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Astrologian


Hit Points

Hit Dice: d6 per Astrologian level
Hit Points at first Level: 6 + constitution modifier
Hit Points at Higher Levels: 1d6 + Constitution Modifier Per Level after First

Proficiences

Armor: none
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows, planisphere
Tools: Navigator's Tools, Cartographer's Tools
Saving Throws: Wisdom, Intelligence
Skills: Intuition Pick two (2): Arcana, History, Medicine, Perception, religion, insight, survival, investigation

Overview & Creation

A silver shawl protected her face from scrutiny as she gazed heavensward, reading lost meaning from the stars. A soft voice echoed in her head, "never let them read the prediction from your face," as she lowered her eyes towards the anxious man sitting across from her. She gestured down to the cards on the table, which gleamed in the dim candlelight.
The man tapped on card, and then another before flipping it with his fingertips. The Fortuneteller smiled. The Lady graces us with her presence.
The man felt the anxiety seep out of his body, as though it were being wrung out like a wet linen. His eyes clouded over as the Fortuneteller's smile deepened. What to do with this one now?
---


Class Features

Natural Navigators

The Astrologian has an exquisite sense of direction. They always know which was is north and always have a rough sense of the layout of a place as they explore it. They can use their cartographer's tools to rough out a quick map at breakneck speed.  

Lost in the Stars

Whenever the Astrologian can see the stars, they feel at home. They get advantage on all wisdom-related checks when they can see the night sky. This changes to the spellcasting ability of their devotion when they reach level three. For example, a follower of the Great Old One will gain advantage on charisma checks at level 3.  

Constellation Affinity

At level 2, the Astrologian has spent enough time studying the stars to feel affinity for a certain constellation, gaining features and traits related to the nature of that star formation. There are six minor constellations from which the Astrologian might pull power.

The Bole

The Bole is the great tree in the stars. It is a source of life and history. Drawing on the Bole will give the Astrologian significant regenerative and healing abilities.  

The Balance

The Balance forms the weighing scales. Here, two opposing concepts are weighed for their value--time and space, life and death, etc. An Astrologian who needs the time to weigh their options will find a slower battlefield and the protection from attacks will help in making only the most logical of decisions.  

The Spear

Fierce and pointed, the Spear is a boldly simple constellation that has been noticed for its intensity in the sky. The Astrologian who finds affinity with the spear surely desires sheer force and power.  

The Spire

The Spire is the tower of a famous sage-- the Lord of Cups's court Astrologian. It is both foreboding and scholarly. The story goes that the owner was driven mad by his search for power through study. One who finds affinity with the Spire seeks arcane secrets and explosive magical ability.  

The Arrow

The Arrow is the marked archer who never missed a shot. He was slain by his sister, the clever Ewer. Followers of the Arrow focus on deadly accuracy and attempt to compensate with magic for their own lack of foresight.  

The Ewer

Also known as the Fount. She is the sister of the Arrow, and has all the sense of both. She avoided death in her pursuit of arcane knowledge by learning from the mistakes of the Spire. Followers of the Ewer are able to replenish magical energy and use their wit to gain an edge against their foes before direct assault.  
Bole Balance Spear Spire Arrow Ewer
2 benefic celestial intersection stellar spear malefic divination light speed
6 horroscope collective unconscious planisplitter combust minor arc synastry
9 collective unconscious orbit umbral spike nova flare astral font
13 essential dignity celestial opposition trispike gravitation major arc astral projection
17 celestial spheres orbital harmony cold void supernova orbital ark astrea
20 benediction antimatter the void of space spaghettificate doubles the stillness
 

Draw! (Redraw, Play, Discard, Shuffle)

At level 1, the Astrologian has a mystical, radiant deck of cards from which they read fortunes, predict the future, and do battle with. Using an action, they may draw a card from the top of the deck and as a reaction they may play or discard the card. The cards effects vary based on type and subclass devotion (see the table below). At level 2, the Astrologian may use a free action to redraw from the deck in response to using the draw action. They may then play or discard as per usual. The Astrologian shuffles the Minor Arcana (The Bole, Balance, Spear, Spire, Arrow, and Ewer) back into the deck after playing or discarding them. They must set aside the Major Arcana (The Lord, Lady, or Great Old One) after usage until they can prepare them again during their next long rest. However, at level 3 the Astrologian may twice per long rest shuffle their cards, replacing the Lord and Lady/Great Old One back into the deck.


Starting Equipment

  • A planisphere and Astrologian Deck
  • A Quarterstaff or Dagger
  • A Scholar's Pack or an Explorer's Pack
  • Cartographer's Tools

 


Spellcasting

The Astrologian uses the Planisphere's ability to channel Radiant Energy to cast spells. The Planisphere contains 13 stones, representing the wheel of the year. During a long rest, the stones can be imbued with spells from the Astrologian spell list. The level of spells that can be cast depend on the color of the stone, and a stone can cast a spell of its level or any spell lower than its level. See the table below for the level of each stone color. At first level, the Astrologian can cast any first level spell on the spell list if they have the available stone. Past first level, the Astrologian must imbue specific spells into each level 2+ spell stone, or else cast it as any level 1 spell. The full progression of spell stones is available below.

LvlFeature/SkillBlue (lvl 1)Green (lvl 1-2)Red (lvl 1-3)Purple (lvl 1-4)Orange (lvl 1-5)Yellow (lvl 1-6)White (lvl 1-7)Clear (lvl 1-8)Black (lvl 1-9)Multicolor 1Draw3
-- -- -- -- -- -- -- --
2 Redraw, Constellation 3 1 -- -- -- -- -- -- -- --
3 Devotion, Shuffle 4* 1 -- -- -- -- -- -- -- --
4 Ability Score Improvement 4 2 1 -- -- -- -- -- -- --
5 Devotion Ability 4 2* 1 -- -- -- -- -- -- --
6 Constellation Bonus 4 2 2 1 -- -- -- -- -- --
7 -- 4 3 2 1 -- -- -- -- -- --
8 Ability Score Improvement 3 3 3* 1 -- -- -- -- -- --
9 Constellation Bonus 4 3 3 2 -- -- -- -- -- --
10 Devotion Ability 4 3 3 2 1 -- -- -- -- --
11 -- 3 3 3 2 1 1 -- -- -- --
12 Ability Score Improvement 2 3 3 2* 1 1 1 -- -- --
13 Constellation Bonus 2 2 4 2 1 1 1 -- -- --
14 Devotion Ability 2 2 3 3 1 1 1 1 -- --
15 -- 2 2 2 4 1 1 1 1 1 --
16 Ability Score Improvement 2 2 2 3 2* 1 1 1 1 --
17 Constellation Bonus 2 2 2 2 3 1 1 1 1 --
18 Devotion Ability 2 2 2 2 2 2 1 1 1 --
19 Ability Score Improvement 1 2 2 2 2 2 2 1 1 --
20 Star Mastery 1 1 2 2 2 2 2 2 1 (1)
*The Astrologian can use an action to recharge one stone during combat, or can recharge their level in stones during a short rest.  

Cantrips

At level 1, the Astrologian may pick three cantrips, which they may cast at will.


Subclass Options

The two legendary Astrologians of all time became immortalized in the cards and the night sky--the Lord and Lady of Crowns. Most Astrologians openly devote themselves to one of the figures associated with the church and the state respectively, following in their footsteps and even adapting the personalities of these heroic figures. Alternatively, an Astrologian who does not find themself associated with either figure will turn towards the ancient force of itself in the form of the strange entities that exist outside of our understanding. The spirits of these beings grant you certain traits and abilities for your patronage.  

The Lord of Crowns

Let me guess, you want to be the King of Everything. Either way, you definitely want power and strength. The Lord of crowns was the first Astrologian of the land who ascended to be the King of the Persid Kingdom. He is known for his rapid expansion of the Kingdom by the plundering of the other territories surrounding the desert. He conquered the fertile land to the north and west of the desert, building what is now the Persid capital, the Sunset Throne. He focuses on strength and sheer force in his approach to the world.  

The Lady of Crowns

The Lady of Crowns is a figure that historically has been shrouded of mystery. Her similarity to one of the Old Gods, Nymeia, makes it unclear in some cases which accounts relate to this Queen of the Kingdom Long Past. She was said to be a fortune teller who became a hero by predicting great misfortune and intercepting before the worst could take its toll. When she overthrew a particularly nasty monarch in the inner desert, it is said she founded the Kingdom Long Past on the sands of the inner desert, and quickly allied herself through marrying her nieces and nephews off to those of surrounding settlements. All-seeing and all-touching, it is said that the Lady of Crowns somehow still lives today, but where or how is unknown.  

The Great Old One(s???)

You probably don't know how you got here, but you're here now. And why have you made a pact with something you don't understand?...or do you even know you've made one?!? Well, either way, you're already in this situation so you'd better make the best of it. A being beyond your comprehension has taken you under its wing because nobody else would--congratulations! For some reason, the Being has reversed nearly all the effects of your magic. Similarly to the rest of its logic, this choice is beyond you, but probably serves whatever plan this being has. The abilities you gain from serving this Great Old One are also seemingly strange and random--but don't they pack a punch! Or at least, they do most of the time. Just read the table.  
The Lord The Lady The ??????
3 Diurnal Sect Nocturnal Sect Neutral Sect
5 Enhanced Minor Arcana
10 Enhanced Major Arcana
14 Ability Modifier Bonus
18 Hail to the King Hail to the Queen Hail to the ??????
20 The Lord's Order The Lady's Gambit What Exists Beyond Time
 

Sect Trait

Devotion towards a certain entity makes subtle changes in the Astrologian's personality and constitution depending on what time of day it is.
  • Followers of the Lord find comfort in the gentle starlight of the actual sun in our system. They become more direct, and sunny in affect. They speak their mind. They also gain this directness in combat, as whenever bathed in the natural light of the sun they add their level in radiant damage (always at least 1 damage) after the damage has been calculated for a successful attack. They can do this half as many times as their level per long rest, rounded up.
  • Followers of the Lady blend even deeper into the night than normal Astrologians. They become quieter only sometimes, but always become more observant, waiting for the precise moment to cut in. They are always looking for the edge in combat. Unless they are surprised or incapacitated, they always can take a surprise attack action when battle begins before entering initiative with the rest of the combatants.
  • Followers, if you can call them that, of a Being Beyond Comprehension doesn't find affinity with daylight or moonlight. Since the Great Old Ones surely don't experience day or night in the same way that we do, these people often change in personality in a strange or seemingly random way. At any point during the day, if the Astrologian deals magic damage, they sap 1/2 of the damage dealt, adding it to their HP. Glass cannons encouraged.

Enhanced Minor Arcana

At level 5, the Astrologian will find their cards become enhanced in unique ways depending on who they study under. See the table below for changes.
Patron Bole Balance Spear Spire Arrow Ewer
Pre-5 +1d4 hp +2 ac next turn +2 piercing next damage +2 radiant next damage +2 to next attack +Bonus Action next turn
Lord +INT mod in temp hp +2 ac +2 attack next round +4 piercing next damage +4 force next damage advantage on next roll +1 Action or BA
Lady 1d6+WIS mod hp +4 ac next round +4 to next attack +4 radiant next damage disadvantage on next roll +1 BA or Advantage on next roll
Old One -1d4+CHA necrotic (sap) -4 ac next round -4 next damage curse 1 stat for 1 min -4 to next attack -1 Action or BA
 

Enhanced Major Arcana

The understanding and creative usage of the cards improves and extends to the Major Arcana at level 10. At this point, if a follower of the Lord or Lady has somehow inherited an Old One card, they lose it. A follower of a Great Old One finds that both their Lord and Lady cards transform into Old One's.
Patron/Card Lord Lady Old One
Neutral +Proficiency to next roll Charm anyone 1d4+CHA necrotic dmg (sap)
Lord +Proficiency for next minute charm non-combatant X
Lady +proficiency unless already added Invisible for 1 min X
Old One X X Wild Card
 

Ability Score Improvement

At level 14, the Astrologian will find that so much improvement and study has increased their abilities significantly (but not above 30).
  • The Lord grants +3 to INT.
  • The Lady grants +3 to WIS.
  • The Strange One grants +3 to CHA. For why?

Hail! Hail! Hail!

  At level 18, the Astrologian gains access to a new devastating/confusing ability.

Hail to the King

Followers of the Lord have become battle-hardened and destructive, sometimes to the point of a strangely genteel sadism. Once per long rest and if during daylight hours, the Astrologian may point at one living creature, causing it to experience excruciating pain for 10 minutes, (or until, optionally, they succeed an INT saving throw with a DC of 18) taking 1d10 psychic damage each turn or until they fall unconscious. The Astrologian may find that each time they use this ability, their own sensibilities become more twisted and violent.
The price for cruelty is often steep.  

Hail to the Queen

  Followers of the Lady have become clever beyond their own sense, and never miss a beat. They can attempt to detach from any situation by controlling the minds of those around them. Once per long rest and if under the cover of moonlight, they can compel everyone of their choice within 60 ft to do anything they want for 10 minutes (with an optional WIS saving throw of 18 at the DMs discretion). However, the consequences for using this power are sometimes unpredictable. One may find that by compelling a group of enemy soldiers to fall upon their own swords they have also compelled their own soldiers across the continent to do the same.
Such is the way of fate.  

Hail to the ???

It's honestly shocking that this player has survived so long. You must be blessed by enormous good luck, or else you've done everything very precisely (perhaps without even knowing it?). It is hard to know the intentions of a Great Old One, thus it is often hard to get along with one for an extended period of time. Either way, once per long rest you now may invoke the name of your particular brand of Great One, causing a seemingly random, sometimes devastating, but always massively affecting event. Imagine your foe becomes suddenly encased in tentacles, or finds themself transformed into a mindless Fulumph for the rest of their existence. Image also that nothing happens...that you can perceive in the moment.  

The Lord's Order

At level 20, Once per long rest the Astrologian may use an action to call down a beam of holy fire, disintegrating all inorganic matter within its path. Any organic matter with less than 100hp will also see itself disintegrated, or else it will lose 100 hp. This beam lasts for 10 minutes, or until dispelled.

The Lady's Gambit

At level 20, once per long rest the Astrologian may use an action to make it seem as though it is night time to everyone within 500 feet of the caster for up to 2 hours. Under the cover of darkness, the Astrologian may designate up to 10 living creatures to be invisible for as long as the darkness lasts. If the caster takes damage, they must succeed a WIS saving throw DC 15, or the night ends.  

What Exists Beyond Time

At level 20, once per long rest, the Astrologian may use a bonus action to look beyond the void. The effects are as unpredictable as they are potentially helpful and harmful. Work with the DM to develop a table of possible effects. Or allow the DM to decide the possibilities c;. Don't shy away from non-effects or harmless effects. Only world-changing effects make this ability game-breaking.


Created by

Amador.

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