Astromancer (5e Class)
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Astromancers are those that are not only fascinated with the cosmos, but obsessed. They are born with the touch of the universe upon them, and carry it with them throughout their long lives. They utilize the stars, constellations, and planets to move the world to their wills.
Creating an Astromancer
- Quick Build
You can make an Astromancer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution.
As a Astromancer you gain the following class features.
- Hit Points
Armor: light, shields
Saving Throws: Intelligence and Constitution
Skills: Choose two from Arcana, Nature, History, and Religion
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Leather Armor or (b) a Shield
- (a) a Quarterstaff or (b) a Club
- (a) an Explorer's pack or (b) a Scholar's pack
|Cantrips Known||Constellations Studied||Features||—Spell Slots per Spell Level—|
|2nd||+2||3||2||Call of the Void||3||—||—||—||—||—||—||—||—|
|4th||+2||4||2||Ability Score Improvement||4||3||—||—||—||—||—||—||—|
|6th||+3||4||3||Star Source Feature||4||3||3||—||—||—||—||—||—|
|8th||+3||4||3||Ability Score Improvement||4||3||3||2||—||—||—||—||—|
|11th||+4||5||4||Star Source Feature||4||3||3||3||2||1||—||—||—|
|12th||+4||5||4||Ability Score Improvement||4||3||3||3||2||1||—||—||—|
|15th||+5||5||5||Star Source Feature||4||3||3||3||2||1||1||1||—|
|16th||+5||5||5||Ability Score Improvement||4||3||3||3||2||1||1||1||—|
|19th||+6||5||6||Ability Score Improvement||4||3||3||3||3||2||1||1||1|
Beginning at 1st level, your mind and body start their adaptation to the infinite expanse from whence your power is granted, allowing you to preempt the actions of others. Whenever you enter combat, roll 1d4 and add it to your Initiative roll. It also activates one of the following effects:
 - Your body becomes denser, doubling your weight and gaining +1 AC and advantage on Strength saving throws until the end of this combat.
 - You emit a burst of astral energy, forcing all creatures within a 15 foot radius of a location you can see to make a Constitution saving throw against your spell DC. Each creature that does not succeed takes radiant damage equal to 1d4 * half your Astromancer level (rounded down) and is blinded for one round. If they succeed, they take half the damage and are not blinded.
 - You may make an Intelligence check contested by a creature you can see's Intelligence. If you succeed, you gain knowledge of their vulnerabilities, resistances, and immunities, if any.
 - Any instance of damage you deal for the duration of this combat is increased by 1, and additionally deals 1 force damage.
Also at 1st level, you gain the ability to cast spells. Astromancer spells are fueled by cosmic energy, allowing them to manipulate magics from many different sources.
- Spell Slots
The Astromancer spell table shows how many spell slots you have, and their level. You regain all expended spell slots when you finish a long rest.
- Preparing and Casting Spells
You prepare the list of spells that are available for you to cast. To do so, choose a number of Astromancer spells from your spell list equal to your Intelligence bonus + your Astromancer level (minimum of one spell). The spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest.
- Spellcasting Ability
Intelligence is your spellcasting modifier, as this is a representation of your ever-growing knowledge of the universe and its workings as well as your ability to wield it.
Your Spell DC = 8 + your proficiency bonus + your Intelligence bonus
Your Spell Attack Modifier = your proficiency bonus + your Intelligence bonus
At 2nd level, you begin to glean the secrets of the constellations, gaining additional abilities from them. You learn two of these secrets at 2nd level, and learn more as indicated in the Astromancer table. Whenever you gain an Astromancer level, you may exchange knowledge of a secret for another you do not know.
 Vulperior, the Fox - Your Dexterity saving throws that are lower than 10 (before bonuses) are treated as a 10 instead.
 Sarpele, the Scion - Your Solar Blaze cantrip cannot miss.
 Yngo, the Mountain - Whenever you make a Strength check, you may reroll the result and take the higher of the two results.
 Parthua, the Child - Any time you restore hit points to yourself or another creature, restore an additional 1.
 Geone, the Giant - As a bonus action, you may gain temporary hit points equal to 1d4 * half your Astromancer level. You must take a short rest before using this feature again.
 Ulmo, the Unknowable - You may cast Comprehend Languages at will, but doing so deals 1d8 psychic damage to you. Upon using this feature, roll 1d20. On a 20, you learn the language you are using the spell to comprehend.
 Farrec, the Scholar - Your base spell DC becomes 9 instead of 8.
 Luna, the Nymph - Your movement speed increases by 10ft., but you cannot take the Dash action.
Call of the Void
At 3rd level, you choose a Star Source. Choose between Star Caller, Planetoid, and Dark Matter, detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 11th, and 15th 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.
At 5th level, your connection to the cosmos grows stronger, allowing you to impart some of that power to items including armor and weaponry. Items imbued this way are considered magical while imbued. You may have two items imbued simultaneously, but only one of each empowerment. When you imbue a third item, the oldest imbuement fades.
You imbue a weapon or piece or armor to become immensely dense. A weapon gains the Heavy property, or instead loses the Finesse and Light properties if it has them. Its damage die increases by one size (e.g., a d4 becomes a d6) and a creature successfully struck by it suffers an additional 1d4 bludgeoning damage from the weight of the blow. Armor becomes heavier and sturdier, increasing its Armor Class bonus by 1 and reducing all nonmagical damage the wearer takes by 1.
You imbue a weapon or item with glittering stardust, causing it to glow and emit bright light for 30ft. and dim light for 60ft. A weapon also deals half its damage as radiant damage instead of its normal damage type, and a creature successfully struck by it must succeed on a Constitution saving throw against your Spell DC or suffer disadvantage on its next attack.
- Gaseous Grace
You imbue armor or an item with the grandeur of a gas giant, halving its weight. If the armor imposes disadvantage on Dexterity (Stealth) checks, it does not do so while imbued. If it does not normally, it grants the wearer +2 to Dexterity (Stealth) checks instead. The gas also helps to disperse incoming magical energies, reducing all magical damage the wearer takes by 1.
- Cosmic Knowledge
You imbue an item with a message, image, scent, or sound. When touched, the item displays a message up to 15 words, a small simple image, a scent that radiates within a 5ft. cube and lingers for 30 seconds, or a sound that is 6 seconds or less.
At 7th level, your attunement with the universe majorly alters your being, tripling your natural lifespan and granting you immunity to magical aging and resistance to Force damage. You also have advantage on saving throws against being charmed, frightened, or put to sleep. Additionally, you can choose any, all, or none of the following cosmetic effects:
 Your eyes sparkle like the night sky, glow golden like a sun, or turn entirely white.
 Your hair flows like galaxies, filled with twinkling stars that shift and glide about.
 Your joints faintly shimmer with astral energy, making your body a star chart of yourself.
 Your nails, claws, horns, or other such natural features appear to be colored in any color you choose, or display patterns that move autonomously (e.g., a shooting star that moves between nails, asteroids that orbit your horns, etc.).
At 9th level, your hold over universal forces grows so strong as to be able to briefly alter reality around yourself. As a reaction, may choose to do one of the following:
Rewind yourself one round, recovering any lost hit points and expended spell slots, and blinking to your location as of the beginning of the previous round.
Spring forward one round, gaining an additional action and bonus action on this turn. On your next turn, you may only use your movement and a reaction.
You must take a long rest before using this feature again.
At 13th level, you gain access to a pocket dimension that you may outfit as you choose. As an action, you can open a gateway to this space, choosing its size, appearance, and which creatures and/or objects are allowed into it. The inside of the dimension is determined by you, at discretion of your DM.
At 17th level, you learn to communicate telepathically with creatures you have a connection with. Establishing this connection is a ritual that takes 10 minutes, and cannot be done again until after a long rest. Once made, the connection does not fade unless willfully severed by you or the other participant.
At 20th level, your knowledge and understanding reach a level unknown to even deities. Your Intelligence is increased by 4, and its maximum becomes 24. Your Wisdom is also increased to 20.
Star Callers draw their power from the many types of stars in the universe, radiating light, hope, and understanding wherever they roam.
When you choose this Star Source at 3rd level, you begin to twinkle, radiating bright light within 5ft. and dim light within 30ft. You may dim or extinguish your natural luminescence temporarily at will.
|3rd||Mass Healing Word|
|5th||Greater Restoration, Mass Cure Wounds|
- Solar Saviour
Beginning at 3rd level, you learn to guide your allies through perils they may not have faced alone. As a reaction, you may add your Intelligence bonus to the saving throw of an ally within 30ft. of you.
- Cosmic Convergence
At 6th level, your understanding of stellar energy allows you to alter your spells both practically and cosmetically. You may choose cold, fire, or radiant damage. Your spells that deal damage now deal the chosen type of damage, and you gain resistance to the type you chose. You may choose a new damage type at the end of a long rest.
- Soul Nova
From 11th level, you come to harness the stars themselves to protect yourself and your allies. For the next 30 seconds, you and an ally within 60ft. of you become linked. Whenever you or your linked ally take damage, you both gain temporary hit points equal to half the damage taken. When the link ends, or is ended early using an action, you deal the total amount of temporary hit points gained between both you and your linked ally as Radiant damage to an enemy you can see within 120ft.
- Star Call
At 15th level, you can become an avatar of starlight, radiating bright light for 300ft., alighting your eyes with a solar fury, and surrounding yourself with unbelievable heat. For up to 1 minute, you gain a flight speed of 120ft., all damage dealt by your spells is doubled, and you gain immunity to cold, fire, radiant, and force damage. This transformation lasts for 30 seconds without consequence. For every round beyond that, you gain a level of exhaustion when the transformation ends.
Planetoid Astromancers are the manifestation of heavenly bodies made flesh, bringing strength and levity with them on their travels.
When you choose this Star Source at 3rd level, you grow taller, denser, and stronger. You count as one size larger when determining carrying capacity or jumping, your hit dice become d8s, and you gain hit points each level equal to your Intelligence bonus OR your Constitution bonus, whichever is higher. These bonuses apply to levels retroactively.
|1st||Absorb Elements, Earth Tremor|
|2nd||Maximillian's Earthen Grasp|
|6th||Bones of the Earth|
- Gravity Surge
At 3rd level, you start to gain control over gravitational forces. As an action, you may attempt to push or pull a creature within 60ft. of you, including yourself, up to 30ft. in a straight line. A hostile creature must make a Strength saving throw against your Spell DC to resist being moved. If the creature collides with another creature, a large enough object, or terrain, both parties in the collision take 1d6 force damage and 1d6 bludgeoning damage. You do not take this damage.
- Neutron Field
At 6th level, you learn to focus your mind and severely alter the magnetic field around you. As an action, you can depress a circular area around a point you can see with a 20ft. radius. This area becomes difficult terrain, and creatures within it do not gain Armor Class from Dexterity while inside. When a creature enters this field for the first time, and again when a creature ends its turn within the field, it takes 2d6 force damage.
- Orbital Ostentation
Beginning at 11th level, you can choose to surround yourself with a ring system, and activate them as a bonus action. When activated, the system expands to create three discrete orbits, one at 5ft. away from you, one at 10ft. away from you, and one at 20ft. away from you. When a hostile creature passes through one of these orbits, they must succeed on a Strength saving throw against your spell DC or take 6d6 bludgeoning damage (half as much on a success). If they fail the saving throw, their movement also becomes 0 until the beginning of their next turn. When an orbit collides with a creature, it crumbles. Crumbled ring systems recover at the end of a long rest.
- Shoulders of Atlas
At 15th level, you can call down the force of a gigantic meteor. As an action, you conjure and hoist an enormous planetoid, hurling it to a point you can see within 120ft. Creatures within 60ft. of the impact take 12d8 bludgeoning damage and are knocked prone. Creatures further than 60ft. but within 120ft. of the impact instead take 8d8 bludgeoning damage and make a Strength saving throw against your spell DC to avoid being knocked prone. The entire 120ft. zone of impact also becomes a Neutron Field. This feature cannot be used again until after a long rest.
Antimatter Astromancy is a path tread by very few. Its secrets are difficult to comprehend, and the instability has driven many who have tried to interpret them to madness.
When you choose this Star Source at 3rd level, you can choose to emit a dark, unsettling aura at will. You become proficient in Intimidation, or gain Expertise if you are already proficient.
- Unstable Urge
Beginning at 2nd level, you are able to empower your spells and attacks with dark matter, briefly increasing their effectiveness. Weapon attacks empowered this way deal an additional 1d4 force damage, and spells empowered this way deal an additional 1d4 psychic damage. This feature may be used 3 times without consequence, and thereafter any number of times, but each additional use after the third also deals 1d6 psychic damage to you. The consequence-free usages replenish after a long rest.
At 6th level, you become able to recite dark secrets beyond your ken. Any time you deal magical damage, you may expend a spell slot to deal additional psychic damage equal to 3d6 * the level of the spell slot expended.
- Whispers from Beyond
At 11th level, you begin to hear cryptic whispers in barely decipherable tongues within your mind. Listening to these whispers will empower you, allowing you to choose one of these effects:
 Your next spell is empowered, casting twice. If the spell requires targets, you may choose a different target for the second cast.
 A hostile creature you can see gains vulnerability to psychic damage for the next 1 minute.
 You may cast Raise Dead one time without components. This cannot be chosen again until after a long rest.
After you use this feature, you take psychic damage equal to twice your Astromancer level.
- Secrets of the Unknown Universe
Beginning at 15th level, your ability to understand the source of your power far surpasses those that came before you. You can choose to deal psychic damage instead of any other damage type when you deal spell damage. You gain Expertise in the Arcana, Nature, and History skills, regardless of your previous proficiency, and you add your Intelligence bonus to Intimidation. You may also choose to wrack your brain to restore spell slots, inflicting psychic damage to yourself equal to 5 * the level of a spell slot.
Astromancer Spell List
You know all of the spells on the basic Astromancer spell list and additional spells based on your subclass.
Acid Splash, Dancing Lights, Fire Bolt, Friends, Light, Mage Hand, Mending, Message, Minor Illusion, Prestidigitation, Solar Blaze, Word of Radiance
- 1st Level
Alarm, Burning Hands, Charm Person, Color Spray, Detect Magic, Feather Fall, Fog Cloud, Guiding Bolt, Inflict Wounds, Jump, Magic Missile, Shield, Sleep, Thunderwave
- 2nd Level
Blindness/Deafness, Blur, Darkness, Enhance Ability, Flame Blade, Flaming Sphere, Knock, Locate Object, Misty Step, Mirror Image, Moonbeam, Orbital Orrery, Pyrotechnics, Scorching Ray, See Invisibility
- 3rd Level
Blink, Clairvoyance, Counterspell, Daylight, Dispel Magic, Glyph of Warding, Fly, Haste, Lightning Bolt, Sending, Slow, Water Walk, Wind Wall
- 4th Level
Arcane Eye, Banishment, Control Water, Dimension Door, Greater Invisibility, Hallucinatory Terrain, Ice Storm, Locate Creature, Polymorph, Wall of Fire
- 5th Level
Awaken, Animate Objects, Cone of Cold, Dominate Person, Hold Monster, Legend Lore, Mislead, Modify Memory, Planar Binding, Scrying, Teleportation Circle, Wall of Light, Wall of Stone
- 6th level
Chain Lightning, Contingency, Disintegrate, Find the Path, Flesh to Stone, Move Earth, Programmed Illusion, Sunbeam, True Seeing, Wall of Ice
- 7th level
Arcane Sword, Delayed Blast Fireball, Etherealness, Fire Storm, Mirage Arcane, Prismatic Spray, Project Image, Reverse Gravity, Simulacrum, Teleport
- 8th level
Antimagic Field, Control Weather, Dominate Monster, Incendiary Cloud, Power Word Stun, Sunburst
- 9th level
Astral Projection, Meteor Swarm, Storm of Vengeance, Time Stop, True Polymorph, Wish