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Astrologian


Hit Points

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

Proficiences

Armor: None
Weapons: Daggers, Darts, Slings, Quarter Staffs, Light Crossbows
Tools: Divination Deck
Saving Throws: Wisdom, Charisma
Skills: Choose two from Arcana, Deception, Insight, Persuasion, History, Religion.

Overview & Creation

A slender woman draped in fine robes sits in a dark room across from a man who feels he has lost his way. Smiling she releases her Planisphere and a flurry of arcana cards into the air. From the squall of cards she draws and divines the man’s fate, instilling in the lost soul a sense of peace and hope for the future.
A man stands behind his allies on the battlefield. He raises his Star Globe to the sky and begins to channel energy into this tool. Using the power of the stars above, soothing energy radiates outwards, enveloping his allies, turning the tide of battle from the prior dire circumstance they fought against.
A well versed Astrologian stands before a congregation of people. She has come to spread the word of her rare new art, offering understanding of the future through the power of the stars. It has become her sacred duty to bring the stars into view for the common people.
Whether they stand behind their allies granting them the blessing of the stars and moons of the universe, or standing alongside them on the front line, Astrologians manipulate the fates of both friends and foe to find success.

 

Wielders of Fate

The first task of all Astrologians is to gain a mastery over using the deck of sixty. To them, fortunetelling is a tool which allows them to interpret the stars themselves. Their deck is based on the constellations that they study. The Astrologians are gifted a divining deck when they begin their study from their master. They act as a conduit for the magic energy gathered by their star globes, passing the empowering magic from the stars to their allies.

 

An Elegant Tool

The Star Globe is a tool used by Astrologians which allows them to locate and draw in power from the stars. The globes are formed by large rings of precious metal and lenses. The rings are marked using a large spread of precise markings and which allows the user to find and map the stars in order to draw power without a view of the sky.

 

Creating an Astrologian

Astrologians hail from a faraway island where knowledge is viewed as the greatest virtue. Astrologians are usually scholars by trade, and specialized in the study of astromancy. Often they find themselves born into the scholar’s life or into highborn families. Sometimes low born apprentices find themselves working beneath a master of astromancy and learn how to tap into the magic of the stars. Astrologians are blessed with the ability to read the future. Through the use of the deck of sixty and the stars they are capable of tapping into the future, though the farther they look, the less clear things become. Some Astrologians travel the land to share this gift of foresight with everyone, while others seek out opportunities to spread their young order of magic around the realm. Others track down allies and adventure, as the stars had mandated that the Astrologian set out on a quest for a task which they cannot see the end of. Astrologians borrow power from the cosmos, and in return seeks to see that the will of the stars is done.

 

Quick Build

You can make an Astrologian quickly by following these suggestions. First make Wisdom your highest ability score, following with Constitution. Second take the sage background. Third, take the Dancing Lights, Sacred Flame, Guidance and Truestrike cantrips and the first level spells Cure Wounds and Divine Favor.


Class Features

Draw

Beginning at the 1st level, as an Astrologian, you are able to use the Draw ability. You are capable of channeling the power of the stars into your deck of sixty, and grant boons based on the card drawn. You are limited to the number of draws indicated in the class summary table.
Using your action, roll 1d6, the number shown corresponds to the drawn card. Once drawn, you may apply the empowering effect to yourself or another creature within 30ft. that you can see. The card releases the energy within and the card returns to the deck.
The effect of the boon lasts for a number of rounds equal to half your Wisdom ability modifier rounded down with a minimum of 1 round. You must use temporary resources within this time. Available draws refresh after a long rest.

 

Astrologian Archetype

At 2nd level, you choose a sect to study as an Astrologian: Diurnal Sect, Nocturnal Sect or Fortuneteller, all detailed at the end of the class description. Your archetype choice grants you features at the 2nd, 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.

 

Spread

Beginning at the 5th level your studies into astromancy has led you to a better understanding of reading fortunes. As a bonus action after using the Draw ability, you may set a drawn card aside for later use. This card is added to your spread and can be used as a bonus action during your turn. The card sits in your spread until used. You may hold up to three cards in your spread at a cost of one extra draw for a second and third card. The cards in your spread expire during a long rest. When a card is used from your spread is gains the benefits of Royal Road if applicable.

 

Royal Road

Beginning at the 11th level, your understanding of fortunetelling has grown considerably, allowing you augment your arcana cards further. After you use the Draw action, you may use a bonus action to convert that card into an empowerment for a future reading. This empowerment affects the next card that you use to empower an ally using the Draw action.
 

Royal Road Effects

Converted: The Balance or The Bole
Effect: Potency of the next card is increased. Double the value of the effect, see the Potency Increase Effects table below for details.

Converted: The Arrow or The Spear
Effect: Double the duration of the effect

Converted: The Ewer or The Spire
Effect: All allies within 20ft. of you receive the effects of the card.

 

Potency increase effects

Card | Effect
Balance | Bonus 2d6 damage on all damage effects
Bole | All damage you take is reduced by 2d6
Arrow | You gain one extra attack when you take the attack action. Can use the Dash or Disengage action as a bonus action.
Spear | Your attack rolls crit on a 18, 19 or 20.
Ewer | Temporarily restores two level 1 or 2 spell slots, or 1 level 3 spell slot.
Spire | Temporarily restores 2 non-spell slot resources to an ally.
*If you have an ability which increases your crit range prior to receiving the spear buff, simply add the next lowest number to your crit range. For example, if I am a fighter with a crit range of 19 or 20. When the spear buff is applied to you, your crit range becomes 18, 19 or 20.

 

Double Draw

Beginning at the 17th level, when you use the Draw action, you may draw and use two card effects. Each card consumes an available draw.

 

Shuffle

Beginning at the 18th level, you have mastered basic fortunetelling, allowing you to manipulate fate in your readings to a certain extent. After using the Draw action, you may use a bonus action to redraw from the deck. The drawn card is returned to the deck to be read another day, and you use the Draw action again. You may only use this feature 3 times, uses of the feature recovering after completing a short rest.

 

Time Dialation

Beginning at the 20th level, as a bonus action you may expend one available draw to extend the effect of the Draw action by 1 round. Each subsequent extension requires one extra available draw to be spent.


Starting Equipment

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

  • a dagger
  • a Star Globe
  • a Divination Deck
  • (a) a explorer's pack or (b) a scholar's pack


Spellcasting

Cantrips

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

 

Preparing and Casting Spells

The Astrologian table shows how many spell slots you have to cast your Astrologian 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 Astrologian spells that are available for you to cast, choosing from the Astrologian spell list. When you do so, choose a number of Astrologian spells equal to your Wisdom modifier + your Astrologian 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 Astrologian, you have four 1st-level and two 2nd-level spell slots. With a Charisma 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 cure wounds, you can cast it using a 1st-level or 2ndlevel 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 Astrologian spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. For the full list of available Astrologian spells, see the Eorzean Spell List document.

 

Spellcasting Ability

Wisdom is your spellcasting ability for your Astrologian spells. The power of your spells comes from your understanding of astrological powers. You use your Wisdom whenever a Astrologian spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Astrologian 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

 

Ritual Casting

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

 

Spellcasting Focus

You can use a star globe, planisphere or other similar tools as an arcane focus (found in chapter 5 of the player's handbook) for your astrologian spells.

 

Draw Effects

Card Drawn | Die Result | Card Effect
The Balance | 1 | Bonus 1d6 damage on all damage effects
The Bole | 2 | All damage you take is reduced by 1d6.
The Arrow | 3 | You gain one extra attack when you take the attack action.
The Spear | 4 | Your attack rolls crit on a 19 or 20 die result.
The Ewer | 5 | Temporarily restores one level 1 or 2 spell slot.
The Spire | 6 | Temporarily restores 1, non-spell slot resource to an ally.

  The resources included in this effect includes class resources like the Monk’s Ki Points and the Fighter’s maneuver dice. This does not include abilities which do not use a resource such as a Cleric's Channel Divinity or a Fighter's Action Surge. There must be an expended resource. Ask your DM their consideration of what counts as a resource.


Subclass Options

The Heavenly Paths

When an Astrologian is early on in their studies, they select a sect of stars from which they will draw their powers from. The stars were mapped using the positions of the sun and moon, and these two sects are reflective of their reference points. The Diurnal Sect uses the sun as their reference point, creating their star maps with the sun being the key to navigation, while the Nocturnal Sect uses the moon as the reference point. An Astrologian may choose to minimally study the stars and focus their efforts into their tarot deck, learning advanced techniques on how to manipulate fate as a Fortuneteller.


 

Diurnal Sect

Fortunate Healing

Beginning at the 2nd level, whenever you use a spell of 1st level or higher to restore hit points to a creature, you may expend an available draw to further empower the heal. The creature regains additional hit points equal to 1d6 + your Charisma modifier.

 

Eyes of Azeyma

Also beginning at the 2nd level, you may expend an available draw to assist you in revealing dangers of the area. As an action you may do a quick reading to scan for traps in the area, giving you advantage on perception checks for 1 minute.

 

Diurnal Benefic

Beginning at the 6th level you are able to empower your healing spells with the power of the sun. When you cast a spell of the 1st-level or higher that restores the hit points of an ally, you may leave a regenerative effect on your allies. After the spell is cast, your allies recover 1d6 hit points at the start of their turn for a number of rounds equal to your Wisdom ability modifier. You may only empower your spells like this once before requiring a long rest.

 

Lightspeed

Beginning at the 10th level, you may cast a 1st, 2nd or 3rdlevel spell as a bonus action by spending a number of available draws equal to the level of the spell you wish to cast.

 

Sun's Fortune

Beginning at the 14th level, when you use the Fortunate Healing feature, the additional healing becomes 6 + your Charisma Modifier. Additionally, you may roll 1d6 and apply the appropriate effect as if you had used the Draw action.


 

Nocturnal Sect

Mage of Menphina

Beginning at the 2nd level, you have trained your body alongside your mind, gaining prowess in the martial arts to survive on the battle field. You have proficiency with one handed simple and martial weapons, light and medium armor. You gain 1 extra hit point when you level up.
As a bonus action you may spend one draw to help you predict how your enemy will react to your presence. You do not provoke attacks of opportunity until your next turn.
Your spell list is expanded with offensive magic from the list below, allowing you to learn the following spells.

 

Nocturnal Spell List

Your spell list is expanded with the following spells.

Expanded Spell List

Spell Level | Spell
1st | Hex, Witch Bolt
2nd | Moonbeam, Snilloc's Snowball Storm
3rd | Melf's Minute Meteors, Elemental Weapon
4th | Dimension Door, Ice Storm
5th | Cone of Cold, Far Step

 

Noctournal Benefic

Beginning at the 6th level you can empower your spells with the magic of the moon. When you cast a spell of the 1st-level or higher that restores the hit points of an ally, you may leave a shielding effect on your allies. After the spell is cast, your allies gain temporary hitpoints equal to #d4 where # is equal to your Wisdom ability modifier. You may only empower your spells like this once before requiring a long rest.

 

Malefic Attunement

Beginning at the 10th level, you have mastered the ability to weave astromancy and martial combat seamlessly, allowing you to cast a spell after landing a melee attack as a bonus action. The spell may not be higher than the 2nd level when cast in this manner.

 

Rage of the Menphina

Beginning at the 14th level, you are touch a creature to bless them with the power of the Noctournal Sect. Weapon attacks the selected creature makes, deal an addition 2d6 force damage on hit for 1 minute. The creature must stay within 60ft. of you to receive this benefit. You may only bestow this blessing once, the blessing refreshes after a long rest.


 

Fortuneteller

Minor Arcana

Beginning at the 2nd level, you have learned to take advantage of the minor arcana of your tarot deck. When you use the Draw feature, on a die result 1, 3 or 5 you may use the card to deal 1d6 force damage to a creature within 30ft. of you that you can see. On a die result 2, 4 or 6 you may use the card to heal 1d6 hit points to a creature within 30ft. of you that you can see. The potency of this effect increases to 2d6 at 6th level, 3d6 at 10th level and 4d6 at the 14th level.

 

Skillful Readings

Beginning at the 6th level, you are able to use your arcana cards to more effectively tell the future. When casting a Divination spell, you may spend a number of available draws equal to the spell's level in place of expending a spell slot.

 

Stacked Deck

Beginning at the 10th level, you have learned how to bend the results of your fortune telling. When you use the Draw ability, you may roll 2d6 and select which die is the true result of the card.

 

Sleeve Draw

Beginning at the 14th level, as an action you may make use of each of your card drawing effects. Roll 6d6 and select 3 results. One is added to your Spread, one is used for the effect of Royal Road and one may be used for the Draw or Minor Arcana effect.


LevelProficiency BonusFeaturesAvailable DrawsCantrips Known1st2nd3rd4th5th6th7th8th9th
1st+2Spellcasting, Draw232--------
2nd+2Sect Study Focus333--------
3rd+2-4342-------
4th+2Ability Score Improvement5443-------
5th+3Shuffle64432------
6th+3Sect Study Feature74433------
7th+3-844331-----
8th+3Ability Score Improvement944332-----
9th+4-10443321----
10th+4Sect Study Feature11543322----
11th+4Royal Road125433231---
12th+4Ability Score Improvement135433231---
13th+5-1454332311--
14th+5Sect Study Feature1554332311--
15th+5-16543323111-
16th+5Sect Study Feature17543323111-
17th+6Double Draw185433231111
18th+6Shuffle195433331111
19th+6Ability Score Improvement205433332111
20th+6Time Dilation215433332211

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