark a solar brand on to the enemy for up to 1 minute. This brand will erupt if the branded creature takes fire or radiant damage after the damage that applied it, dealing an additional 1d6 fire damage. Once the brand deals damage, it is expended and disappears.
        Only one brand can be applied per attack, but a creature can have up to two brands on them at a time. The brand's damage improves when you reach 14th level in this class, increasing to 2d6 fire damage.
        You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.































Extra Attack

Upon reaching 6th level, you can attack twice, instead of once, when taking the Attack action on your turn.

Radiance

Also at 6th level, you regain your Firebrand feature's uses when you finish a short rest.

Mirage

At 10th level, your mastery over luminosity allows you to distract enemies with woven light. When a creature that you can see within 30 feet of you makes an attack roll against you, you can use your reaction to immediately become invisible, create an illusory duplicate of yourself in your space, and move up to half your speed. This duplicate and invisibility last until the end of your next turn, but the invisibility ends if you attack or cast a spell.

If you take the Attack action while the duplicate is present, you can make your attacks from either your own or your duplicate's position. Your duplicate uses your bonus to hit and damage, any damage it deals is considered radiant damage, and its attacks are capable of applying your Firebrand marks.

Once you use this feature, you can't use it again until you finish a long rest.

Solar Flare

At 14th level, when you mark a creature with your Firebrand feature you can force the target to make a Constitution saving throw against your astromancer saving throw DC or be blinded until the end of their next turn. While blinded in this way a creature is unable to make attacks of opportunity.

You must currently possess one of your Starmotes for this effect to occur. A creature that saves against this effect is not blinded and is immune to the effect for 24 hours.

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Discipline of the Void

Only rarely are masters of this tradition able to be found. Whether this is a result of seclusion stemming from the isolated nature of their obsessions or from the rigorous trials that they must endure for their power is unclear to outsiders.

These are the few, however, who recognize that true brilliance is not found among the stars, but in the vacuum that contains them; finding that the space between all things is not truly vacant, but rather has an essence of its own that should be harnessed and revered.

Distant Whispers

At 2nd level, you intuitively learn an exotic language of your choice. At 10th level in this class, you learn a second exotic language of your choice.







Languages Near and Far

Every setting has its own unique languages that might exist and that are available to players. Work with your DM to decide on what qualifies as an exotic language that you can choose from. A list of typically available languages can be found here: Player's Handbook: pg. 123


Empty Space

Also at 2nd level, as part of the action or bonus action used to cast a spell on your turn, you can instantly teleport up to 10 feet to a currently unoccupied space that you can see. When using this feature, you can expend one of your choice of currently active Starmotes to teleport up to 30 feet away, instead.

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

Dark Expansion

Beginning at 6th level, you can use this feature when casting a spell using a 1st or 2nd level spell slot and gain the benefits of casting the spell using one level higher of a spell slot.

For example, if you use this feature while casting the cause fear spell at 2nd level, you can frighten up to three targets, rather than two, as detailed in the cause fear spell effect for higher level casting.

The highest level spell slot that you can affect with this feature increases to 3rd level when you reach 7th level in this class and to 4th level when you reach 9th level in this class.

Once you use this feature, you can't use it again until you finish a short or long rest.

Response From Beyond

Starting at 10th level, your calls to the void of stars have gifted you with ephemeral wardens, brought to this world to obey your will. Using your bonus action, you can summon two Shades from Beyond in unoccupied spaces adjacent to you, using the statistics for Shadows in the Monster Manual.

These creatures gain a bonus to their attack rolls equal to your Wisdom modifier (minimum of +1). Additionally, these entities do not reduce their target's strength with their attacks, only understand commands given by you, and are considered aberrations, not undead.

When the Shades from Beyond are summoned they can be issued orders and must be given commands as subsequent bonus actions to move or attack. These creatures will remain in your service for 10 minutes, until they die, you dismiss the entities as a bonus action, or you become incapacitated, after which they disappear.

Once you use this feature, you can't use it again until you finish a long rest.

Encroaching Night

Upon reaching 14th level, you can exercise your growing control over the vacuous nothing of space to empower your shadowy manipulations. Whenever you expend a Starmote with your Empty Space feature, you can now teleport up to 60 feet to an unoccupied space that you can see or to swap places with one of your Shades from Beyond within 120 feet.

If you have your Shades from Beyond summoned when you use your Empty Space feature, each one can make an attack against a target within their melee attack range as a reaction immediately before or after you teleport (your choice), adding an amount of necrotic damage equal to your Wisdom modifier (minimum of +1), as well as gain temporary hit points equal to their damage done.

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ASTROMANCER

Shade From Beyond

Medium aberration, chaotic evil


  • Armor Class 12
  • Hit Points 16 (3d8 + 3)
  • Speed 40ft.

STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 13 (+1) 6 (-2) 10 (+5) 8 (+5)

  • Vulnerabilities radiant
  • Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities necrotic, poison
  • Condition Immunities exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Senses darkvision 60 ft., passive Perception 10

Amorphous. The shade can move through a space as narrow as 1 inch wide without squeezing.
Sunlight Weakness. While in sunlight, the shade has disadvantage on attack rolls, ability checks, and saving throws.

Actions

Entropic Touch. Melee Weapon Attack: +4 (+ your Wisdom modifier) to hit, reach 5ft., one creature. Hit: 9 (2d6 + 2) necrotic damage.





Discipline of the World

While astromancers focus the majority of their efforts on the celestial bodies beyond the world, there are those who recognize that the planet itself is part of the great design. Some have also discovered that the world is in dire need of protection from forces beyond this plane and pale that would seek to do it harm. Drawing on the knowledge of the cosmos to protect against these assailants, those within this discipline seek to guard the lands on which they reside for the benefit of all.

Guardian of the Material

At 2nd level, you gain proficiency with shields and can use shields as a spellcasting focus for your astromancer spells.

Star Shield

Also at 2nd level, you can draw on the connection between the foundations of the world and cosmic forces beyond it to use your Starmote feature for greater protection.

As a bonus action, you can expend one active Starmote within 60 feet of you and increase both your own AC and the AC of the target who possessed it by an amount equal to your maximum number of Active Starmotes, as shown on the Astromancer table, until the start of your next turn.

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

























Planar Protector

Beginning at 6th level, you become aware of the true nature of any aberration, celestial, fey, or fiend by sensing what type of creature it is upon touching them.

Additionally, when a creature of any of these types deals damage to you or an ally currently affected by your Starmote feature that you can see within 60 feet of you, you can use your reaction to reduce their damage taken by 1d6. This damage reduction increases to 2d6 at 10th level and 3d6 at 14th level in this class.

Land Warden

Upon reaching 10th level, the land itself has recognized your protective efforts. You learn the wall of stone spell, if you do not already know it, and can cast it once without expending a spell slot. This spell does not count against your number of Spells Known.

Once you cast wall of stone in this way, you can’t do so again until you finish a long rest, though you can still cast it normally using an available spell slot.

Dustmote

Starting at 14th level, when you expend a Starmote on a target with your Star Shield feature, you can choose for your target to gain a lingering mote of coalesced stardust for up to 1 hour. While a creature possesses this Dustmote, they have resistance to one damage type of your choice other than bludgeoning, piercing, or slashing damage that you select when the Dustmote is created, as the scintillating particles ward away harm.

A creature that possesses a Dustmote can also choose to expend it as an action, causing its stardust to burst forth and forcing all other creatures within a 10-foot radius sphere centered on the creature to make a Constitution saving throw against your astromancer spell save DC. On a failed save, a creature is blinded for 1 minute. At the end of each of its turns, an affected creature can make a Constitution saving throw. On a success, the effect ends.

Once you use this feature, you can't use it again until you finish a short or long rest.

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ASTROMANCER

Astromancer Spell List



Cantrips (0 Level)
  • Consuming VoidAstromancer
  • Dancing Lights
  • Fire Bolt
  • Guidance
  • Light
  • Mage Hand
  • Minor Illusion
  • Prestidigitation
  • Ray of Frost
  • Sacred Flame
  • Shape Water
  • Shocking Grasp
  • Word of Radiance
1st Level
  • Alarm
  • Cause Fear
  • Chromatic Orb
  • Color Spray
  • Comprehend Languages
  • Detect Magic
  • Expeditious Retreat
  • Gift of Alacrity
  • Guiding Bolt
  • Ice Knife
  • Identify
  • Jump
  • Longstrider
  • Mage Armor
  • Magic Missile
  • Protection from Evil and Good
  • RelativityAstromancer
  • Sanctuary
  • Shield
  • Silent Image
  • Sleep
2nd Level
  • Augury
  • Blindness/Deafness
  • Darkness
  • Darkvision
  • Enhance Ability
  • Fortune's Favor
  • Hold Person
  • Immovable Object
  • Invisibility
  • Levitate
  • Locate Animals or Plants
  • Locate Object
  • LunacyAstromancer

  • Mirror Image
  • Misty Step
  • Moonbeam
  • Pass Without Trace
  • Phantasmal Force
  • See Invisibility
  • Shadow Blade
  • Silence
  • Skywrite
  • Vortex Warp
  • Zone of Truth
3rd Level
  • Bestow Curse
  • Blink
  • Comet TailAstromancer
  • Counterspell
  • Daylight
  • Detect RiftAstromancer
  • Dispel Magic
  • Fireball
  • Fly
  • Haste
  • Hypnotic Pattern
  • Lightning Bolt
  • Magic Circle
  • Major Image
  • Melf's Minute Meteors
  • Nondetection
  • Protection from Energy
  • Pulse Wave
  • Remove Curse
  • Sending
  • Slow
  • Tidal Wave
4th Level
  • Banishment
  • Bow ShockAstromancer
  • Charm Monster
  • Confusion
  • Control Water
  • Dimension Door
  • Divination
  • EntropyAstromancer
  • Gravity Sinkhole
  • Greater Invisibility
  • Hallucinatory Terrain
  • Locate Creature
  • Phantasmal Killer
  • Polymorph
  • Sickening Radiance
  • Summon Aberration
5th Level
  • Astral JauntAstromancer
  • Bigby's Hand
  • Cone of Cold
  • Creation
  • Dawn
  • Dream
  • Far Step
  • Flame Strike
  • Hold Monster
  • Magnetic WardAstromancer
  • Mislead
  • Planar Binding
  • Scrying
  • Skill Empowerment
  • Synaptic Static
  • Telekinesis
  • Teleportation Circle
  • Wall of DuskAstromancer
  • Wall of Force
  • Wall of Light
6th Level
  • Arcane Gate
  • Chain Lightning
  • Disintegrate
  • Find the Path
  • Globe of Invulnerability
  • Gravity Fissure
  • Mass Suggestion
  • Otiluke's Freezing Sphere
  • Programmed Illusion
  • Recall PositionalityAstromancer
  • Reselect SpaceAstromancer
  • Scatter
  • Sunbeam
  • Tasha's Otherworldly Guise
  • True Seeing
  • Wall of Ice
7th Level
  • Crown of Stars
  • Etherealness
  • Firestorm
  • Forcecage
  • Mirage Arcane
  • Plane Shift
  • Prismatic Spray
  • Project Image
  • Reverse Gravity
  • SupernovaAstromancer
  • Symbol
  • Teleport
8th Level
  • Antimagic Field
  • Dark Star
  • Demiplane
  • EverwarpAstromancer
  • Maddening Darkness
  • Sunburst
9th Level
  • Astral Projection
  • Foresight
  • Meteor Swarm
  • Star SightAstromancer
  • Time Stop
  • Wish
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ASTROMANCER

Astromancer Spells

Astral Jaunt

5th level conjuration


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a piece of whalebone scrimshaw)
  • Duration: Instantaneous

You thin the dimensional veil between your location and the Astral Plane, allowing you to teleport to an unoccupied space that you can see within range. Immediately after you teleport, a sliver of gossamer cloud lacerates the space between your previous space and your new one. Each creature in a 5-foot wide line between these two spaces must make a Dexterity saving throw or take 6d8 force damage and be unable to magically move from their space until the end of their next turn. On a successful save, a creature takes half as much damage and is not prevented from magical movement.


At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot above 5th.

Bow Shock

4th level evocation


  • Casting Time: 1 reaction, which you take when an ally hits with an attack against a target within range
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

When an ally hits a creature that you can see within range with a melee or ranged weapon attack, you add an additional 3d8 force damage to the attack's damage roll. Each creature in a 15-foot cone on the opposite side of the target from the triggering attack must make a Dexterity saving throw or take the same amount of additional force damage as the target, or half as much on a success.


At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot above 4th.

Comet Tail

3rd level evocation


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

Touch a willing creature to imbue them with a burning aura. For the duration, the target's speed increases by 10 feet. Additionally, as the target moves they leave behind a wall of burning gas as wide and tall as the target in the spaces they travel through, which lasts until the start of their next turn.

Any creature other than you or the target that enters or starts their turn within a 5-foot radius of the tail must make a Dexterity saving throw or take 2d8 fire damage, or half as much on a success.


At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the speed increases by 5 feet and the damage increases by 1d8 for every two slots above 3rd.

Consuming Void

Necromancy cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You devour a portion of a creature's potential energy, warding yourself with a measure of their essence. A target that you can see within range must make a Constitution saving throw or take 1d6 necrotic damage. You immediately gain temporary hit points equal to the amount of damage dealt until the start of your next turn.

The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Detect Rift

3rd level divination (ritual)


  • Casting Time: 1 minute
  • Range: Self
  • Components: V, S, M (a compass made of gold)
  • Duration: 1 hour

You meditate for a moment, heightening your sensitivity to breaches in the fabric of the universe. You gain the ability to sense the location of all planar portals within 1 mile of you for the duration of the spell.

You know how far away and what direction any portals are in, as well as have advantage on ability checks to dispel or counter planar travel (as in counterspell and dispel magic when used on blink or gate) for the duration of the spell.

13
ASTROMANCER

Entropy

4th level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You focus the decaying essence of impending cosmic death onto a point of your choice within range, draining life from all beings. Each creature within a 20-foot radius sphere centered on that point must make a Constitution saving throw. Creatures take 4d8 necrotic damage on a failed save and their speed is halved for the duration of the spell. Creatures that succeed on the saving throw take half damage and are not slowed by this effect.

A target which fails the saving throw must also make a Constitution saving throw at the end of each of its turns, or take an additional 2d8 necrotic damage. On a successful save, the target takes no damage and the spell's effect ends for that creature.


At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 1d8 for each slot level above 4th.

Everwarp

8th level conjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (two interwoven loops of golden thread worth at least 200gp in total, which the spell consumes)
  • Duration: 1 hour

You touch a creature, providing them with spatial boons that allow their attacks to warp through brief portals in the fabric of local reality. For the duration, the target's melee attack range increases by 10 feet and attacking at long range does not impose disadvantage on their ranged weapon attack rolls.

Additionally, once per turn, when the target makes a melee or ranged weapon attack against a creature, they can choose to teleport up to 10 feet away from their current position to a currently unoccupied space that they can see immediately after the attack for the duration of the spell.

Lunacy

2nd level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

You afflict a creature with mild insanity, disrupting their recognition of beings around them. A target of your choice that you can see within range must make an Intelligence saving throw or perceive two humanoids of your choice that both you and the target can see as the other. Each time the target takes damage, it can repeat the saving throw, ending the effect on a success.

An affected creature's mind fills in any gaps in differences of voice, gait, how the positions of selected creatures changed, and treats them appropriately as friends and enemies for the duration of the spell.

Magnetic Ward

5th level abjuration


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

You create a 20-foot radius sphere of repulsing magical energy centered on you for the duration. This area is an electromagnetic bubble and only affects objects you select.

Creatures of your choice that possess or are wearing metallic objects, such as a metal weapon or a suit of heavy or medium metal armor that come into contact with the edge of the sphere must make a Strength saving throw or take 3d8 lightning damage and are unable to cross the border. Creatures that succeed take half damage and can pass.

Projectiles that consist of metal which contact the sphere's boundary can not pass through. You can use your reaction when a ranged attack is blocked by this effect to fire a charged projectile back towards the creature that shot it, forcing the creature to make a Dexterity saving throw or take 3d8 lightning damage, or half as much on a successful save.


At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

14
ASTROMANCER

Recall Positionality

6th level conjuration


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (diamond dust worth at least 200gp)
  • Duration: Concentration, up to 10 minutes

Choose up to three creatures that you can see within range and summon an intangible beacon of stardust and starlight centered on the space each target occupies when this spell is cast which lasts for the duration. The beacon sheds bright light in a 5-foot radius and dim light for an additional 10 feet.

A creature you target with this spell can use its bonus action to immediately teleport to the space of a beacon. Once a target teleports to a beacon, the beacon disappears. The waning starlight from a disappearing beacon wraps around the target that teleports to it, causing the target to also immediately gain 2d8 temporary hit points.


At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, you can choose an additional creature for each slot level above 6th.


Relativity

1st level transmutation


  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V, S, M (a rabbit's foot and a turtle's shell)
  • Duration: Concentration, up to 1 minute

You subtly hasten and slow the ambient energy surrounding nearby creatures. A target of your choice within range must make a Wisdom saving throw or have its speed reduced by 10 feet for the duration of the spell.

If a target fails this saving throw, you can also select a creature within range and increase its speed by 10 feet until the spell ends. This effect can not reduce a target's speed below 0 nor give speed to a creature beyond the amount of reduced speed. Targets with no movement speed automatically succeed the saving throw.


At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can slow and hasten creatures by an additional 5 feet for each slot level above 1st.


Reselect Space

6th level conjuration


  • Casting Time: 1 bonus action
  • Range: 90 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You create a 40-foot radius sphere of fluctuating spatial energy centered on a point of your choice within range, manipulating the positions of creatures inside of it. When you cast this spell, and and as a bonus action on your subsequent turns, you can select one creature that you can see within the area and immediately teleport it up to 20 feet from its position to a currently unoccupied space that you can see within the sphere.

An unwilling creature that you target with this spell must make a Wisdom saving throw to resist this effect.

Star Sight

9th level divination


  • Casting Time: 1 minute
  • Range: Self
  • Components: V, S
  • Duration: 8 hours

You call up to a friendly spirit of the stars themselves, requesting aid in your current endeavors. You can make a request of the spirit, which telepathically understands and communicates with you and will do its best to complete the task you have assigned it. You can choose one of the following options for your request:

Observe: Have the spirit survey the world from the skies, watching over a single creature of your choice on the same plane of existence from afar, able to observe and track the target as long as it is not obscured by magic. The spirit telepathically reports its observations to you when requested for the duration of the spell.

Obscure: You can request an illusory glamour fashioned from pure starlight to hide each creature of your choice within 60 feet of you for the duration of the spell. The spirit creates a mystical ward surrounding you, concealing the targets from all effects or spells that allow vision, detect location, or sense creature type, such as the scrying spell, the locate creature spell, or a paladin's Divine Sense.

Uncover: You can request a vision of the past in order to magically view a recreation of an event or time of your choice that occurred within 500 feet of you. You enter a trance for up to the duration of the spell, experiencing events that transpired in real time as though you were present, although unable to interact in any way. You can end this effect at any point before the spell ends. Any areas affected by an antimagic field during the event or time that you are viewing are unable to be observed, appearing as dark and silent voids.

15
ASTROMANCER

Supernova

7th level evocation


  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, S, M (a clear glass marble)
  • Duration: Instantaneous

You summon the ferocious explosion of power unleashed by a dying star in a 20-foot radius sphere centered on a point you choose within range. Each creature within this area must make a Dexterity saving throw or take 8d6 fire damage on a failed save or half as much on a success.

The explosion you summon then increases beyond your control, dealing an additional 8d6 fire damage within a 40-foot radius sphere centered on the same point at the start of your next turn and requiring another Dexterity saving throw for creatures in the area, dealing half damage on a success.


At Higher Levels: When you cast this spell using a spell slot of 8th level or higher, the initial radius increases by 10-feet and the secondary radius increases by 20-feet for each slot level above 7th. The damage of each explosion also increases by 1d6 for each slot above 7th.

Wall of Dusk

5th level illusion


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a small bottle of ash)
  • Duration: Concentration, up to 10 minutes

A wall of shadowy gloom appears at a point you choose within range. The wall appears in any orientation you select: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. The tenebrous wisps that constitute the wall block line of sight, but creatures and objects can pass through it.

Creatures of your choice that pass through the wall become invisible until the spell ends, as shadows coalesce around them. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell also ends for a target that attacks or casts a spell.

Each time a creature gains invisibility from this effect, reduce the length of the wall by 10 feet. If the wall’s length drops to 0 feet in this way, creatures that are invisible from this effect remain so while you maintain concentration on this spell or until one of the other conditions to end it is met.


At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, you can increase the length of the wall by 10 feet for each slot level above 5th.

Multiclassing

Multiclassing Prerequisites
Class Ability Score Minimum
Astromancer Wisdom 13
Multiclassing Proficiencies
Class Proficiencies Gained
Astromancer
16
ASTROMANCER
























This is Your Life

To help you create your astromancer, you can use the suggestions found on the following tables to help you decide your character's backstory and goals.

Call of Power

The majority of astromancers experience some sort of event or come from a long tradition of practitioners that led them to adopt their craft and ability to tap into cosmic energy. These callings may be quite distinct, varying between small and large influences in the life course of these powerful casters.

Call of Power
d6 Call
1 You received glorious visions from an astral being.
2 You had planned on becoming a cleric, but found their worship too constraining for your lofty dreams.
3 You were kidnapped as a child, forced to join a secretive sect that gifted you arcane power.
4 Your family are a long line of astromancers that expect great things from you.
5 You happened upon a tower belonging to a master who took you in and showed you cosmic patterns.
6 You have always had a knack for understanding the grandeur of cosmic mechanics.

Bond to the Beyond

Most people understand the world through their lived experiences and require proof to add new information to their perspective. Astromancy conflicts with this expectation, being a set of disciplines which are focused specifically on things which occur beyond the horizons of the world.

Consider how you might relate to your power. Is it something you came to believe in later in life? Have you held a fascination with light and stars from childhood? Perhaps you desired power anywhere you could find it?

























Bond to The Beyond
d6 Bond
1 You are uncertain about your relationship to this magic and hope to know more as you develop.
2 You have felt plagued by this magic your entire life.
3 The light and dark have always fascinated you.
4 You have difficulty understanding many things, except the intricate workings of the universe around you.
5 Protecting the celestial design with cosmic power is your most precious duty.
6 You savor your power, regardless of its origin.

Inspiration for Adventure

Why have you ventured forth from your hermitage or observatory? Do you believe that a great calamity may soon befall the world and that you have the vision to stop it? Maybe you have been sequestered, requiring exploration for a perspective that cannot be granted by simple study.

Gaining a full understanding of the universe is a nearly futile effort, but gathering experience from around the world and planes may prove to be the most fruitful endeavor for this goal. Think about what prompted you to set out on your current adventure and how this may affect your viewpoint.

Inspiration for Adventure
d6 Inspiration
1 Whispers from the cosmos tempt you to seek danger.
2 A deity of the night sky has given you a sacred charge.
3 You aim to enact your own view of order in the world.
4 Your reading of the stars indicates a great change that will soon befall the world.
5 You have a burning desire to slaughter your enemies.
6 You yearn for vision only attainable from exploration.
17
ASTROMANCER

Astromancer Items


Amulet of Astral Adepts

Wondrous Item, rare (requires attunement by an astromancer)


This small pendant is comprised of a ring of plated gold inset with a bright gem, glittering with gossamer strands of the astral sea encased inside. This amulet helps you connect more closely to those around you by drawing on the psionic qualities of the Astral Plane. You can speak telepathically to any creature that possesses one of your Starmotes within 120 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time.
















Auroralight Robes

Wondrous Item, uncommon (requires attunement by an astromancer)


These robes seem white, but are woven of all colors, and if the wearer moves they shimmer and change hue so that the eye is bewildered. These robes increase the range of dim light shed by your Starmote feature by 30 feet.


Codex of Cosmic Mechanics

Wondrous Item, very rare (requires attunement by an astromancer)


This thick tome is bound in dark leather, densely incribed with diagrams that describe advanced celestial circumstances and relationships. The book has 4 charges, and it regains ld4 expended charges daily at dawn. You can use the charges in the following ways while holding it:

  • You can expend 2 of its charges to cast arcane gate, recall positionality, or reselect space, using your spell save DC.
  • When you give a creature a Starmote, you can expend 1 charge to cause them to gain blindsight out to a range of 30 feet for 1 minute.
  • When a creature that possesses one of your Starmotes is hit by an attack, you can use your reaction to expend 1 charge to teleport the creature up to 10 feet to an unoccupied space you can see. If the new position of the creature is out of range of the attack, it misses.

Cradle of Stars

Wondrous Item, rare (requires attunement by an astromancer)


This diadem of bright gold is inset with brilliant opals, each of which seems to possess clouds of multicolored and shimmering dust within. While wearing this crown, you can use your action to choose three 15-foot cubes centered on points you can see within 120 feet of you and force each creature these areas to make a DC 15 Dexterity saving throw. Creatures take 3d4 radiant damage on a failed save, or half as much damage on a successful one. You can expend your choice of currently active Starmotes to increase this damage by 1d4 radiant damage for each Starmote chosen.

A creature in more than one area of this effect is affected by all areas, but only makes a single saving throw. Once used, this item can't be used in this way again until the next dawn.

18
ASTROMANCER

Mantle of Eternal Continuum

Wondrous Item, legendary (requires attunement by an astromancer)


This cloak of pure white and golden threading seems to glimmer with indiscernible patterns as you will them to occur. A powerful feeling to disassociate from your body fills your mind whenever you lose focus while wearing this.


You gain these benefits while wearing this mantle:

  • If you are not wearing armor, your base Armor Class is 15 + your Dexterity modifier.
  • You can summon or dismiss Starmotes as a bonus action.
  • You gain advantage on death saving throws and regain 1 hit point on a roll of 19 or 20.
  • You can cast the astral projection spell at will, targeting only yourself, and your astral cord cannot be cut unless you want it to be. Additionally, dispel magic will not dispel this effect, unless you want it to.























Moonstone Amulet

Wondrous Item, uncommon (requires attunement by an astromancer)


While wearing this amulet of lunar rock enmeshed within a set of silver bands, you have darkvision out to a range of 120 feet, as long as you have one of your Starmotes active on yourself. You also always know the time of night or day, as well as the position and phase of the moon while you are wearing this pendant.

Ring of Star Signs

Ring, very rare (requires attunement by an astromancer)


This ring has a mercurial form, constantly shifting the designs of constellations that decorate the band of metal. Every day at dawn you roll a d8 to determine what boon the ring provides. You lose any boons you currently have whenever you receive a new boon. When found, it provides one of the d8 options that is chosen by the DM.

d8 Sign Boon
1 The Owl You have advantage on Wisdom (Perception) checks that rely on hearing or sight.
2 The Serpent You have advantage on Dexterity (Stealth) checks and have resistance to poison damage.
3 The Fish You have a swimming speed equal to your walking speed and can breathe underwater.
4 The Bull You have advantage on Strength saving throws.
5 The Tome You can add your proficiency bonus to one skill or tool of your choice.
6 The Chalice When you regain hit points from a spell or other magical effect, you can regain an additional amount of hit points equal to 1d8.
7 The Wings A creature that possesses one of your Starmotes gains a flying speed of 10 feet.
8 The Crown You gain access to any other two boons of your choice that this ring provides.
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Robes of the Voidborn

Wondrous Item, rare (requires attunement by an astromancer)


This robe is woven with the darkest onyx and ebony threads, seemingly dimming the light around it. While you wear this robe, you gain the following benefits:

  • You have resistance to radiant damage as long as you have one of your Starmotes active on yourself .
  • You have advantage on Dexterity (Stealth) checks while in areas of dim light or darkness.
  • You can speak the command word as an action to cause dark tendrils to burst forth from the robe, forcing one creature of your choice within 5 feet of you to make a DC 14 Dexterity saving throw or take 2d8 bludgeoning damage and become restrained until the start of your next turn. A creature that succeeds on the saving throw takes half damage and is not restrained. Once used, the robe can't be used in this way again until the next dawn.

Scepter of the Starseeker +1, +2, +3

Rod, uncommon (+1), rare (+2), very rare (+3) (requires attunement by an astromancer)


While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DC of your astromancer spells, which is determined by the item's rarity. Additionally, you can increase your maximum number of Starmotes by one additional Starmote than indicated on the Active Starmotes column of the Astromancer table for your level.

The Final Spark

Wondrous Item, very rare (requires attunement by an astromancer)


A spark of creation has been bound within this small crystal sphere in order to protect it. This translucent orb counts as an arcane focus for you. The orb weighs 1 pound, has an AC of 15, has 50 hit points, and has resistance to all damage except bludgeoning, piercing, and slashing damage done by magical weapons that are adamantine. The orb regains all missing hit points at dawn.

If the orb is destroyed, the raw cosmic power within erupts. Every creature in a 60-foot radius sphere of the orb must make a DC 20 Dexterity saving throw or take 10d6 force damage and 10d6 radiant damage on a failed saving throw, or half as much on a successful one.

While holding this orb, you can draw on the force of the spark within. You can use an action to make a ranged attack roll against a creature of your choice within 120 feet of you, using your spell attack bonus. On a hit, the target takes 5d6 force damage and 5d6 radiant damage. Once this effect is used, it can not be used again until the next dawn.

If this item is not used for 7 consecutive days, the spark's power grows. The next time you make this attack after this period, it also creates a line up to 120-feet long and 5-feet wide, ending at the target. Each creature in this line other than the target must make a DC 16 Dexterity saving throw or take the same amount of damage as the target on a failed save, or half as much on a successful one.

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A Special Thanks

To everybody involved in both playtesting and reading through this class over the last year! Everybody's input has been enormously helpful, with particular shoutouts to @TheAttackBox, @Drakitydrackity, @ChristopherTruth, @CalypsianCourtesan, and the Discord of Many Things for their incredibly helpful feedback that served as launching points for reworks that all of these creations underwent.

Save for any potential grammatical errors that have gone unseen, this is the (definitely - for sure this time) final (4.3.1) version of the class, which appears in the A Series of Stars compendium by DianaDM. However, additional playtesting and feedback is always welcome (especially at the 12+ levels for all disciplines!), so feel free to drop a comment to u/liusediana with any experiences.

As always, Happy Starfaring!



Art Credits

    Pg 0. Eric Deschamps (Magic the Gathering) - ericdeschamps.com

Pg 2. Anna Podedworna (Gwent) - artstation.com/akreon

Pg 3. Lemon SKy Studios (TES: Legends) - artstation.com/lemonsky

Pg 4. Will Murai (Magic the Gathering) - artstation.com/willmurai

Pg 5. Chris Rahn (Magic the Gathering) - rahnart.com

Pg 6. Tommy Arnold (Magic the Gathering) - twitter.com/tommyarnoldart?

Pg 7. Olga Debras -     instagram.com/olgadrebas/?hl=en

Pg 8. Chris Rallis (MtG) -                      rallisart.com

Pg 9. Aurelien Rantet (Endless Legend) - artstation.com/aurel

Pg 9. Curse of Strahd Sourcebook

Pg 10. Mike Azevedo (League of Legends) - artstation.com/mikeazevedo

Pg 11. Lucas Parolin - deviantart.com/lucasparolin

Pg 12. Filipe Pagliuso -          artstation.com/filipe-pagliuso

Pg 14. Wesley Burt (Magic the Gathering) - artstation.com/wesleyburt

Pg 15. Paul Canavan (Magic the Gathering) - artstation.com/paulscottcanavan

Pg 17. SIXMOREVODKA (Legends of Runeterra) - sixmorevodka.artstation.com

Pg 18. Guilherme Batista - artstation.com/batistaguilherme

Pg 18. Dan Scott (Magic the Gathering) - danscottart.format.com

Pg 19. Dallas Williams - dallasillustration.com

Pg 19. Michael Netrat - artstation.com/netrat

Pg 20. SIXMOREVODKA (Legends of Runeterra) - sixmorevodka.artstation.com

Pg 21. MarmaduX-Smite (Smite) - deviantart.com/marmadux-smite

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