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Životy

Kostky životů 1d8 za úroveň

Odbornosti

INT , WIS

Astromancer

Úroveň Bonus odbornosti Vlastnosti Cantrips Known Spells Known
1 + 2 Spellcasting Starmote 3 4
2 + 2 Spellcasting Starmote 3 5
3 + 2 Spellcasting Starmote 3 6
4 + 2 Spellcasting Starmote 4 7
5 + 3 Spellcasting Starmote 4 8
6 + 3 Spellcasting Starmote 4 9
7 + 3 Spellcasting Starmote 4 10
8 + 3 Spellcasting Starmote 4 11
9 + 4 Spellcasting Starmote 4 12
10 + 4 Spellcasting Starmote 5 12
11 + 4 Spellcasting Starmote 5 13
12 + 4 Spellcasting Starmote 5 14
13 + 5 Spellcasting Starmote 5 15
14 + 5 Spellcasting Starmote 5 16
15 + 5 Spellcasting Starmote 5 17
16 + 5 Spellcasting Starmote 5 18
17 + 6 Spellcasting Starmote 5 19
18 + 6 Spellcasting Starmote 5 19
19 + 6 Spellcasting Starmote 5 20
20 + 6 Spellcasting Starmote 5 20

Spell Slots per Spell Level

Úroveň Bonus odbornosti Vlastnosti 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 + 2 Spellcasting Starmote 2 0 0 0 0 0 0 0 0
2 + 2 Spellcasting Starmote 3 0 0 0 0 0 0 0 0
3 + 2 Spellcasting Starmote 4 2 0 0 0 0 0 0 0
4 + 2 Spellcasting Starmote 4 3 0 0 0 0 0 0 0
5 + 3 Spellcasting Starmote 4 3 2 0 0 0 0 0 0
6 + 3 Spellcasting Starmote 4 3 3 0 0 0 0 0 0
7 + 3 Spellcasting Starmote 4 3 3 1 0 0 0 0 0
8 + 3 Spellcasting Starmote 4 3 3 2 0 0 0 0 0
9 + 4 Spellcasting Starmote 4 3 3 3 1 0 0 0 0
10 + 4 Spellcasting Starmote 4 3 3 3 2 0 0 0 0
11 + 4 Spellcasting Starmote 4 3 3 3 2 1 0 0 0
12 + 4 Spellcasting Starmote 4 3 3 3 2 1 0 0 0
13 + 5 Spellcasting Starmote 4 3 3 3 2 1 1 0 0
14 + 5 Spellcasting Starmote 4 3 3 3 2 1 1 0 0
15 + 5 Spellcasting Starmote 4 3 3 3 2 1 1 1 0
16 + 5 Spellcasting Starmote 4 3 3 3 2 1 1 1 0
17 + 6 Spellcasting Starmote 4 3 3 3 2 1 1 1 1
18 + 6 Spellcasting Starmote 4 3 3 3 3 1 1 1 1
19 + 6 Spellcasting Starmote 4 3 3 3 3 2 1 1 1
20 + 6 Spellcasting Starmote 4 3 3 3 3 2 2 1 1
Úroveň Bonus odbornosti Vlastnosti Active Starmotes
1 + 2 Spellcasting Starmote 1
2 + 2 Spellcasting Starmote 2
3 + 2 Spellcasting Starmote 2
4 + 2 Spellcasting Starmote 2
5 + 3 Spellcasting Starmote 2
6 + 3 Spellcasting Starmote 3
7 + 3 Spellcasting Starmote 3
8 + 3 Spellcasting Starmote 3
9 + 4 Spellcasting Starmote 3
10 + 4 Spellcasting Starmote 4
11 + 4 Spellcasting Starmote 4
12 + 4 Spellcasting Starmote 4
13 + 5 Spellcasting Starmote 4
14 + 5 Spellcasting Starmote 5
15 + 5 Spellcasting Starmote 5
16 + 5 Spellcasting Starmote 5
17 + 6 Spellcasting Starmote 5
18 + 6 Spellcasting Starmote 5
19 + 6 Spellcasting Starmote 5
20 + 6 Spellcasting Starmote 6

Kouzla třídy

Consuming Void|ASoS Dancing Lights Fire Bolt Guidance Light Mage Hand Minor Illusion Prestidigitation Ray of Frost Sacred Flame Shape Water|XGE Shocking Grasp Word of Radiance|XGE Alarm Cause Fear|XGE Chromatic Orb Color Spray Comprehend Languages Detect Magic Expeditious Retreat Gift of Alacrity|EGW Guiding Bolt Ice Knife|XGE Identify Jump Longstrider Mage Armor Magic Missile Protection from Evil and Good Relativity|ASoS Sanctuary Shield Silent Image Sleep Augury Blindness/Deafness Darkness Darkvision Enhance Ability Fortune's Favor|EGW Hold Person Immovable Object|EGW Invisibility Levitate Locate Animals or Plants Locate Object Lunacy|ASoS Mirror Image Misty Step Moonbeam Pass Without Trace Phantasmal Force See Invisibility Shadow Blade|XGE Silence Skywrite Vortex Warp|EGW Zone of Truth Bestow Curse Blink Comet Tail|ASoS Counterspell Daylight Detect Rift|ASoS Dispel Magic Fireball Fly Haste Hypnotic Pattern Lightning Bolt Magic Circle Major Image Melf's Minute Meteors|XGE Nondetection Protection from Energy Pulse Wave|EGW Remove Curse Sending Slow Tidal Wave|XGE Banishment Bow Shock|ASoS Charm Monster|XGE Confusion Control Water Dimension Door Divination Entropy|ASoS Gravity Sinkhole|EGW Greater Invisibility Hallucinatory Terrain Locate Creature Phantasmal Killer Polymorph Sickening Radiance|XGE Astral Jaunt|ASoS Bigby's Hand Cone of Cold Creation Dawn|XGE Dream Far Step|XGE Flame Strike Hold Monster Magnetic Ward|ASoS Mislead Planar Binding Scrying Skill Empowerment|XGE Synaptic Static|XGE Telekinesis Teleportation Circle Wall of Dusk|ASoS Wall of Force Wall of Light|XGE Arcane Gate Chain Lightning Disintegrate Find the Path Globe of Invulnerability Gravity Fissure|EGW Mass Suggestion Otiluke's Freezing Sphere Programmed Illusion Recall Positionality|ASoS Reselect Space|ASoS Scatter Sunbeam True Seeing Wall of Ice Crown of Stars|XGE Etherealness Firestorm Forcecage Mirage Arcane Plane Shift Prismatic Spray Project Image Reverse Gravity Supernova|ASoS Symbol Teleport Antimagic Field Dark Star|EGW Demiplane Everwarp|ASoS Maddening Darkness|XGE Sunburst Astral Projection Foresight Meteor Swarm Star Sight|ASoS Time Stop Wish dancing lights|xphb fire bolt|xphb guidance|xphb light|xphb mage hand|xphb minor illusion|xphb prestidigitation|xphb ray of frost|xphb sacred flame|xphb shocking grasp|xphb alarm|xphb chromatic orb|xphb color spray|xphb comprehend languages|xphb detect magic|xphb expeditious retreat|xphb guiding bolt|xphb identify|xphb jump|xphb longstrider|xphb mage armor|xphb magic missile|xphb protection from evil and good|xphb sanctuary|xphb shield|xphb silent image|xphb sleep|xphb augury|xphb blindness/deafness|xphb darkness|xphb darkvision|xphb enhance ability|xphb hold person|xphb invisibility|xphb levitate|xphb locate animals or plants|xphb locate object|xphb mirror image|xphb misty step|xphb moonbeam|xphb pass without trace|xphb phantasmal force|xphb see invisibility|xphb silence|xphb zone of truth|xphb bestow curse|xphb blink|xphb counterspell|xphb daylight|xphb dispel magic|xphb fireball|xphb fly|xphb haste|xphb hypnotic pattern|xphb lightning bolt|xphb magic circle|xphb major image|xphb nondetection|xphb protection from energy|xphb remove curse|xphb sending|xphb slow|xphb banishment|xphb confusion|xphb control water|xphb dimension door|xphb divination|xphb greater invisibility|xphb hallucinatory terrain|xphb locate creature|xphb phantasmal killer|xphb polymorph|xphb bigby's hand|xphb cone of cold|xphb creation|xphb dream|xphb flame strike|xphb hold monster|xphb mislead|xphb planar binding|xphb scrying|xphb telekinesis|xphb teleportation circle|xphb wall of force|xphb arcane gate|xphb chain lightning|xphb disintegrate|xphb find the path|xphb globe of invulnerability|xphb mass suggestion|xphb otiluke's freezing sphere|xphb programmed illusion|xphb sunbeam|xphb true seeing|xphb wall of ice|xphb etherealness|xphb forcecage|xphb mirage arcane|xphb plane shift|xphb prismatic spray|xphb project image|xphb reverse gravity|xphb symbol|xphb teleport|xphb antimagic field|xphb demiplane|xphb sunburst|xphb astral projection|xphb foresight|xphb meteor swarm|xphb time stop|xphb wish|xphb

Vlastnosti třídy

Úroveň 1

Spellcasting
Starmote

Úroveň 10

Cosmic Discipline Feature
Star-Touched

Úroveň 12

Ability Score Improvement

Úroveň 14

Cosmic Discipline Feature

Úroveň 16

Ability Score Improvement

Úroveň 17

Speed of Light (15 ft.)

Úroveň 18

Release Gravity

Úroveň 19

Ability Score Improvement

Úroveň 2

Cosmic Discipline

Úroveň 20

Zenith

Úroveň 3

Speed of Light (5 ft.)

Úroveň 4

Ability Score Improvement

Úroveň 6

Cosmic Discipline Feature

Úroveň 7

Speed of Light (10 ft.)

Úroveň 8

Ability Score Improvement

Vývoj známých kouzel

Úroveň 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Známá kouzla 4 5 6 7 8 9 10 11 12 12 13 14 15 16 17 18 19 19 20 20

Vývoj čaroděje

Vývoj čaroděje: full

Vývoj triků

Úroveň 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Známé triky 3 3 3 4 4 4 4 4 4 5 5 5 5 5 5 5 5 5 5 5

Odbornosti

Skills

Počáteční vybavení

Vlastnosti třídy

Starmote (Level 1)

At 1st level, your understanding and connection to the heavens grants you a small fragment of their grandeur. As an action, you can create a Starmote for a creature within 60 feet of you, which sheds dim light in a 30-foot radius. The mote and this light are only visible to the creature.

The Starmote is always centered on the creature and lasts until you dismiss it as an action. The creature can also use its bonus action to expend their mote, causing their next successful attack against a target within 1 minute to bathe it in stellar radiance. Their target sheds bright light in a 5-foot radius and dim light for an additional 10 feet until the end of their next turn.

You can only have one Starmote active on a creature at a time. However, you can summon additional Starmotes to be simultaneously active for multiple targets at later levels, as indicated in the Active Starmotes column of the Astromancer table. If you summon a Starmote beyond your maximum, you select which currently active Starmote to replace.

Areas of light created by this feature are magical, but other effects of magical light or darkness, such as the effects of the light or darkness spells, that overlap these areas will take priority over this feature for as long as they remain.

Cosmic Discipline (Level 2)

When you reach 2nd level, you commit yourself to a particular discipline within astromancy, each focusing on different types of celestial bodies and traditions. Choose between the Discipline of Horizons, Discipline of Moons, Discipline of Relativity, Discipline of Stars, Discipline of the Sun, Discipline of the Void, and Discipline of the World, each of which is detailed at the end of the class description.

Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Speed of Light (5 ft.) (Level 3)

Starting at 3rd level, your skill in manipulating starlight allows you to infuse your allies with minor boons to their movement. Your Starmote feature now increases the speed of a creature that currently possesses it by 5 feet. This increases to 10 feet at 7th level and 15 feet at 17th level in this class.

Ability Score Improvement (Level 4)

When you reach 4th 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.

If your DM allows the use of feats, you may instead take a feat.

Cosmic Discipline Feature (Level 6)

At 6th level, you gain a feature granted by your Cosmic Discipline.

Speed of Light (10 ft.) (Level 7)

Your Starmote feature now increases the speed of a creature that currently possesses it by 10 feet.

Ability Score Improvement (Level 8)

When you reach 8th 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.

If your DM allows the use of feats, you may instead take a feat.

Cosmic Discipline Feature (Level 10)

At 10th level, you gain a feature granted by your Cosmic Discipline.

Star-Touched (Level 10)

Upon reaching 10th level, the cosmic energy you can channel has increased to such an amount that you now imbue your Starmotes with greater utility. When you cast an astromancer spell with a range of touch or a range of self with a point of origin for its area of effect as the caster, one of your Starmotes centered on a creature within 60 feet of you can deliver the spell as though you were in its space.

Ability Score Improvement (Level 12)

When you reach 12th 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.

If your DM allows the use of feats, you may instead take a feat.

Cosmic Discipline Feature (Level 14)

At 14th level, you gain a feature granted by your Cosmic Discipline.

Ability Score Improvement (Level 16)

When you reach 16th 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.

If your DM allows the use of feats, you may instead take a feat.

Speed of Light (15 ft.) (Level 17)

Your Starmote feature now increases the speed of a creature that currently possesses it by 15 feet.

Release Gravity (Level 18)

At 18th level, you have finally developed an affinity for the gravitational relationship that matter holds with all other objects and forces in the universe. You can use your action to give each creature that possess one of your Starmotes within 120 feet of you a flying speed of 30 feet for up to 10 minutes or you dismiss it as an action. A creature that you affect with this feature gains the effect of the feather fall spell when this flight ends.

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

Ability Score Improvement (Level 19)

When you reach 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.

If your DM allows the use of feats, you may instead take a feat.

Zenith (Level 20)

At 20th level, you have reached the pinnacle of your cosmic mastery, allowing you skillful control over your Starmotes and spells. Your Starmote feature gains the following effects:

  • You see the dim light from any Starmote you create.

  • When you make a Constitution saving throw to maintain concentration on a spell, you can expend a currently active Starmote to automatically succeed on the saving throw.

  • You can use your action to summon a number of Starmotes equal to your maximum number of Active Starmotes, as shown on the Astromancer table. Once you use this feature, you can't use it in this way again until you finish a long rest.

Multitřídy

Požadavky multitříd

{"wis":13}

Podtřídy

Discipline of Horizons
ASoS
Discipline of Moons
ASoS
Discipline of Relativity
ASoS
Discipline of Stars
ASoS
Discipline of the Sun
ASoS
Discipline of the Void
ASoS
Discipline of the World
ASoS

Vlastnosti podtřídy

Discipline of Horizons

Discipline of Horizons (Level 2)

A tradition of observation and compliance to the designs of destiny, those bound to this discipline seek to ensure that no creature succeeds in casting off the chains of fate. These adherents may go forth into the world seeking to either soothe a community's natural progression towards death or to forcibly prevent aberrations in the plans of predestination.

The followers within this sect believe in the inevitability of the universe, looking to the everlasting rise and fall of the dawn and dusk surrounding them as inspiration. Drawing upon this most foundational pattern of the cosmos, these individuals harm and guard to keep the immutable design.

Transitional Vigil

At 2nd level, your steadfast watch over the twilight cycle grants you a rigid focus while out of combat. You can no longer be surprised while conscious.

Daybreak

Also at 2nd level, when a creature that possesses one of your Starmotes expends it with a bonus action, they deal an extra 1d4 radiant damage on their next successful attack against a target within 1 minute. The creature which expends the mote also gains temporary hit points equal to the amount of additional radiant damage done for up to 1 minute.

The amount of extra damage increases to 2d4 at 6th level, 3d4 at 10th level, and 4d4 at 14th level in this class.

Rule Tip: Temporary Hit Points

When you receive temporary hit points while you already have them, you choose between the two amounts. Player's Handbook: pg. 198

Temper of Twilight (Level 6)

At 6th level, your adherence to the march of fate allows you to resist those that fight against it. You have advantage on saving throws against being charmed or frightened.

You can also use your action to expend an active Starmote on a creature that you can see within 60 feet of you to end an effect causing them to be charmed or frightened.

Penumbral Shift (Level 10)

At 10th level, your expertise in the inevitable and interrelated nature of dawn and dusk grants you greater insight into your Starmote. Whenever you finish a long rest you select one of the following options for your Starmote:

  • Dawn Mote:

    The bright light from your Starmote feature is considered sunlight. Additionally, when an ally that possesses one of your Starmotes within 120 feet of you is reduced to 0 hit points, but not killed outright, you can use your reaction for the creature to drop to 1 hit point instead. Once you use this feature, you can't use it again until you finish a long rest.

  • Dusk Mote:

    You can use your bonus action to select a creature that you can see within 60 feet of you that possesses one of your Starmotes. The target and anything they are wearing or carrying becomes invisible until the end of their next turn, as the darkness of gloam wraps around their form. Once you use this feature, you can't use it again until you finish a long rest.

When you use an effect granted to you by your Penumbral Shift feature, your Starmote immediately converts into its opposite Penumbral Shift form until you finish a long rest, allowing you to use the effects from that form.

Predestination (Level 14)

Upon 14th level in this class, you condemn your foes to meet their impending final fates. Whenever a creature deals damage to a target with your Daybreak feature, the creature that takes damage can not regain hit points until the end of their next turn.

Discipline of Moons

Discipline of Moons (Level 2)

Apprentices and acolytes that belong the the Discipline of Moons are often quite varied in their motivations. Many students of this tradition seek to harness the immense gravitational and supernatural power which the single or multiple moons of a world hold for their own purposes. Some look to understand the lunar cycles, discerning their impact on destined futures. Others simply seek to joyously venerate in their view of pure untainted light.

Regardless of inspiration, true proficiency within this discipline is difficult to attain. A strong will and mental acuity are required among those who attempt mastery over the lunar spheres and light they summon, lest these petitioners of the moon find their sanity slipping away under the forceful sight they so revere.

Lunar Attunement

Starting at 2nd level, you learn one of your choice of the following cantrips: dancing lights, friends, or minor illusion.

Your choice counts as an astromancer cantrip for you, but it doesn't count against your number of cantrips known.

Wax and Wane

Also at 2nd level when you choose this discipline, you learn to subtly affect the light around you. Using your bonus action, you can impose dim light in a 10-foot radius sphere centered on a point of your choice within 60 feet of you. The sphere disappears after 1 minute or you dismiss it as an action.

Whenever you create this effect of ambient moonlight, you also select a phase that the area embodies for its duration from the following options:

  • New Moon:

    The gloom and gravitational pull of this area grasp at those that attempt to move through it, reducing the speed of each creature that starts their turn in the area by 10 feet until the end of their turn.

  • Quarter Moon:

    A creature that possesses one of your Starmotes adds a 1d4 to its saving throws and their attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage while in the area.

  • Full Moon:

    The illumination of this phase causes the dim light in the targeted 10-foot radius area to become bright light, as well as shed further dim light for a 10-foot radius.

Multiple effects created by this feature can overlap. The light created by this feature is considered magical under the same conditions as your Starmote feature, but your Starmote's bright light effect takes priority over this effect for as long as it remains. If any effect obscures this feature's light, the other effects of this feature still remain in the area.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Fierce Light (Level 6)

At 6th level, you channel the pale, yet unyielding light of the moon to both hinder and reveal. The dim light from your Starmote feature now extends to 120 feet for you and to 60 feet for other creatures. The bright light from your Starmote feature also reverts a shapechanger to its original form and prevents it from assuming a different form for the duration.

Phase Lock (Level 10)

Upon reaching 10th level, your study of the phases allows you to manipulate lunar skills more effectively. As an action, you can choose to flare one sphere created by your Wax and Wane feature, ending its current effect, but enacting one of the following results depending on the area's phase:

  • New Moon:

    Each creature within the area that does not possess one of your Starmotes must make a Dexterity saving throw against your astromancer spell save DC or be further slowed by the tenebrous pull of the sphere, reducing their speed to 0. At the end of each of its turns a creature makes a Dexterity saving throw to escape the effect. On a success, this effect ends for that creature.

  • Quarter Moon:

    You teleport one willing creature that you see from its space within this sphere to any unoccupied space in an area of Wax and Wane that you can see, including a space within this fading Wax and Wane effect.

  • Full Moon:

    A creature that possess one of your Starmotes within the sphere's bright or dim light immediately gains temporary hit points equal to half your astromancer level.

Invoke Eclipse (Level 14)

At 14th level in this class, you can align yourself with a forthcoming eclipse, taking on a form of astronomical power. Once per long rest, using your action, you can undergo a transformation gaining the following benefits for 1 minute:

  • You gain resistance against the damage of spells.

  • Enemies that rely on sight within 30 feet of you make attack rolls against you with disadvantage.

  • You gain the moonbeam spell, if you do not already have it, and can cast it once using your bonus action without expending a spell slot. When cast using a bonus action with this feature, the spell's effect can also be moved using a bonus action.

Discipline of Relativity

Discipline of Relativity (Level 2)

Often tauting themselves as the wisest, most knowledgeable, and widely traveled of astromancers, individuals belonging to the discipline of relativity are those that have come to understand and hone a connection to the most foundational powers of the cosmos. They hold a great degree of control over the nature of gravity and use this ability to exploit the passage of time around themselves and their allies. Using their bodies and other arcane abilities as loci for their power, these astromancers attempt to inhibit the mobility of their foes, while also bolstering others by forcing gravity and destiny to act in their favor.

Compressed Continuum

At 2nd level, your skill in manipulating the fundamental powers of the cosmos allows you to shorten the amount of time it takes to rest. It only takes you half as long as it normally would to receive the benefits of finishing a short or long rest.

Localize Density

Also at 2nd level, you learn to use your Starmote feature to encumber nearby creatures and slow their path through time. A hostile creature that starts its turn within 5 feet of a creature that possesses one of your Starmotes has its speed reduced by 5 feet until the start of its next turn. The amount of speed reduced by this effect increases to 10 feet at 7th level and 15 feet at 17th level in this class.

You can use a bonus action to cause a Starmote within 60 feet of you to pulse with gravitational force in a 5-foot radius, causing each hostile creature in the area to make a Wisdom saving throw against your astromancer spell save DC or be unable to use reactions until the start of your next turn.

You can use this feature in this way a number of times equal to your Wisdom modifier (minimum of once). You regain any expended uses when you finish a long rest.

Gravity Font (Level 6)

Starting at 6th level, as an action, you can create a 20-foot radius aura of fluctuating gravitational force that is centered on you for 1 minute. When a creature that possesses one of your Starmotes starts their turn in this area, the speed that the creature gains from your Speed of Light feature is doubled until the end of their turn.

Additionally, a creature in this area that fails its saving throw against your Localize Density feature also falls prone. If you use this feature and have no remaining uses of your Localize Density feature, you regain one use of it.

Once you use this feature, you can't use it again until you finish a short or long rest.

Temporal Dilation (Level 10)

At 10th level, you learn the haste and slow spells, if you do not already know them, and can cast one of these spells once without expending a spell slot. The spells do not count against your number of Spells Known.

Once you cast haste or slow in this way, you can't do so again until you finish a long rest, though you can still cast the spell normally using an available spell slot.

Delay Destiny (Level 14)

At 14th level, you can splinter fate for a short period to use a reaction when a creature that possesses one of your Starmotes within 120 feet of you takes damage from an attack or fails a saving throw. When you use this reaction, you cause the creature to not take damage from the attack or not be affected by failing the saving throw, and instead take the damage from the attack or be affected by the effect of failing the saving throw at either the end of your next turn or the creature's next turn, which you choose at the point in the initiative that these occur (no additional reaction required). If a creature fails a saving throw that triggers this reaction from a spell that requires concentration, the spell still requires concentration from when it is cast.

You can use this feature twice, after which you can't use it again until you finish a long rest.

Discipline of Stars

Discipline of Stars (Level 2)

Primitive magics that draw on stellar patterns have been found to date back to the first attempts at contacting gods and divining the future. This ancient tradition of star-scrying has evolved over time, with thousands of years of star charts and celestial events being recorded and studied.

Followers of this discipline tend to be those who aim to understand the patterns of fate or glean knowledge about the designs of the gods through arcane means. The few capable of these feats are rewarded with the power of the stars; given the tools to tip the scales of destiny in their favor through manipulation of their Starmotes and spells.

Cosmic Storytelling

At 2nd level, you become proficient in your choice of one of the following skills: Arcana, History, Religion, or Survival.

Star Reader

Also at 2nd level, you are prepared with minor insights into coming events and can shift a situation to better your group's fortunes. When an enemy attacks a creature that possesses one of your Starmotes within 60 feet of you with advantage, you can use your reaction to prevent the roll from benefiting from advantage. You can also expend the Starmote on the creature as part of this reaction to give them advantage on the next attack they make until the end of their next turn.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Stellar Embodiment (Level 6)

Beginning at 6th level, your study of the stars allows you to further tap into latent energies beyond the world. Whenever you finish a long rest, you choose two of the following options and gain access to their effects. You lose the effects of any option you currently have whenever you a finish a long rest.

  • The Tree:

    You gain temporary hit points equal to half your astromancer level, as well as resistance to the damage of the first successful attack against you.

  • The Lantern:

    You gain the light cantrip, if you do not already have it, and can cast it at a distance of 30 feet. You also have advantage on initiative checks.

  • The Hand:

    You select one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses this proficiency.

  • The Lovers:

    You can cast charm person once at 1st level using your astromancer spell save DC, without requiring any verbal or somatic components, and without expending a spell slot. The target does not become aware of the charm at the end of a failed save. You cast charm person with this feature at 2nd level upon 14th level in this class.

  • The Scales:

    You can cast either bane or bless once at 1st level using your astromancer spell save DC and without expending a spell slot. You cast bane or bless with this feature at 2nd level upon 14th level in this class.

  • The Maw of Stars:

    You can cast dissonant whispers once at 1st level using your astromancer spell save DC and without expending a spell slot. The target of this spell must use both its reaction as well as half of its speed at the beginning of its next turn to move away from you on a failed save. You cast dissonant whispers with this feature at 2nd level upon 14th level in this class.

Diviner's Boon (Level 10)

Starting at 10th level, when you use your Star Reader feature to prevent an attack roll from benefiting from advantage, you also prevent the target of the feature from benefiting from advantage on any attack roll until the end of their turn.

Additionally, when you use your Star Reader feature to expend a Starmote and give a target advantage on their next attack roll, the target also gains advantage on the next saving throw they make until the end of their next turn.

Stellar Mastery (Level 14)

At 14th level, you have expanded your knowledge surrounding the workings of the cosmos such that you have learned to access the powers of more complicated universal relationships. You now choose three effects for your Stellar Embodiment feature and can pick your choices for this feature from the following options:

  • Alignment:

    You learn one of your choice of commune, dream, legend lore, scrying, telepathic bond, or teleportation circle and can cast your selection using an astromancer spell slot. The spell learned from this feature does not count against your number of Spells Known and can be cast without using components.

  • Conjunction/Opposition:

    Once, as a bonus action, you can designate two creatures that you can see within 60 feet of you, forcing them to make a Strength saving throw against your astromancer spell save DC or each move up to 30 feet towards or away from each other in a straight line. If a target of this ability strikes a solid object or creature, the target takes 1d6 bludgeoning damage for every 5 feet it moved. If hitting a creature, the other creature must succeed a Dexterity saving throw against your astromancer spell save DC, taking the same amount of damage on a failure and half as much on a success. Creatures with a size above Large have advantage on the initial saving throw against this effect.

Discipline of the Sun

Discipline of the Sun (Level 2)

Rather than focus on the designs of fate or consistently tiring obsession with the moon, those within the Discipline of the Sun tend to spend their attention on the more practical applications of the cosmic power they wield. A proud and refined discipline of fiery martial magic, these astromancers draw from the radically powerful events that occur upon the sun's surface, as well as the daily solar tides and winds which pass beyond the world to distract and strike their foes.

Firebrand

Starting at 2nd level, your innate connection to the fierce power of the sun begins to fuel your capacity in battle:

  • While you possess one of your Starmotes you gain a barrier of heat that pushes back against unwanted attacks and strengthens your own swings. These solar winds change your AC to equal 13 + your Dexterity modifier when you are not wearing armor and you gain proficiency with shortswords and scimitars.

  • If you are proficient with a simple or martial melee weapon, you can use it as your spellcasting focus for astromancer spells.

  • When you deal damage to a creature with a melee weapon attack with a weapon which has the finesse property, you can choose to mark a solar brand on to the enemy for up to 1 minute. This brand will erupt if the branded creature takes fire or radiant damage after the damage that applied it, dealing an additional 1d6 fire damage. Once the brand deals damage, it is expended and disappears.

    Only one brand can be applied per attack, but a creature can have up to two brands on them at a time. The brand's damage improves when you reach 14th level in this class, increasing to 2d6 fire damage.

    You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Extra Attack (Level 6)

Upon reaching 6th level, you can attack twice, instead of once, when taking the Attack action on your turn.

Radiance (Level 6)

Also at 6th level, you regain your Firebrand feature's uses when you finish a short rest.

Mirage (Level 10)

At 10th level, your mastery over luminosity allows you to distract enemies with woven light. When a creature that you can see within 30 feet of you makes an attack roll against you, you can use your reaction to immediately become invisible, create an illusory duplicate of yourself in your space, and move up to half your speed. This duplicate and invisibility last until the end of your next turn, but the invisibility ends if you attack or cast a spell.

If you take the Attack action while the duplicate is present, you can make your attacks from either your own or your duplicate's position. Your duplicate uses your bonus to hit and damage, any damage it deals is considered radiant damage, and its attacks are capable of applying your Firebrand marks.

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

Solar Flare (Level 14)

At 14th level, when you mark a creature with your Firebrand feature you can force the target to make a Constitution saving throw against your astromancer saving throw DC or be blinded until the end of their next turn. While blinded in this way a creature is unable to make attacks of opportunity.

You must currently possess one of your Starmotes for this effect to occur. A creature that saves against this effect is not blinded and is immune to the effect for 24 hours.

Discipline of the Void

Discipline of the Void (Level 2)

Only rarely are masters of this tradition able to be found. Whether this is a result of seclusion stemming from the isolated nature of their obsessions or from the rigorous trials that they must endure for their power is unclear to outsiders.

These are the few, however, who recognize that true brilliance is not found among the stars, but in the vacuum that contains them; finding that the space between all things is not truly vacant, but rather has an essence of its own that should be harnessed and revered.

Distant Whispers

At 2nd level, you intuitively learn an exotic language of your choice. At 10th level in this class, you learn a second exotic language of your choice.

Languages Near and Far

Every setting has its own unique languages that might exist and that are available to players. Work with your DM to decide on what qualifies as an exotic language that you can choose from. A list of typically available languages can be found here: Player's Handbook: pg. 123

Empty Space

Also at 2nd level, as part of the action or bonus action used to cast a spell on your turn, you can instantly teleport up to 10 feet to a currently unoccupied space that you can see. When using this feature, you can expend one of your choice of currently active Starmotes to teleport up to 30 feet away, instead.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Dark Expansion (Level 6)

Beginning at 6th level, you can use this feature when casting a spell using a 1st or 2nd level spell slot and gain the benefits of casting the spell using one level higher of a spell slot.

For example, if you use this feature while casting the cause fear spell at 2nd level, you can frighten up to three targets, rather than two, as detailed in the cause fear spell effect for higher level casting.

The highest level spell slot that you can affect with this feature increases to 3rd level when you reach 7th level in this class and to 4th level when you reach 9th level in this class.

Once you use this feature, you can't use it again until you finish a short or long rest.

Response From Beyond (Level 10)

Starting at 10th level, your calls to the void of stars have gifted you with ephemeral wardens, brought to this world to obey your will. Using your bonus action, you can summon two Shades from Beyond in unoccupied spaces adjacent to you, using the statistics for Shadows in the Monster Manual.

These creatures gain a bonus to their attack rolls equal to your Wisdom modifier (minimum of +1). Additionally, these entities do not reduce their target's strength with their attacks, only understand commands given by you, and are considered aberrations, not undead.

When the Shades from Beyond are summoned they can be issued orders and must be given commands as subsequent bonus actions to move or attack. These creatures will remain in your service for 10 minutes, until they die, you dismiss the entities as a bonus action, or you become incapacitated, after which they disappear.

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

Encroaching Night (Level 14)

Upon reaching 14th level, you can exercise your growing control over the vacuous nothing of space to empower your shadowy manipulations. Whenever you expend a Starmote with your Empty Space feature, you can now teleport up to 60 feet to an unoccupied space that you can see or to swap places with one of your Shades from Beyond within 120 feet.

If you have your Shades from Beyond summoned when you use your Empty Space feature, each one can make an attack against a target within their melee attack range as a reaction immediately before or after you teleport (your choice), adding an amount of necrotic damage equal to your Wisdom modifier (minimum of +1), as well as gain temporary hit points equal to their damage done.

Discipline of the World

Discipline of the World (Level 2)

While astromancers focus the majority of their efforts on the celestial bodies beyond the world, there are those who recognize that the planet itself is part of the great design. Some have also discovered that the world is in dire need of protection from forces beyond this plane and pale that would seek to do it harm. Drawing on the knowledge of the cosmos to protect against these assailants, those within this discipline seek to guard the lands on which they reside for the benefit of all.

Guardian of the Material

At 2nd level, you gain proficiency with shields and can use shields as a spellcasting focus for your astromancer spells.

Star Shield

Also at 2nd level, you can draw on the connection between the foundations of the world and cosmic forces beyond it to use your Starmote feature for greater protection.

As a bonus action, you can expend one active Starmote within 60 feet of you and increase both your own AC and the AC of the target who possessed it by an amount equal to your maximum number of Active Starmotes, as shown on the Astromancer table, until the start of your next turn.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Planar Protector (Level 6)

Beginning at 6th level, you become aware of the true nature of any aberration, celestial, fey, or fiend by sensing what type of creature it is upon touching them.

Additionally, when a creature of any of these types deals damage to you or an ally currently affected by your Starmote feature that you can see within 60 feet of you, you can use your reaction to reduce their damage taken by 1d6. This damage reduction increases to 2d6 at 10th level and 3d6 at 14th level in this class.

Land Warden (Level 10)

Upon reaching 10th level, the land itself has recognized your protective efforts. You learn the wall of stone spell, if you do not already know it, and can cast it once without expending a spell slot. This spell does not count against your number of Spells Known.

Once you cast wall of stone in this way, you can't do so again until you finish a long rest, though you can still cast it normally using an available spell slot.

Dustmote (Level 14)

Starting at 14th level, when you expend a Starmote on a target with your Star Shield feature, you can choose for your target to gain a lingering mote of coalesced stardust for up to 1 hour. While a creature possesses this Dustmote, they have resistance to one damage type of your choice other than bludgeoning, piercing, or slashing damage that you select when the Dustmote is created, as the scintillating particles ward away harm.

A creature that possesses a Dustmote can also choose to expend it as an action, causing its stardust to burst forth and forcing all other creatures within a 10-foot radius sphere centered on the creature to make a Constitution saving throw against your astromancer spell save DC. On a failed save, a creature is blinded for 1 minute. At the end of each of its turns, an affected creature can make a Constitution saving throw. On a success, the effect ends.

Once you use this feature, you can't use it again until you finish a short or long rest.