Astronomer (5e Class)

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Astronomer[edit]

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An Eye for Wonder[edit]

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Creating an Astronomer[edit]

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Quick Build

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Class Features

As a Astronomer you gain the following class features.

Hit Points

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

Proficiencies

Armor: light armor, medium armor, shields
Weapons: clubs, daggers, darts, crossbows, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
Tools: Navigator's Tools
Saving Throws: Wisdom, Constitution
Skills: Choose two from Arcana, History, Insight, Investigation, Nature, and Religion

Equipment

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

  • (a) A light crossbow and 20 bolts or (b) any simple weapon
  • (a) A component pouch or (b) an arcane focus
  • (a) A scholar's pack or (b) an explorer’s pack or (c) navigator's tools
  • (a) Leather armor or (b) any simple weapon
  • If you are using starting wealth, you have 5d4 x10 gp. in funds.

Table: The Astronomer

Level Proficiency
Bonus
Features Cantrips Known Spells Known Spell Slots Slot Level
1st +2 Cosmic Favor, Cosmological Denomination 2 2 2 1st
2nd +2 Speed of Light 2 3 2 1st
3rd +2 2 4 2 2nd
4th +2 Ability Score Improvement 3 5 2 2nd
5th +3 3 6 3 3rd
6th +3 Denomination Feature 3 7 3 3rd
7th +3 3 8 3 4th
8th +3 Ability Score Improvement 3 9 3 4th
9th +4 3 10 4 5th
10th +4 Denomination Feature 4 10 4 5th
11th +4 Syzygy 4 11 4 5th
12th +4 Ability Score Improvement 4 11 4 5th
13th +5 4 12 5 6th
14th +5 Denomination Feature 4 12 5 6th
15th +5 4 13 5 6th
16th +5 Ability Score Improvement 4 13 5 6th
17th +6 4 14 6 6th
18th +6 Denomination Feature 4 14 6 6th
19th +6 Ability Score Improvement 4 15 6 6th
20th +6 Boundless Expanse 4 15 6 6th

Cosmic Favor[edit]

Whether it be by birthright or the culminate result of arcane research, the universe itself has seen to bestow upon you facility with spells. See chapter 10 for the general rules of spellcasting.

Cantrips[edit]

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

Spell Slots[edit]

The Astronomer table shows how many spell slots you have to cast your Astronomer spells of 1st level and higher. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your Astronomer spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spells Known of 1st Level and Higher[edit]

At 1st level, you know two 1st-level spells of your choice from the Astronomer spell list.

The Spells Known column of the Astronomer table shows when you learn more Astronomer spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what is shown in the table's Slot Level column. When you reach 6th level, for example, you learn a new Astronomer spell, which can be 1st, 2nd, or 3rd level.

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

Spellcasting Ability[edit]

Wisdom is your spellcasting ability for your Astronomer spells, so 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 a Astronomer 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

Spellcasting Focus[edit]

You can use an arcane focus (found in chapter 5) as a spellcasting focus for your Astronomer spells.

Cosmological Denomination[edit]

At 1st level, you choose a Cosmologial Denomination from the following.

Your choice grants you features when you choose it at 1st level and again at 6th, 10th, 14th, and 18th level.

Speed of Light[edit]

At 2nd level, you learn to briefly hasten your spells to near-instance, briefly entering a state of near-lightspeed. As a bonus action, you can cast one spell you know with a cast time of 1 action. You can do so a number of times equal to your proficiency bonus. You regain all expended uses of Speed of Light at the end of a short or long rest.

Ability Score Improvement[edit]

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.

Expanded Horizons[edit]

Starting at 10th level, your attunement to the natural machinations of the universe help fuel your magic. Whenever you expend a spell slot, roll a d20. On an 18 or higher, you regain the expended spell slot once the spell or effect is resolved.

Syzygy[edit]

Your understanding of the fundamentals of the cosmos allow you to tap into parts of it previously left unattainable to you. At 11th level, you peer upon the machinations of a second denomination, granting you the 1st level benefits of that archetype. You gain the 6th level benefits of that archetype at 18th level.

Endless Expanse[edit]

At 20th level, your connection to the universe becomes as a 6th sense to you. Whenever you roll a d20 for your Expanded Horizons feature, you regain an expended spell slot on a roll of 11 or higher. On a turn you use your Speed of Light feature, you instead automatically regain the expended spell slot.


Cosmological Denominations[edit]

Lunar Denomination[edit]

1st level[edit]
Crescents Edge

Starting at 1st level when you take this subclass, you can cast the True Strike cantrip using your bonus action, rather than an action. You always have the spell prepared, and it does not count towards the maximum number of cantrips you can learn.

Lunar Phases

At 1st level, you take on the manifestation of the different lunar phases, granting you different effects, in a sequence that mirrors the changing moon.

Each Lunar Phase grants you bonuses to your melee attacks. These effects persist until the start of your next turn, even after swapping to another Lunar Phase, allowing for up to two different Lunar Phase effects to be active at once. When you first take this subcalss, you enter the Waxing Moon lunar phase. Once per turn, you can choose to swap to your next Lunar Phase.

Lunar Phase Effect
Waxing Moon Whenever you make a melee attack, increase the range to 10 ft. (20 ft. for weapons with Reach). Additionally, your melee attacks target all creatures in a cone, centered on your initial target.

When you change Lunar Phase, you adopt your Full Moon phase.

Full Moon Your melee attack and damage rolls gain a bonus equal to half your proficiency bonus (rounded down). After landing one of these attacks on a creature, you mark them with Moonlight for 1 minute, persisting regardless of your Lunar Phase. Attacking the creature again refreshes the duration while under the effects of the Full Moon lunar phase.

When you change Lunar Phase, you adopt your Waning Moon phase.

Waning Moon Whenever you would make a melee attack, you can choose to target a creature within 30 feet of you if they are marked by Moonlight. On a hit, you teleport to an unoccupied space within reach of the target, consuming the mark in the process. If there isn't an available space, you cannot make the attack.

When you change Lunar Phase, you adopt your New Moon phase.

New Moon While in your New Moon phase, you become invisible, except to creatures with Darkvision or better if you are in range. Additionally, attacks you make against creatures that cannot see you have advantage. Ending your turn without making a melee attack ends this effect until you next successfully land a melee attack, or re-enter your New Moon lunar phase.

When you change Lunar Phase, you adopt your Waxing Moon phase.

Restfulness

Starting at 1st level, you no longer need to sleep. Instead, you can spend 4 hours doing light activity to gain the benefits of a long rest. Additionally, when you finish a long rest, you gain temporary hit points equal to your Astronomer level.

6th level[edit]
Moonlit Spellblade

At 6th level, whenever you use your action to cast a spell, you can make a melee weapon attack against a creature in range as part of the same action.

Silent Night

Starting at 6th level, you no longer make noise and leave no trail while walking, and creatures are unable to track you via nonmagical means.

10th level[edit]
Lunar Phantom

Starting at 10th level, you can attack twice, instead of once, whenever you would make a melee attack. This increases to three when you reach 18th level.

Total Eclipse

Starting at 10th level, your magical power interweaves itself with the power of your swings. Whenever you cast a spell at 1st level or higher, your blade becomes charged with lunar energy. On your next successful melee attack, roll a number of additional damage dice equal to the spell slot level expended.

14th level[edit]
Emanation of the Moon

Starting at 14th level, at the start of your turn you can choose to invoke an Emanation of the Moon (no action required). This effect lasts until the end of your turn, and is determined by your Lunar Phase. If more than one Lunar Phase is active at any point, you gain the benefits of all active phases.

Lunar Phase Effect
Waxing Moon The range of your cone attacks is doubled.
Full Moon Whenever you mark a new target with Moonlight, roll to regain an expended spell slot as listed under Expanded Horizons.
Waning Moon Your melee attacks do not consume Moonlight.
New Moon Successful melee attacks you make while invisible critically hit regardless of the attack roll.

You gain the ability to use Emanation of the Moon once whenever you expend a spell slot. This effect does not stack, and you lose any reserved uses of Emanation of the Moon after a short or long rest.

Pale Blade

Starting at 14th level, add your Wisdom modifier to your melee attack rolls. This bonus is doubled if the attack is made as part of a spell, or your Moonlit Spellblade or Total Eclipse features.

18th level[edit]
Lunar Phantom

Starting at 18th level, you can attack three times, instead of twice, whenever you would make a melee attack.

Solar Denomination[edit]

1st level[edit]
Rising Sun

Expending a spell slot or casting a cantrip that deals fire damage grants one Solar Charge, up to a maximum equal to your proficiency bonus. Solar Charges last 1 minute, or until you expend a spell slot or cast a cantrip that deals fire damage.

Whenever you deal damage with a spell, you deal additional fire damage during the damage roll equal to your Wisdom modifier for each Solar Charge (minimum of 1 damage per charge). If the spell cast is a cantrip, instead deal half as much damage (rounded down, minimum of 1 damage).

Setting Sun

As an action, you can consume all Solar Charges, causing each creature of your choice within 30 feet of you to regain hit points equal to half your proficiency bonus (rounded down) per Solar Charge consumed. Setting Sun has no effect on undead or constructs.

6th level[edit]
Bathing Glow

You can choose to meditate to harness a mote of solar power directly. As an action, you begin to concentrate, as if concentrating on a spell. If concentration isn't broken by the start of your next turn, you gain one Solar Charge. This increases to two Solar Charges at 14th level.

Shine

As a bonus action, you consume one Solar Charge to glow, emiting bright light out to a range of 20 feet, and dim light for a further 20 feet. This light is Sunlight, and lasts for 10 minutes. A creature within range that can see you must suceed on a Constitution saving throw against your spell save DC or become Blinded for the duration. A creature blinded by this effect can retake the saving throw at the start of each of its turns, ending the condition on a success, and becoming immune to this effect until you cast it again.

10th level[edit]
Heat Spot

You can choose to double the damage dealt or healing received by Solar Charges as per your Rising Sun or Setting Sun feature, up to a number of times equal to your Wisdom modifier (minimum of once) between short or long rests (no action required).

Solar Flare

As an action, you can expend a spell slot to fire a ball of burning plasma to a point you can see within 150 feet. Each creature within a 20-foot radius sphere centered on that point must then make a Dexterity saving throw, taking fire damage on a failed save or half as much on a success. Flammable objects in the area that aren't being worn or carried ignite, and the fire spreads around corners.

The amount of damage dealt is equal to a number of d6's equal 6 + your number of Solar Charges when Solar Flare is cast.

14th level[edit]
Searing Glow

Gain two Solar Charges whenever you use your Bathing Glow feature, rather than one.

18th level[edit]
Unforgiving Sun

As an action while you have six Solar Charges, you can consume all charges to create a 20-foot-radius sun centered on a point you can see within 1000 feet. The closest 500 feet is smothered in bright light, and the remaining 500 feet is dim light, though the entire range is considered sunlight.

The miniature sun and any space within 100 feet of it are difficult terrain, and nonmagical objects fully inside the miniature sun are destroyed if they aren't being worn or carried. Metal objects of your choice such as metal weapons or suits of metal armour in the area become superheated as per the spell Heat Metal (cast at 2nd level). At the start of each of your subsequent turns, the radius of the sun is reduced by 5 feet, and damage taken by contacting superheated objects increases by 1d8.

During your turn as an action while Unforgiving Sun is active, or at the start of your turn when the radius of Unforgiving sun would be reduced to 0 feet, the sun explodes. Creatures within 100 feet of the sun must make a Dexterity saving throw, taking 5d6 fire damage and 5d6 radiant damage on a failed save, or half as much on a successful one. The fire and radiant damage each are increased by 1d6 for every 5 feet the sun's radius was reduced.

Each time you use Unforgiving Sun, decrease the initial radius of the sun by 5 feet until you finish a long rest. If the sun would have a 0-foot radius, this ability cannot be cast.

Stellar Denomination[edit]

1st level[edit]
Constellation

Whenever you target an ally with a spell or effect while they are within 20 feet of you or yourself, you and each ally of your choice within this range gains the benefits of that spell or effect. This distance is your Constellation Radius. For example, if you cast Cure Wounds on yourself, all other creatures you choose also regain the same number of hit points as the original target.

Additionally, you and all allies within range are aware of each other's existence for as long as they are within range, and you each have Truesight of one another (does not include any space surrounding them).

Cosmic Inspiration

Whenever you expend a spell slot, all creatures within your Constellation Radius gain a bonus to their next attack roll, ability check or saving throw before the end of your next turn equal to your proficiency bonus. An attack roll made with this bonus is considered magical for the purposes of ignoring immunities and resistances.

6th level[edit]
Constellation

At 6th level, your Constellation Radius increases to 30 feet.

Heavenly Concord

Whenever you cast a spell, you can cast it from the position of an ally within your Constellation Radius, rather than from yourself. A spell with the range of Self instead affects your chosen ally.

10th level[edit]
Constellation

At 10th level, your Constellation Radius increases to 40 feet.

Celestial Cognizance

Once per round after you or an ally within your Constellation Radius uses the bonus granted to them by Cosmic Inspiration, you and all allies within your Constellation Radius regain hit points equal to that bonus.

14th level[edit]
Constellation

At 14th level, your Constellation Radius increases to 50 feet.

Prograde

Starting at 14th level, whenever you expend a spell slot to cast a spell, you can forego granting yourself and your allies the benefits of Cosmic Inspiration to instead increase the spell slot level the spell is cast at by 1 for every other ally currently in your Constellation (maximum of 9th level).

18th level[edit]
Constellation

At 18th level, your Constellation Radius increases to 60 feet.

Sea of Stars

At 18th level, whenever you roll for your Expanded Horizons feature, roll one additional d20 for each ally within your constellation. You regain the expended spell slot if any of these rolls meet the requirement as normal. Additionally, the number of hit points gained by Celestial Cognizance is doubled.

Planetary Denomination[edit]

1st level[edit]
Lithosphere

Starting at first level after taking this subclass, you are able to adopt the foundational nature of the planets. While you aren’t wearing armour, your AC becomes 11 + your Wisdom modifier. This increases by 1 at 6th, 10th, 14th and 18th levels.


Gift of the Wanderers

Upon taking this subclass, you become attuned to the planets, and they begin to grant you a portion of their power. As an action, you can choose a planet to attune yourself to and begin to concentrate. If concentration isn't broken by the start of your next turn, you become attuned to the chosen planet, gaining its effects.

Each planet grants you a Spell Bonus effect, a Persistent effect, and a unique Action. These bonuses are available to you for as long as you are attuned to the blessing of that Planet, and immediately end if you fall unconscious or change which planet you are being blessed by.

  • Toril

Spell Bonus. Whenever you cast a spell with a cast time of 1 action or longer, you can cast a cantrip as a bonus action first.

Persistent Effect. Whenever you make a damage roll as part of a spell, you deal additional damage equal to your Wisdom modifier. This bonus is increased by a further +1 for every damage dice rolled beyond the first.

Action. This action can replace any one Attack action you make. In doing so, decrease all damage dice values being rolled by 1 (minimum d3), and roll a number of additional dice equal to half your proficiency bonus (rounded down). For example, at 1st level, you would change 1d6 to 2d4.

  • Coliar

Spell Bonus. Whenever you cast a spell at 1st level or higher, you gain a bonus to your AC equal the spell slot level expended until the start of your next turn. If you cast a cantrip, instead increase your by 1 for one attack until the start of your next turn.

Persistent Effect. You are considered one size larger, your reach is increased by 5 feet, and you can move through spaces occupied by other creatures as if they weren't there. If you end your turn in an occupied space, you take 1d10 force damage.

Action. As an action, you gain the benefits of having taken the Dodge action. For the duration, any damage rolls made against you only deal the minimum damage to you, regardless of the original damage roll. For example, 2d6 instead only deals 2 damage to you.

  • Kapri

Spell Bonus. Whenever you cast a spell at 1st level or higher, you can remove one condition from either yourself, or one from the target of your spell. The condition can be blinded, deafened, paralyzed, or poisoned. If you target more than one creature with a spell, you only remove a condition from one of them.

Persistent Effect. You are unaffected by difficult terrain, and do not suffer the negative effects of any weather or environmental hazards. Additionally, you do not take fall damage if you fall a number of feet equal to or less than 10 x your Wisdom modifier, and you only take 1 bludgeoning for every 10 feet fallen thereafter.

Action. This action can replace any one Attack action or spell cast you make. In doing so, make the attack or cast the spell as normal. If that attack or spellcast doesn't afflict the target with a condition, they must make a Constitution saving throw against your spell save DC. On a failed save, they become Blinded, Deafened, Restrained, or Silenced (you choose) until the end of your next turn.


6th level[edit]
Gifts of Anadia and Chandos

At 6th level, you are able to receive blessings from Anadia and Chandos.

  • Anadia

Spell Bonus. Whenever you cast a spell at 1st level or higher, you or one target of your spell gains a bonus +10 ft to their movement, and they ignore difficult terrain until the start of your next turn.

Persistent Effect. Your walking speed is increased by 10 feet. Additionally, you are granted a Burrow, Climb and Swim speed equal to your walking speed if you don't have them already.

Action. As a bonus action once per long rest, you can cast Misty Step without expending a spell slot or providing any material components. You can cast misty step in this way even after expending this use, but doing so reduces your current and maximum hit points by an amount equal to 4 + your Constitution modifier. This reduction lasts until you finish a long rest.

  • Chandos

Spell Bonus. You cast spells at one spell slot level higher than the spell slot level expended.

Persistent Effect. Damage dice and healing dice rolls you make as part of a spell become d12's. The result of these rolls are then reduced by 1 per die rolled.

Action. As an action, you can willingly suffer a permanent and cumulative −1 penalty to your AC until you next finish a long rest. While your AC is reduced by this effect, roll a number of additional d4's equal to the total reduction to your AC by this effect whenever you make a healing or damage roll. AC lost by this effect cannot be recovered by any other means short of a Wish spell.


10th level[edit]
Gift of Glyth

At 10th level, you are able to receive blessings from Glyth.

  • Glyth

Spell Bonus. Spells you cast have their cast range and any areas of effect doubled, and spells with a range of Touch can target anything within 10 feet of you. For example, if you cast Erupting Earth, its cast range is increased from 120 feet to 240 feet, and the area affected increased from a 20-foot-cube to a 40-foot-cube.

Persistent Effect. Whenever you affect another creature with a spell cast at 1st level or higher, you leave a mark on that creature for up to 1 minute. Whenever you cast a spell, you can choose to cast the spell from their location instead, using the original range of the spell, and consuming the mark in the process.

Action. As an action, you apply Glyth's mark to all creatures within 60 feet of you.


14th level[edit]
Gift of Garden

At 14th level, you are able to receive blessings from Garden.

  • Garden

Spell Bonus. Whenever you cast a spell, you regain a number of missing hit points equal to your Constitution modifier.

Persistent Effect. Whenever you end your turn without moving, you gain a permanent and cumulative +1 bonus to your AC. This bonus lasts until you move or are no longer attuned to Garden. While your AC is increased in this way, the healing you gain as part of Garden's Spell Bonus is increased by an amount equal to the increase to your AC granted by this effect.

Action. As an action, you release a wave of binding roots and vines. Creatures you choose within 30 feet of you must succeed on a Dexterity saving throw against your spell save DC, or become Restrained for 1 minute. You then regain a number of missing hit points equal to the healing granted by Garden's Spell Bonus for each creature restrained in this way. A target can retake the saving throw at the end of each of its turns, ending the condition on a success. Once you use this action, you cannot do so again until you expend a spell slot, or you re-attune to Garden.


18th level[edit]
Gift of H'Cathas

At 18th level, you are able to receive blessings from H'Cathas.

  • H'Cathas

Spell Bonus. Whenever you cast a spell that would target one creature, you can choose to target a second creature within range to the same effect.

Persistent Effect. Rather than having an Action, Bonus action and Reaction each turn, you instead receive a number of Tokens of H'Cathas equal to your Wisdom modifier (minimum of 2 tokens). You can consume Tokens of H'Cathas to make any combination of Actions, Bonus actions or Reactions each turn. Actions consume two tokens, and bonus actions and reactions consume one token. You regain all expended tokens at the start of each of your turns. Consuming tokens to make an action, bonus action or reaction are considered as having made an action, bonus action or reaction respectively for all other rules purposes.

Action. As an action before consuming any Tokens of H'Cathas, you can consume all your tokens to regain 1 missing spell slot.


Planetary Conjuction

Whenever you adopt a new blessing, you retain the Persistent Effect of the previously attuned-to planet. When you finish a long rest, you choose which planet you are currently attuned to, and which planet you maintain the Persistent Effect of.


Astronomer Spell List[edit]

Cantrips

blade ward, booming blade, chill touch, create bonfire, friends, fire bolt, frostbite, green-flame blade, Infestation, lightning lure, mage hand, mind sliver, minor illusion, poison spray, prestidigitation, sword burst, thunderclap, true strike

1st Level

absorb elements, alarm, cause fear, charm person, color spray, comprehend languages, cure wounds, detect magic, earth tremor, expeditious retreat, false life, feather fall, fog cloud, healing word, identify, jump, longstrider, mage armor, shield, sleep, snare, thunderwave, unseen servant, witch bolt

2nd Level

alter self, augury, blindness/deafness, blur, cloud of daggers, crown of madness, darkness, darkvision, dust devil, earthbind, enlarge/reduce, gust of wind, hold person, invisibility, knock, levitate, mind spike, mirror image, misty step, see invisibility, shadow blade, shatter, spider climb, suggestion, warding wind

3rd Level

blink, catnap, clairvoyance, counterspell, dispel magic, enemies abound, erupting earth, fear, Flame Arrows, fly, gaseous form, haste, hypnotic pattern, life transference, lightning bolt, major image, protection from energy, slow, tidal wave, thunder step, tongues, wall of water, water breathing

4th Level

banishment, blight, confusion, charm monster, dimension door, divination, elemental bane, greater invisibility, ice storm, polymorph, shadow of moil, sickening radiance, stoneskin, storm sphere, vitriolic sphere, wall of fire, watery sphere

5th Level

animate objects, cloudkill, cone of cold, control winds, creation, dominate person, enervation, far step, hold monster, immolation, seeming, skill empowerment, synaptic static, telekinesis, teleportation circle, wall of light, wall of stone

6th Level

arcane gate, chain lightning, circle of death, eyebite, globe of invulnerability, investiture of flame, investiture of ice, investiture of stone, investiture of wind, mass suggestion, mental prison, move earth, scatter, sunbeam, true seeing

Multiclassing[edit]

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


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