Astrologer (5e Class)
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Astral Sorcerer
You once were but a scholar who looked to the stars for hours on end just wondering what was beyond our stellar horizon and what powers were held just beyond your reach. When one day you had enough and decided to chase the beyond and started experimenting with the astral energy coming from the sun moon and stars. When suddenly something clicked, and you realized that this energy could hold the secrets of how to get to the beyond and you finally decided to harness and practice this power.
What is an Astral Sorcerer?
An astral sorcerer is a mage who draws on power from the sun moon and stars to pluck at the strings of magic that propagate the planes
Creating a Astral Sorcerer
- Quick Build
You can make an Astral Sorcerer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Wisdom, Second, choose the Sage background.
Class Features
As a Astral Sorcerer you gain the following class features.
- Hit Points
Hit Dice: 1d6 per Astral Sorcerer level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Astral Sorcerer level after 1st
- Proficiencies
Armor: None
Weapons: Hand Crossbows, Daggers and Quarterstaffs
Tools: Cartographer's tools
Saving Throws: Wisdom, Intelligence
Skills: Chose two - Arcana, Investigation, Perception, Insight
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Quarter staff or (b) Daggers(3)
- (a) Hand crossbow (20 Bolts) or (b) Caltrops(50)
- Cartographer's tools
- Stellar Notebook
- If you are using starting wealth, you have 5d4 x 10gp in funds.
Level | Proficiency Bonus |
Features | Cantrips Known | —Spell Slots per Spell Level— | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | ||||
1st | +2 | Spellcasting, Astral Study | 2 | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | Astral Focus | 2 | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | — | 2 | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | Ability Score Improvement | 3 | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | — | 3 | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | Focal Feature | 3 | 4 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | — | 3 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | Ability Score Improvement | 3 | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | — | 3 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | Focal Feature | 4 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | — | 4 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | Ability Score Improvement | 4 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | +5 | — | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | Focal Feature | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | — | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | +5 | Ability Score Improvement | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | +6 | — | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | Eclipse Surge | 4 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | Golden Star | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Class Features
Spellcasting
You may cast any spell that you have learned Via Astral Study or that is on the Wizard Spell list.
- Cantrips
At 1st level, you know two cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Astral Sorcerer table.
- Stellar Notebook
At 1st level, you have a Astral Book containing six 1st-level wizard spells of your choice.
The spells that you add to your notebook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library.
- Copying a Spell into the Book
When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it. Copying a spell into your notebook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your notebook using your own notation. For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.
- Replacing the Book.
You can copy a spell from your own stellar notebook into another book-for example, if you want to make a backup copy of your notebook. This is just like copying a new spell into your notebook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell. If you lose your notebook, you can use the same procedure to transcribe the spells that you have prepared into a new notebook. Filling out the remainder of your notebook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup notebooks in a safe place.
- The Book's Appearance.
Your notebook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.
- Spellcasting ability
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. 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 wizard 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
- Preparing and Casting Spells
The Astral Sorcerer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your notebook equal to your Intelligence modifier + your Astral Sorcer level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you're a 3rd-level Astral Sorcerer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell Magic Missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your Notebook and memorizing the incantiations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.
- Ritual Casting
You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your notebook. You don't need to have the spell prepared.
- Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your wizard spells.
- Learning Spells of 1st Level and Higher
Each time you gain an Astral Sorcerer level, you can add two wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your notebook.
Astral Study
You may, at night, study the stars to know certain things about the secrets of this world. You can, at level 1, look for the stars for 1 minute to learn 2 spells from any spell list for the next day. The spells levels can't be higher than 6.
Astral Focus
At 2nd level you get to chose your Focus. Choose between Solar Focus or Lunar Focus detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 10th and 14th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Eclipse Surge
At level 18, as a bonus action, you can evoke an artificial Eclipse. The eclipse gives you different bonuses depending which eclipse is. This effect lasts for 1 minute. If the eclipse is Solar, you ignore damage resistance and immunity turn into resistance. If the eclipse is lunar, you gain advantage when casting spells and creatures have disadvantage in saving throws against your spells. You also gain the benefits if the eclipse is a natural occurrence.
Golden Star
At level 20, after studying your whole journey about stars, you learned how to make yourself one. You may spend 1 minute doing a ritual to spawn a little golden star to follow you. This star has a 15-foot radius of emmiting light. This star is unbreakable, and only vanish when you do a long rest. You also gain the benefits when you have the star:
- Your speed increase by 10feet
- You cannot be surprised
- You add your inteligence to Constituition Saving Throws and Initiative Rolls.
Solar Focus
You channel the power radiating off the sun and use it to protect your mortal being while harming that of others
- Solar Empowerment
At level 2, you get an extra D4 to all spells that do Radiant or Fire damage. You also Learn the Sacred Flame Cantrip (This does not count in the Cantrip Table).
- Solar Armor
At level 2, you become resistant to fire damage. If you already have fire resistance, then it turns into immunity
- Weapon of the sun
At level 6, when in sunlight you can conjure a longsword with the finesse propertie that you are automatically proficient in using that deals 2d10 fire damage along with the normal damage for a long sword that exists for 1 hour, you must take a short rest before being able to use this again. The damage increase to 3d10 at level 11, and 4d10 at level 17. It also gains +1 to attack and damage rolls at level 11, and +2 at 17th level.
- Stellar force
At level 10, once per long rest, you can choose to do one of these things, destroy a wall or medium boulder, move a small object 50ft or a medium object 25ft, if this happens to be a creature they also take bludgeoning damage equal to the remaining distance.
- Solar Flare
At level 14, once per long rest you may use a 1,000gp gem which is destroyed upon use to, in a 100ft area, cause everything flammable to burn, any sand turns to glass, water and ice vaporizes, all creatures other than you and 5 creatures of your choice take 8d10 fire damage per turn. This feature lasts for 1 minute.
Lunar Focus
You look to the ever-present moon for power and inspiration
- Lunar Empowerment
At level 2, you get an extra d4 in all spells that do Psychic or Necrotic damage. You also Learn the Vicious Mockery Cantrip (This does not count in the Cantrip Table).
- Lunar inspiration
At level 2, when it's full moon, your mind is so blessed with the view, that you gain a inspiration die. This die can stack up.
- Lunar hypnotysation
At level 6, hose a creature in a 50ft radius to make a wisdom saving throw against your Spell DC, and upon a fail the creature becomes charmed for 12 hours, while charmed you can tell the creature to anything that isn't obviously harmful. You use this feature once per long rest
- Lunar barrier
At level 10, you gain +1 AC. When it's night, this is a +3 AC bonus.
- Lunar power
While it's night, you get a +4 intelligence and +2 wisdom, to a maximum, respectively, of 24 and 22.
Other Info
Multiclassing
Prerequisites. To qualify for multiclassing into the Astral Sorcerer class, you must meet these prerequisites: Intelligence 15, Wisdom 12
Proficiencies. When you multiclass into the Astral Sorcerer class, you gain the following proficiencies: Insight, Cartographers tools
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