Astrologer (5e Class)

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Astrologer[edit]

The Vedaans have a natural affinity with the stars, maybe due to their unknown origins, or simply due to their sensibility in relation to the energy emanated by them. Hence why they were, although not the first humanoid race to look and attempt to interpret the stars, but certainly the first to understand its magical properties, being the race that created the first Astrologers.

The astrologers are students of the stars and constellations, their patterns and their influence on the lives of humanoids. They learn how to divine their omens and how to interpret their signs, but also how to control and draw power from them.

Astrologers are able to cast spells, believing that the cosmos and the stars are the source of such energy, a power way beyond the might of any sword or axe, studying daily to master sai power. The life of an astrologer is dedicated to study almost in their entirety, and is very tough to stand out in this field: only the most dedicated and passionate in the area manage to take the most out of this path.

The power of an astrologer resides in their spells and knowledge, being everything else secondary. They learn more spells the more they study and gain experience, but don't store that knowledge in heavy tomes and dusty grimoires, drawing their power, instead, from the Astral Chart.

Creating an Astrologer[edit]

When creating an Astrologer, ask yourself why would you leave behind your precious studying place and waste your time in adventure. As students of the stars, astrologers travel a lot, seeking for knowledge, study materials and sources, learning from both books and folk legends from distant realms. Usually is the desire for practical knowledge that take them out from their refuges, throwing them into adventures on unknown lands.

Also, choosing an area of expertise tend to be something astrologers do very early in their carer. Astrologers can work in many fields of magical knowledge, being researchers, tutors, advisors and travel guides. Hardly there will be conflicts between those subgroups, and the astrologers tend to get along with one another, specially when they get into profound debates about the stars.

Quick Build

When creating an Astrologer, Intelligence should be your main concern, since it is the ability that will empower most of your abilities, followed closely by either Dexterity or Constitution, to increase your odds of surviving an adventurous life. Most astrologers choose the sage background, and start with the following equipment: a dagger, a scholar's pack, a cartographer's kit and a spyglass.

Class Features

As a Astrologer you gain the following class features.

Hit Points

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

Proficiencies

Armor: None
Weapons: Simple weapons
Tools: Cartographer's kit or navigator's kit
Saving Throws: Intelligence, Wisdom
Skills: Choose three from Arcana, History, Insight, Investigation, Nature, Perception and Religion

Equipment

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

Table: The Astrologer

Level Proficiency
Bonus
Features Cantrips Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Consult the Stars, Sign Heritage 3 2
2nd +2 Heritage Feature 3 3
3rd +2 Elemental Influence 3 4 2
4th +2 Ability Score Improvement 4 4 3
5th +3 4 4 3 2
6th +3 Heritage Feature 4 4 3 3
7th +3 4 4 3 3 1
8th +3 Ability Score Improvement 4 4 3 3 2
9th +4 4 4 3 3 3 1
10th +4 Cusp Influence 5 4 3 3 3 2
11th +4 5 4 3 3 3 2 1
12th +4 Ability Score Improvement 5 4 3 3 3 2 1
13th +5 5 4 3 3 3 2 1 1
14th +5 Heritage Feature 5 4 3 3 3 2 1 1
15th +5 5 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1
17th +6 5 4 3 3 3 2 1 1 1 1
18th +6 Astral Polarity 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Ascendant Influence 5 4 3 3 3 3 2 2 1 1

Spellcasting[edit]

Starting at 1st level, you learn how to cast spells by channeling the power of the stars.

Star Chart

You've created a star chart as part of your heavenly studies. It is a Tiny object and can serve as a spellcasting focus for your astrologer spells. You determine its form.

If you lose the chart, you can perform a 1-hour ceremony to magically create a replacement. This ceremony can be performed during a short or long rest, and it destroys the previous map.

Cantrips

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

Preparing and Casting Spells

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

For example, if you are a 3rd-level astrologer, you have four 1st-level and two 2nd-level spell slots. With a Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell guiding bolt, you can cast it using a 1st-level or 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 astrologer spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for your astrologer spells. The power of your spells comes from your study of the stars. You use your Intelligence whenever a astrologer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a astrologer 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

Ritual Casting

You can cast a astrologer spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use a star chart as a spellcasting focus for your astrologer spells.

Sign Heritage[edit]

Also at 1st level, you must choose your astrologer's sign, from the twelve shown on the table below. This sign influences not only part of your personality, but also grants you different powers and abilities, also shown on the aforementioned table.

Your heritage also grants you features at 1st level, and again at 2nd, 6th, and 14th levels.

Sign Table
Sign Element Influence
Phoenix Fire
Panda Earth
Turtle Water
Dragon Air
Tiger Fire
Horse Earth
Snake Water
Falcon Air
Wolf Fire
Ox Earth
Carp Water
Monkey Air

Consult the Stars[edit]

Also at 2nd level, by observing the position of the celestial bodies, you can attempt to make a prediction about the future. You can spend 1 hour looking at the stars, at the end of which you make an Intelligence (Arcana) check against a DC of 20. On a success, you can make a prediction about the near future.

You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply. The reply might be a short phrase or an omen. The prediction doesn’t take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.

Once you consult the stars, regardless of being a success or a failure, you can't do it again until you finish a long rest.

Elemental Influence[edit]

At 3rd level, you begin to derive aspects from other signs that belong to your Sign Heritage element. Chose one sign from the same element as your heritage sing (determined by the Sign Table). You gain the 2nd-level benefits from that Sign Heritage.

Cusp Influence[edit]

When you reach the 10th level, the influence of one of your bordering signs start to affect your powers. Choose one sign adjacent to your Heritage Sign on the table. You gain the 1st-level benefit from that sign. For this purposes, the first and the last sign in the table are considered adjacent.

For example, if your Heritage sign is Phoenix, you can choose either Panda or Monkey as your Cusp Influence sign.

Astral Polarity[edit]

At 18th level, you find power in opposition. You gain the 10th level feature from your opposite polar sign.

To determine your opposite sign, look at the table below:

Astral Polarity
Sign Opposite Sign
Wolf Turtle
Falcon Panda
Snake Phoenix
Horse Monkey
Tiger Fish
Dragon Ox

Ascendant Influence[edit]

Finally when you reach the 20th level, you can draw the power of your Ascendant. Choose any sign from the Sign Heritage table. You gain all class features from that sign.

Signs[edit]

Phoenix[edit]

Fiery Casting

At 6th level, you add your Intelligence modifier to any fire damage caused by your Astrologer spells.

Rebirth from Ashes

At 14th level, you can be reborn from your ashes like a phoenix. When you are reduced to 0 hit points, flames erupt from your body. Each creature of your choice within 30 feet of you must make a Dexterity saving throw against your spells save DC, or take fire damage, or half damage on a successful one.

To calculate the damage, roll a number of d6s equal to half your Astrologer level (rounded up) and add them together. This fire ignites flammable objects in that area that aren't being worn or carried.

Immediately after this wave of fire, you immediately regain 1 hit point per dice of damage rolled and you can cast a spell of 3rd-level or lower, even if you don't have spell slots.

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

Panda[edit]

Turtle[edit]

Dragon[edit]

Tiger[edit]

Horse[edit]

Gallop

At 1st level, you can take the Dash action as a bonus action on your turn.

Snake[edit]

Falcon[edit]

Raptor Flight

At 14th level, you gain to soar through the sky like a bird of prey. You gain a flying speed equal to your movement speed.

Wolf[edit]

Ox[edit]

Carp[edit]

Monkey[edit]

Ape Agility

At 1st level, you gain proficiency in Acrobatics and Athletics, and add your Intelligence modifier on checks made with these skills.

Monkey Roll

Starting at 6th level, when you take the Dodge action, your jump height is doubled and you gain Advantage on Dexterity (Acrobatics) checks.

In addition, you can take a special bonus action, which you can use to take the Dodge action. You can use this bonus action a number of times equal to your proficiency bonus, and regain your uses of it after completing a long rest.

Spell List[edit]

Cantrips

guidance, true strike

1st-level
2nd-level

augury, find traps, fortune's favor, locate object, see invisibility

3rd-level

clairvoyance

4th-level

divination, locate creature

5th-level

commune with nature

6th-level

find the path

9th-level

foresight

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the astrologer class, you must meet these prerequisites: 13 Intelligence.

Proficiencies. When you multiclass into the astrologer class, you gain the following proficiencies: simple weapons, one skill proficiency, cartographer's or navigator's tool.

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