SIGNING IN

Hit Points

Hit Dice 1d8 per level

Proficiencies

WIS , CHA

Astrologian

Level Proficiency Bonus Features Available Draws Cantrips Known
1 + 2 Spellcasting Draw 2 3
2 + 2 Spellcasting Draw 3 3
3 + 2 Spellcasting Draw 4 3
4 + 2 Spellcasting Draw 5 4
5 + 3 Spellcasting Draw 6 4
6 + 3 Spellcasting Draw 7 4
7 + 3 Spellcasting Draw 8 4
8 + 3 Spellcasting Draw 9 4
9 + 4 Spellcasting Draw 10 4
10 + 4 Spellcasting Draw 11 5
11 + 4 Spellcasting Draw 12 5
12 + 4 Spellcasting Draw 13 5
13 + 5 Spellcasting Draw 14 5
14 + 5 Spellcasting Draw 15 5
15 + 5 Spellcasting Draw 16 5
16 + 5 Spellcasting Draw 17 5
17 + 6 Spellcasting Draw 18 5
18 + 6 Spellcasting Draw 19 5
19 + 6 Spellcasting Draw 20 5
20 + 6 Spellcasting Draw 21 5

Spell Slots per Spell Level

Level Proficiency Bonus Features 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 + 2 Spellcasting Draw 2 0 0 0 0 0 0 0 0
2 + 2 Spellcasting Draw 3 0 0 0 0 0 0 0 0
3 + 2 Spellcasting Draw 4 2 0 0 0 0 0 0 0
4 + 2 Spellcasting Draw 4 3 0 0 0 0 0 0 0
5 + 3 Spellcasting Draw 4 3 2 0 0 0 0 0 0
6 + 3 Spellcasting Draw 4 3 3 0 0 0 0 0 0
7 + 3 Spellcasting Draw 4 3 3 1 0 0 0 0 0
8 + 3 Spellcasting Draw 4 3 3 2 0 0 0 0 0
9 + 4 Spellcasting Draw 4 3 3 3 1 0 0 0 0
10 + 4 Spellcasting Draw 4 3 3 3 2 0 0 0 0
11 + 4 Spellcasting Draw 4 3 3 3 2 1 0 0 0
12 + 4 Spellcasting Draw 4 3 3 3 2 1 0 0 0
13 + 5 Spellcasting Draw 4 3 3 3 2 1 1 0 0
14 + 5 Spellcasting Draw 4 3 3 3 2 1 1 0 0
15 + 5 Spellcasting Draw 4 3 3 3 2 1 1 1 0
16 + 5 Spellcasting Draw 4 3 3 3 2 1 1 1 0
17 + 6 Spellcasting Draw 4 3 3 3 2 1 1 1 1
18 + 6 Spellcasting Draw 4 3 3 3 3 1 1 1 1
19 + 6 Spellcasting Draw 4 3 3 3 3 2 1 1 1
20 + 6 Spellcasting Draw 4 3 3 3 3 2 2 1 1

Class Spells

Blade Ward Dancing Lights Friends Guidance Light magic stone|xge mind sliver|tce Message Resistance Sacred Flame Spare the Dying True Strike word of radiance|xge Bane Bless ceremony|xge Color Spray Comprehend Languages Cure Wounds Detect Evil and Good Detect Poison and Disease Detect Magic Faerie Fire False Life gift of alacrity|egw Guiding Bolt Healing Word Heroism Hex Identify Illusory Script Mage Armor Magic Missile magnify gravity|egw Sanctuary Shield of Faith Sleep Unseen Servant Witch Bolt Aid Augury Blindness/Deafness Blur Darkness Darkvision Detect Thoughts Enhance Ability Enlarge/Reduce fortune's favor|egw Find Traps Gentle Repose healing spirit|xge Invisibility Knock Lesser Restoration Levitate Locate Object mind spike|xge Moonbeam Silence skywrite|xge snilloc's snowball storm|xge tasha's mind whip|tce wristpocket|egw Zone of Truth Beacon of Hope Blink catnap|xge Clairvoyance Daylight Dispel Magic Elemental Weapon Fly Haste Hypnotic Pattern intellect fortress|tce life transference|xge Mass Healing Word melf's minute meteors|xge Remove Curse Revivify pulse wave|egw Sending Slow Tongues Arcane Eye Banishment Blight Confusion Death Ward Dimension Door Divination Grater Invisibility gravity sinkhole|egw Hallucinatory Terrain Ice Storm Locate Creature Otiluke's Resilient Sphere Phantasmal Killer sickening radiance|xge collective unconscious|FFXIVBeforetheFall Commune Cone of Cold dawn|xge Dispel Evil and Good Dream far step|xge Geas gravity|FFXIVBeforetheFall Greater Restoration Legend Lore Mass Cure Wounds Rary's Telepathic Bond Scrying summon celestial|tce Teleportation Circle temporal shunt|egw wall of light|xge Eyebite Find the Path gravity fissure|egw Heal Mass Suggestion mental prison|xge Programmed Illusion scatter|xge Sunbeam True Seeing Conjure Celestial crown of stars|xge dream of the blue veil|tce Mirage Arcane Plane Shift Regenerate Resurrection Reverse Gravity tether essence|egw Antimagic Field celestial opposition|FFXIVBeforetheFall dark star|egw Demiplane Glibness illusory dragon|xge reality break|egw Telepathy Sunburst Astral Projection Foresight Mass Heal ravenous void|egw Time Stop time ravage|egw True Resurrection Wish blade ward|xphb dancing lights|xphb friends|xphb guidance|xphb light|xphb message|xphb resistance|xphb sacred flame|xphb spare the dying|xphb true strike|xphb bane|xphb bless|xphb color spray|xphb comprehend languages|xphb cure wounds|xphb detect evil and good|xphb detect poison and disease|xphb detect magic|xphb faerie fire|xphb false life|xphb guiding bolt|xphb healing word|xphb heroism|xphb hex|xphb identify|xphb illusory script|xphb mage armor|xphb magic missile|xphb sanctuary|xphb shield of faith|xphb sleep|xphb unseen servant|xphb witch bolt|xphb aid|xphb augury|xphb blindness/deafness|xphb blur|xphb darkness|xphb darkvision|xphb detect thoughts|xphb enhance ability|xphb enlarge/reduce|xphb find traps|xphb gentle repose|xphb invisibility|xphb knock|xphb lesser restoration|xphb levitate|xphb locate object|xphb moonbeam|xphb silence|xphb zone of truth|xphb beacon of hope|xphb blink|xphb clairvoyance|xphb daylight|xphb dispel magic|xphb elemental weapon|xphb fly|xphb haste|xphb hypnotic pattern|xphb mass healing word|xphb remove curse|xphb revivify|xphb sending|xphb slow|xphb tongues|xphb arcane eye|xphb banishment|xphb blight|xphb confusion|xphb death ward|xphb dimension door|xphb divination|xphb hallucinatory terrain|xphb ice storm|xphb locate creature|xphb otiluke's resilient sphere|xphb phantasmal killer|xphb commune|xphb cone of cold|xphb dispel evil and good|xphb dream|xphb geas|xphb greater restoration|xphb legend lore|xphb mass cure wounds|xphb rary's telepathic bond|xphb scrying|xphb teleportation circle|xphb eyebite|xphb find the path|xphb heal|xphb mass suggestion|xphb programmed illusion|xphb sunbeam|xphb true seeing|xphb conjure celestial|xphb mirage arcane|xphb plane shift|xphb regenerate|xphb resurrection|xphb reverse gravity|xphb antimagic field|xphb demiplane|xphb glibness|xphb telepathy|xphb sunburst|xphb astral projection|xphb foresight|xphb mass heal|xphb time stop|xphb true resurrection|xphb wish|xphb

Class Features

Level 1

Spellcasting
Draw

Level 10

Sect Study Feature

Level 11

Spread

Level 12

Ability Score Improvement

Level 14

Sect Study Feature

Level 16

Ability Score Improvement

Level 17

Double Draw

Level 18

Time Dilation

Level 19

Ability Score Improvement

Level 2

Sect Study Focus

Level 20

The Deck of Sixty

Level 4

Ability Score Improvement

Level 5

Shuffle

Level 6

Sect Study Feature

Level 8

Ability Score Improvement

Caster Progression

Caster Progression: full

Cantrip Progression

Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Cantrips Known 3 3 3 4 4 4 4 4 4 5 5 5 5 5 5 5 5 5 5 5

Proficiencies

Skills

Starting Equipment

a Star Globe
a Divination Deck

Class Features

Spellcasting (Level 1)

As a student of astrology, you can cast Astrologian spells. See chapter 10 of the PHB for the general rules of spellcasting and the end of this document for the Astrologian spell list

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 Wisdom 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 2nd-level 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.

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 an Astrologian spell refers to your spellcasing ability. In addition, you use your Wisdom modifier when setting the saving throw DC for an Astrologian spell you cast and when making an attack roll with one.

Spell

Spell

Ritual Casting

You can cast an 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 (Level 1)

Beginning at the 1st level, as an action you are able to draw a card from your deck of sixty and empower an ally according to the drawn card.

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 your Wisdom ability modifier with a minimum of 1 round. You must use temporary resources within this time otherwise they are lost. A creature may only have one Draw effect affecting them at a time. A new effect replaces the old effect.

The Available Draws column of the astrologian table shows the number of times you can draw cards for your astrologian level. You regain all of your expended uses of draw when you finish a long rest.

Draw Effects
Card DrawnDie ResultCard Effect

The Balance

1

Bonus 1d6 damage on all damage effects. This increases to 2d6 at the 5th level, 3d6 at the 11th level and 4d6 at the 17th level.

The Bole

2

All damage you take is reduced by 1d6. This increases to 2d6 at the 5th level, 3d6 at the 11th level and 4d6 at the 17th level.

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. May be used for level 3 spell slots beginning at the 11th level and level 4 spell slots at the 17th level.

The Spire

6

Temporarily restores 1, non-spell slot resource to an ally. This increases to 2 resources at the 5th level, 3 resources at the 11th level and 4 resources at the 17th level.

*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.

Sect Study Focus (Level 2)

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 featrues at the 2nd, 6th, 10th and 14th level.

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.

Shuffle (Level 5)

Beginning at the 5th level, when you use the Draw feature, as a bonus action you may reroll the result of the d6 before applying its effect. You may only use the new result.

Sect Study Feature (Level 6)

You gain a feature granted by your Sect Study.

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.

Sect Study Feature (Level 10)

You gain a feature granted by your Sect Study.

Spread (Level 11)

Beginning at the 11th level, when you use the Draw feature, as a bonus action you may set a drawn card aside for later use, adding it to your spread. You may have a number of cards on your spread equal to your Wisdom modifier.

On your turn, as a bonus action you may play any card from your spread. The cards in your spread lose their power when you complete a long rest.

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.

Sect Study Feature (Level 14)

You gain a feature granted by your Sect Study.

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.

Double Draw (Level 17)

Beginning at the 17th level, when you use the Draw action, you may draw and use two cards. Each card consumes an available draw. As a bonus action you may place one or both cards into your spread.

Time Dilation (Level 18)

Beginning at the 18th level, as an action, you may expend an available Draw to reapply a Draw effect on a creature within Draw range.

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.

The Deck of Sixty (Level 20)

Beginning at the 20th level, when you roll initiative you recover a number of available draws equal to your Wisdom modifier.

Multiclassing

Multiclassing Requirements

{"wis":13}

Subclasses

Diurnal Sect
FFXIVBeforetheFall
Fortuneteller
FFXIVBeforetheFall
Nocturnal Sect
FFXIVBeforetheFall

Subclass Features

Diurnal Sect

Diurnal Sect (Level 2)

Your study of astrology has led you to studying under the Diurnal sect. Students of this sect focus on developing their understanding of the stars and their fortune telling in reference to the sun. Reflective of the life the sun provides those of the land, students of the Diurnal Sect focus on improving their ability to heal and support their allies.

Fortunate Healing

2nd-level Diurnal Sect feature

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 Wisdom modifier.

Eyes of Azeyma

2nd-level Diurnal Sect feature

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 (Level 6)

6th-level Diurnal Sect feature

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 all affected allies. After the spell is cast, the affected creatures recover 1d6 hit points at the start of their turn for a number of rounds equal to your Wisdom ability modifier. You must then finish a short or long rest to use Diurnal Benefic again.

Lightspeed (Level 10)

10th-level Diurnal Sect feature

Beginning at the 10th level, you may cast a 1st, 2nd or 3rd-level spell you have prepared 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 (Level 14)

14th-level Diurnal Sect feature

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

Fortuneteller

Fortuneteller (Level 2)

Some Astrologians turn away from the study of the cosmos and instead turn their attention to fate and the Deck of Sixty. Such Astrologians are known as Fortunetellers and develop innovative ways to make use of the tarot, even bending fate to their will.

Minor Arcana

2nd-level Fortuneteller feature

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 make a ranged Spell attack that deals 1d6 + your Wisdom modifier 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 + your Wisdom modifier 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 (Level 6)

6th-level Fortuneteller feature

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 (Level 10)

10th-level Fortuneteller feature

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 (Level 14)

14th-level Fortuneteller feature

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. Two are added to your Spread and one may be used for the Draw or Minor Arcana effect. This expends three uses of the Draw action. You must then finish a short or long rest to use Sleeve Draw again.

Nocturnal Sect

Nocturnal Sect (Level 2)

Students of the Nocturnal Sect have chosen to unravel the mysteries of the night sky and how the moon influences the world and fate. As seekers of knowledge, the Nocturnal Sect tries to unravel the unknown, akin to chasing the dark side of the moon. In their efforts, students of this sect have taken to focusing on preventative measures and offensive magics.

Mage of Menphina

2nd-level Nocturnal Sect feature

Beginning at the 2nd level, you have trained your body alongside your mind, gaining prowess in the martial arts to survive on the battlefield. You have proficiency with one hand 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.

Nocturnal Benefic (Level 6)

6th-level Nocturnal Sect feature

Beginning at the 6th level you can empower your spells with the magic of the moon. When you cast a spell of 1st-level or higher that restores the hit points of an ally, you may leave a shielding effect on all affected creatures. After the spell is cast, your all affected creatures gain temporary hit points equal to #d4 where # is equal to your Wisdom ability modifier. You must then finish a short or long rest to use Noctournal Benefic again.

Malefic Attunement (Level 10)

10th-level Nocturnal Sect feature

Beginning at the 10th level, when you make a melee weapon attack, you may cast a spell as a bonus action. You do not have disadvantage on ranged attack rolls if a hostile creature is within 5ft. of you.

Lunar Rage (Level 14)

14th-level Nocturnal Sect feature

Beginning at the 14th level, you touch a willing creature or yourself and bless them with the power of the Noctournal Sect. Weapon attacks made by the selected creature deal an additional 2d6 force damage for 1 minute. At the start of each of the affected creature's turns, they roll 1d6 + your Wisdom modifier and gain that many temporary hit points. You must then finish a long rest to use grant Lunar Rage again.