Stargazer 5e by Ryan Flacks

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STARGAZER
Stargazer 5e | by Ryan Flacks

Stargazer

The elven princess glows with star-like radiance, her body shimmering and translucent, inlaid with constellations. She stands from her praying kneel, and gazes to the sky. Her eyes open, shining rays into the cosmos above.

An entranced tiefling draws from a decorated deck of cards. The card shines and burst into tiny butterflies, fluttering quickly into the face of the bandit chieftan ahead. The chieftan stumbles out of the way, missing his attack against the tiefling's ally.

Lost on a dark path, the halfling looks to the stars for guidance. His eyes flicker, directions flashing through his mind before he points into the darkness of the forest nearby and whispers, "This way."

A grizzled and beaten human shakes off the effects of a mind flayer. His mind is trained in knowledge of the cosmos, and no form of alien trickery can break his will. He pulls a card from his pocket and crushes it within his hand. A flash of light leaks from between his fingers, and his eyes focus heavily for his next attack.

Guided by the stars, stargazers pull their magical abilities from the very cosmos. Often referred to as gypsies or fortune-tellers, stargazers have always had a mysterious aura about them. They aid their allies heavily in battle, allowing the fates to guide their step. However, the stars also grant them great strength to eliminate any who would dare to oppose them.

Stargazer 5e | by Ryan Flacks
The Stargazer
Level Proficiency
Bonus
Fate
Die
Features Cantrips
Known
Spells
Known
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 1d4 Spellcasting, Deck of Fates,
Destiny, Destiny Feature
3 3 2
2nd +2 1d4 Cosmic Remedy (1 Fate Die) 3 4 3
3rd +2 1d4 Foresight 3 5 4 2
4th +2 1d4 Ability Score Improvement 4 6 4 3
5th +3 1d6 Realignment of Fate 4 7 4 3 2
6th +3 1d6 Gambit, Destiny Feature 4 8 4 3 3
7th +3 1d6 Cosmic Remedy (2 Fate Die) 4 9 4 3 3 1
8th +3 1d6 Ability Score Improvement 4 10 4 3 3 2
9th +4 1d6 ––– 4 11 4 3 3 3 1
10th +4 1d8 Astral Guidance, Destiny Feature 5 12 4 3 3 3 2
11th +4 1d8 ––– 5 13 4 3 3 3 2 1
12th +4 1d8 Ability Score Improvement 5 13 4 3 3 3 2 1
13th +5 1d8 ––– 5 14 4 3 3 3 2 1 1
14th +5 1d8 Destiny Feature 5 14 4 3 3 3 2 1 1
15th +5 1d8 ––– 5 15 4 3 3 3 2 1 1 1
16th +5 1d8 Ability Score Improvement 5 15 4 3 3 3 2 1 1 1
17th +6 1d8 Shifter of Fate 5 16 4 3 3 3 2 1 1 1 1
18th +6 1d8 ––– 5 16 4 3 3 3 3 1 1 1 1
19th +6 1d8 Ability Score Improvement 5 16 4 3 3 3 3 2 1 1 1
20th +6 1d8 Capstone 5 16 4 3 3 3 3 2 2 1 1

—Spell Slots by Spell Level—

Quick Build

You can make a stargazer quickly by following these suggestions. First, make Intelligence your highest ability score. Make Constitution or Dexterity your next highest score. Then, select the sage or hermit background.

Class Features

As a stargazer, you gain the following class features.

Hit Points

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

Constitution modifier per stargazer level after 1st

Proficiencies

Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light

crossbows
Tools: Deck of Fates (playing cards)
Saving Throws: Intelligence, Constitution
Skills: Choose two from Arcana, History, Persuasion,

Investigation, Perception, Performance, or Medicine.

Equipment

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

  • (a) a quarterstaff or (b) a dagger
  • (a) a component pouch or (b) an arcane focus
  • (a) a scholar's pack or (b) an explorer's pack
  • a Deck of Fates (playing cards)

Spellcasting

Study of the cosmos and the fates that intertwine have opened up a wellspring of magic within yourself.

Cantrips

At 1st level, you know three cantrips of your choice from the stargazer spell list. You learn additional stargazer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Stargazer table.

Spell Slots

The Stargazer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these stargazer 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.

Stargazer 5e | by Ryan Flacks

Spells Known of 1st Level and Higher

You know three 1st-level spells of your choice from the stargazer spell list.

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

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

Spellcasting Ability

Intelligence is your spellcasting ability for your stargazer spells, since your magic power comes from extensive study and meditation. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a stargazer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Spellcasting Focus

You can use an arcane focus or a Deck of Fates as a spellcasting focus for your stargazer spells.

Deck of Fates

At 1st level, you have a Deck of Fates that allows you to draw minor boons for your allies, or curses for your enemies. At the beginning of your turn in combat, roll your Fate Die (a d4) to draw an effect from the table below (Fate effects cannot stack).

You may activate the effect as a free action. If you do not activate the drawn effect during this round, the effect remains until used, and prevents you from drawing at the beginning of your next turn. Once activated, Fate effects last until consumed, or until the end of your next turn.

Your Fate Die changes when you reach certain levels in this class. The die becomes a d6 at 5th level, and a d8 at 10th level.

Undraw

As a bonus action, you may undraw the effect, returning it to your Deck of Fates, allowing you to draw again on your next turn.

Fates

Fate Die Effect
1 Add a roll of your Fate Die to your next damage roll, matching the damage type of the attack.
2 Give your next attack roll advantage.
3 Give an enemy that you can see within 30 feet disadvantage on their next attack roll.
4 Gain a roll of your Fate Die + your Stargazer level in temporary hitpoints.
5 Gain a flying speed equal to your move speed.
6 Teleport to a spot that you can see, up to 30 feet away.
7 Gain resistance to bludgeoning, piercing, or slashing damage (your choice).
8 Gain a 1d4 bonus to your Armor Class.

Stargazer Destiny

At 1st level, the guidance of the cosmos leads you down a path of destiny: Combustion, Worlds, or Void, all detailed at the end of the class description. Your choice grants you destiny spells and other features when you choose it at 1st level, and additional benefits at 6th, 10th and 14th levels.

Cosmic Remedy

At 2nd level, whenever you cast a spell that heals yourself or an ally, you may roll your Fate Die and add the result to your roll.

At 7th level, you may instead roll your Fate Die twice, adding the result of both to your roll.

Foresight

At 3rd level, when you make an Intelligence (Arcana) or Intelligence (Investigation) check, you can treat a d20 roll of 9 or lower as a 10.

Realignment of Fate

At 5th level, you may redraw from your Deck of Fates. When you roll your Fate Die at the beginning of your turn in combat, you may use your bonus action to roll one of your Fate Die a second time, using the new result.

Gambit

At 6th level, you have sway over the fates of those around you. When you roll initiative, you can choose a creature you can see within 60 feet and add or subtract a roll of your Fate Die to their initiative roll, to a minimum of 1.

At 7th level, you can roll your Fate Die a second time and apply the addition or subtraction to a different creature.

Stargazer 5e | by Ryan Flacks

Astral Guidance

At 10th level, you master the art of astral meditation. As a reaction to making a saving throw or ability check, you can give yourself advantage on that save or check.

You can use this feature a number of times equal to 1/2 your proficiency bonus, rounded up (minimum of once). You regain all expended uses when you finish a long rest.

Shifter of Fate

At 17th level, you may roll your Fate Die twice at the beginning of your turn in combat and use both results.

Multiple Fates

The Destiny of Worlds 1st level ability, Shared Fate, allows you to transfer your Fate Die effects to an ally. You may pass one, both, or neither effect to allies when you gain the Shifter of Fate feature. As noted, an ally cannot hold more than one Fate effect at a time.

Stargazer Destiny

Within the great expanse of the cosmos, stargazers find many paths with which to guide their lives. Although infinite, most fates fall under three major cosmic powers: Combustion, Worlds, and Void.

Notes on the Spell Lists

Spells without annotation can be found in the Player's Handbook. For the others:

  • (XGtE) Xanathar's Guide to Everything
  • (TCoE) Tasha's Cauldron of Everything
  • (FToD) Fizban's Treasury of Dragons
  • (*) Stargazer spell, described in
    Appendix B.

Destiny: Combustion

Your power flows to you from the endless eruptions, explosions and implosions of the stars. Many stargazers seeking power above all else study the great flames of the sky, focusing their powers into fire magics. Combustion stargazers are often the protectors of great kings or cities, able to share their cosmic fortunes with their leaders, and fight off threats in a firey blaze.

Expanded Spell List

The Destiny of Combustion allows you to choose from an expanded list of spells when you learn a stargazer spell. The following spells are added to the stargazer spell list for you.

Combustion Expanded Spells
Spell Level Destiny Spells
1st Burning Hands
2nd Scorching Ray
3rd Melf's Minute Meteors (XGtE)
4th Wall of Fire
5th Immolation (XGtE)
6th Investiture of Flame (XGtE)
7th Fire Storm
8th Incendiary Cloud
9th Meteor Swarm

Flare

Starting when you choose this destiny at 1st level, when a creature within 30 feet of you that you can see hits you or an ally with an attack, you can use your reaction to cause the attacker to flare briefly with solar energy. The creature must make a Dexterity saving throw, taking 1d8 fire damage on a failed saving throw, and half as much damage on a successful one.

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

The damage increases to 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level.

Flame-touched

Starting at 1st level, studying the eternal explosions of the universe have allowed you to read the blazing life aura of those you speak to. You gain proficiency in the Insight skill.

Solar Aura

Starting at 6th level, you gain the ability to wreathe yourself or an ally in the protective flames. As a bonus action, choose a friendly creature within 60 feet (including yourself). For 1 minute, the creature sheds bright light in a 10-foot radius and dim light for an additional 10 feet. When a creature enters the bright light for the first time on a turn or stars its turn there, it takes fire damage equal to a roll of your Fate Die + your Intelligence modifier (minimum of 1).

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

Blaze Vacuum

Starting at 10th level, you gain resistance to fire damage.

In addition, when an enemy deals fire damage to an ally within 30 feet of you, you may use your reaction to negate an amount of damage equal to a roll of two Fate Die + your Intelligence modifier (minimum of 1).

Stargazer 5e | by Ryan Flacks

Starburn

Starting at 14th level, you gain the ability to burn a target with the intense blaze of the stars. When you hit a creature with an attack, you can use this feature to ignite them in solar flames. The target takes 5d10 fire damage, is burned, and must make a Wisdom saving throw or become frightened of you. At the end of each of its turns, the target must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, and the effect ends on a successful one. These magical flames can’t be extinguished by nonmagical means.

The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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

Destiny: Worlds

You draw strength not only from the earth beneath your feet, but from the countless planets sitting in the skies like titans. Stargazers that seek to protect not just their allies, but also nature, typically follow the Destiny of Worlds. These stargazers often ally themselves with druids, the sylvan, or other defenders of the natural world. Their magics allow them to shape the ground beneath them, and control the battlefield with ease.

Expanded Spell List

The Destiny of Worlds allows you to choose from an expanded list of spells when you learn a stargazer spell. The following spells are added to the stargazer spell list for you.

Worlds Expanded Spells
Spell Level Destiny Spells
1st Earth Tremor (XGtE)
2nd Maximilian's Earthen Grasp (XGtE)
3rd Erupting Earth (XGtE)
4th Summon Construct (TCoE)
5th Wall of Stone
6th Investiture of Stone (XGtE)
7th Mirage Arcane
8th Earthquake
9th Time Stop

Shared Fate

Starting when you choose this destiny at 1st level, when you roll your Fate Die at the beginning of your turn, rather than activating the effect, you may instead send the effect to your allies. When you give an effect to an ally, choose one creature within 60 feet of you to pass the result of your roll to. They may activate it at the beginning of their turn in combat as a free action.

The effect lasts until consumed, or until the end of their next turn following activation. If the effect is given to an ally and they do not activate the effects before the end of their turn, the effect fades.

Any ally can never hold more than one Fate effect at a time.

Way of Life

Starting at 1st level, your study of planetary bodies and the natural order of life among them has granted you insight into the way that they function. You gain proficiency in the Nature skill.

Conjunction

Starting at 6th level, you can swap places with a willing creature as a response to harm. When you take damage, you can use your reaction to magically swap places with another willing creature within 60 feet of you.

Once you use this feature, you can't use it again until you finish a Long Rest.

Unearth

Starting at 10th level, your study of alien terrain allows you to reproduce it on the spot. As a bonus action, choose a point you can see within 60 feet. The ground is transformed in a 30 foot radius, becoming difficult terrain.

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

Terra Ascendant

Starting at 14th level, you gain complete mastery over the terrain. You can cast the Move Earth spell at will.

Destiny: Void

Your study of the dark reaches of space led to the discovery of horrific, shrouded forces, better left alone, far from the reaches of civilization. These discoveries were not without consequences, as your mind is now both filled and scarred with alien knowledge. Void stargazers often seek power, but not in the ways of destruction. They seek power over the mind and the spirit, and whether the methods are safe or not, they will obtain it. These types of stargazers are known to work for secret societies of great kingdoms, searching for alternative ways to win wars or create new forms of weaponry.

Expanded Spell List

The Destiny of the Void allows you to choose from an expanded list of spells when you learn a stargazer spell. The following spells are added to the stargazer spell list for you.

Void Expanded Spells
Spell Level Destiny Spells
1st Dissonant Whisperss
2nd Crown of Madness
3rd Hunger of Hadar
4th Evard's Black Tentacles
5th Enervation (XGtE)
6th Eyebite
7th Finger of Death
8th Abi-Dalzim's Horrid Wilting (XGtE)
9th Blade of Disaster (TCoE)
Stargazer 5e | by Ryan Flacks

Numbing Aura

Starting when you choose this destiny at 1st level, a shadowy, violet aura swirls about you in a 15 foot radius. After rolling your Fate Die at the beginning of your turn, you may choose to dissolve your fate, foregoing the rolled effect. If you do so, all creatures that start their turn within your aura, or enter your aura on their turn have disadvantage on attacks that target you until the beginning of your next turn.

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

At 10th level, the radius increases to 30 feet.

Voidscar

Starting at 1st level, your study of the endless void of space has left you with a dark scar within your mind. This may appear as your eyes becoming empty and black when provoked. You gain proficiency in the Intimidation skill.

Aberrant Feast

Starting at 6th level, when you reduce a hostile creature to 0 hit points, you tear out a part of their memory, gaining temporary hit points equal to your Intelligence modifier + your Stargazer level (minimum of 1).

In addition, as an action, you may consume all of your temporary hit points, healing yourself for the same value.

Pull

Starting at 10th level, you've gained some control over the forces of gravity. When you land an attack on a target, you can use this feature to move them up to 10 feet horizontally. This movement does not provoke opportunity attacks.

If a target is moved into another target, they each take 2d6 force damage.

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

Reality Tear

Starting at 14th level, you have mastered the creation of spacial voids. As an action, choose a creature within 60 feet. The target is sucked into a vacuum devoid of all light or oxygen as you tear a hole in the fabric of reality above it.

The target returns to the space it previously occupied, or the nearest unoccupied space after a number of rounds equal to a role of your Fate Die. If the creature is not an aberration, it takes taking 8d10 force damage as it agonizes from the crushing gravity of the void.

Once you use this feature, you can't use it again until the end of a Long Rest.

Stargazer 5e | by Ryan Flacks

Appendix A: Stargazer Spell List

Stargazer Spells

Cantrips (0 Level)

  • Dancing Lights
  • Fire Bolt
  • Guidance
  • Light
  • Mage Hand
  • Mending
  • Message
  • Mind Sliver (TCoE)
  • Prestidigitation
  • Produce Flame
  • Ray of Frost
  • Resistance
  • True Strike

1st Level

  • Bane
  • Beast Bond (XGtE)
  • Bless
  • Chaos Bolt (XGtE)
  • Cure Wounds
  • Detect Magic
  • Detect Poison and Disease
  • Expeditious Retreat
  • Faerie Fire
  • Feather Fall
  • Fog Cloud
  • Healing Word
  • Heroism
  • Ice Knife (XGtE)
  • Identify
  • Jump
  • Mage Armor
  • Magic Missile
  • Shield
  • Silent Image
  • Sleep
  • Stone Lash (*)
  • Tenser's Floating Disk
  • Unseen Servant
2nd Level
  • Aid
  • Augury
  • Blindness/Deafness
  • Blur
  • Crushing Force (*)
  • Darkness
  • Darkvision
  • Detect Thoughts
  • Enhance Ability
  • Hold Person
  • Invisiblity
  • Lesser Restoration
  • Levitate
  • Locate Object
  • Mind Spike (XGtE)
  • Mirror Image
  • Misty Step
  • Moonbeam
  • Nathair's Mischief (FToD)
  • Nystul's Magic Aura
  • Starmote (*)
  • Shatter
  • Tasha's Mind Whip (TCoE)
  • Warding Wind (XGtE)
  • Zone of Truth
3rd Level
  • Aura of Vitality
  • Blink
  • Catnap (XGtE)
  • Clairvoyance
  • Counterspell
  • Daylight
  • Dispel Magic
  • Enemies Abound (XGtE)
  • Shooting Star (*)
  • Intellect Fortress (TCoE)
  • Leomund's Tiny Hut
  • Magic Circle
  • Mass Healing Word
  • Protection from Energy
  • Remove Curse
  • Revivify
  • Sending
  • Sleet Storm
4th Level
  • Arcane Eye
  • Aura of Purity
  • Banishment
  • Blight
  • Compulsion
  • Confusion
  • Conjure Minor Elementals
  • Dimension Door
  • Diviniation
  • Elemental Bane (XGtE)
  • Freedom of Movement
  • Greater Invisibility
  • Ice Storm
  • Locate Creature
  • Phantasmal Killer
  • Raulothim's Psychic Lance (FToD)
  • Summon Elemental
5th Level
  • Bigby's Hand
  • Commune
  • Cone of Cold
  • Contact Other Plane
  • Dawn (XGtE)
  • Dominate Person
  • Dream
  • Far Step (XGtE)
  • Geas
  • Greater Restoration
  • Hold Monster
  • Legend Lore
  • Mass Cure Wounds
  • Mislead
  • Modify Memory
  • Planar Binding
  • Rary's Telepathic Bond
  • Seeming
  • Scrying (XGtE)
  • Skill Empowerment
  • Supernova (*)
  • Synaptic Static (XGtE)
  • Teleportation Circle
  • Wall of Force
6th Level
  • Arcane Gate
  • Contingency
  • Create Homunculus (XGtE)
  • Disintegrate
  • Drawmij's Instant Summon
  • Find the Path
  • Guards and Wards
  • Heal
  • Investiture of Ice (XGtE)
  • Otiluke's Freezing Sphere
  • Sunbeam
  • True Seeing
  • Wall of Ice
  • Word of Recall
7th Level
  • Forcecage
  • Mordenkainen's Sword
  • Plane Shift
  • Power Word Pain (XGtE)
  • Regenerate
  • Reverse Gravity
  • Sequester
  • Symbol
  • Teleport
8th Level
  • Antimagic Field
  • Control Weather
  • Demiplane
  • Dominate Monster
  • Feeblemind
  • Maddening Darkness (XGtE)
  • Mind Blank
  • Power Word Stun
  • Telepathy
9th Level
  • Astral Projection
  • Foresight
  • Gate
  • Psychic Scream (XGtE)
Stargazer 5e | by Ryan Flacks

Appendix B: New Stargazer Spells

These spells presented in alphabetical order. They are all considered part of the Stargazer spell list.

Stone Lash

1st-level transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a handful of dirt or a small rock)
  • Duration: Instantaneous

Reaching towards the ground, the earth springs into your grasp in chunks, forming a whip-like length of stone. Make a melee spell attack against a target in range. If the attack hits, the creature takes 3d6 bludgeoning damage, and if the creature is Large or smaller, it is knocked prone.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Starmote

2nd-level evocation


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

When you cast this spell, an orb of light appears and orbits you. The mote lasts for the duration of the spell, or until you cast this spell again. When you cast the spell, you can make a ranged spell attack against a creature within range of the mote. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.

As a bonus action on your turn, you can repeat the attack against a creature within range.

The starmote can take whatever form you choose. Stargazers of Combustion may choose an orb of flames, where a stargazer of the Void may have an orbitting mote of darkness.

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

Crushing Force

2nd-level evocation


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

You extend your hand towards a creature, and with a gripping motion, they are crushed by gravity. The target must make a Strength saving throw. On a failed save, the target takes 3d8 force damage and is restrained. On a successful save, the target takes half damage and is not restrained.

A creature restrained this way can use its action to make a Strength check against your spell save DC. On a success, it frees itself.

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

Shooting Star

3rd-level evocation


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (a pinch of stardust)
  • Duration: Instantaneous

A small twinkle of light appears at a point you choose within range, before being struck by a falling star. The spell fails if you can’t see a point in the sky where the star can fall from (for example, if you are in a room that obscures visibility of the sky). Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 6d6 force damage on a failed save, or half as much damage on a successful one.

All creatures in the area of the attack are blinded. At the end of each of its turn, an effected creature can make a Constitution saving throw. On a success, the effect ends.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Supernova

5th-level evocation


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

A target within range begins to glow with the light of an erupting star before a portion of its spirit explodes. The target and all creatures within 30 feet must make a Dexterity saving throw. The target takes 8d6 force damage on a failed save, or half as much damage on a successful one.

The surrounding targets take 4d6 force damage and are blinded on a failed save. On a successful save, the creatures take half as much damage and aren't blinded.


If damage from this spell kills a target, the target evaporates.

Power of the Stars

The guidance of the stars is yours to follow at last. Whether it's power over the land, the stars, or the dark emptiness of space, Stargazers channel these cosmic forces into magic and mayhem.

With a strong mix between supportive and offense magics, the Stargazer fits snugly into any party. However, be warned, for knowledge always comes at a price, and tampering with the fates of the universe is anything but safe.

If you're looking for a new class to spice up your table, one that controls the very fate of the battlefield, the Stargazer is for you.

 

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