Hit Points
Vaardigheden
Astrologer
| Niveau | Proficiency Bonus | Eigenschappen | Cosmic Rituals | Rituals Prepared |
|---|---|---|---|---|
| 1 | + 2 | Cosmic Ritual Cosmic Alignment Astral Sign | 1 | 2 |
| 2 | + 2 | Cosmic Ritual Cosmic Alignment Astral Sign | 2 | 2 |
| 3 | + 2 | Cosmic Ritual Cosmic Alignment Astral Sign | 3 | 2 |
| 4 | + 2 | Cosmic Ritual Cosmic Alignment Astral Sign | 3 | 2 |
| 5 | + 3 | Cosmic Ritual Cosmic Alignment Astral Sign | 3 | 3 |
| 6 | + 3 | Cosmic Ritual Cosmic Alignment Astral Sign | 3 | 3 |
| 7 | + 3 | Cosmic Ritual Cosmic Alignment Astral Sign | 4 | 4 |
| 8 | + 3 | Cosmic Ritual Cosmic Alignment Astral Sign | 4 | 4 |
| 9 | + 4 | Cosmic Ritual Cosmic Alignment Astral Sign | 5 | 5 |
| 10 | + 4 | Cosmic Ritual Cosmic Alignment Astral Sign | 5 | 5 |
| 11 | + 4 | Cosmic Ritual Cosmic Alignment Astral Sign | 6 | 5 |
| 12 | + 4 | Cosmic Ritual Cosmic Alignment Astral Sign | 6 | 6 |
| 13 | + 5 | Cosmic Ritual Cosmic Alignment Astral Sign | 6 | 6 |
| 14 | + 5 | Cosmic Ritual Cosmic Alignment Astral Sign | 6 | 6 |
| 15 | + 5 | Cosmic Ritual Cosmic Alignment Astral Sign | 7 | 7 |
| 16 | + 5 | Cosmic Ritual Cosmic Alignment Astral Sign | 7 | 7 |
| 17 | + 6 | Cosmic Ritual Cosmic Alignment Astral Sign | 8 | 7 |
| 18 | + 6 | Cosmic Ritual Cosmic Alignment Astral Sign | 8 | 8 |
| 19 | + 6 | Cosmic Ritual Cosmic Alignment Astral Sign | 9 | 8 |
| 20 | + 6 | Cosmic Ritual Cosmic Alignment Astral Sign | 10 | 8 |
Klasse-eigenschappen
Niveau 1
Niveau 10
Niveau 11
Niveau 12
Niveau 13
Niveau 14
Niveau 15
Niveau 16
Niveau 17
Niveau 18
Niveau 19
Niveau 2
Niveau 20
Niveau 3
Niveau 4
Niveau 5
Niveau 6
Niveau 7
Niveau 8
Niveau 9
Vaardigheden
light
simple
Startuitrusting
Klasse-eigenschappen
Cosmic Ritual (Level 1)
As a scholar of astrology, you're able to cast spells by aligning the magic around you with a unique ritual.
You can use your bonus action to enter a Cosmic Ritual. While you're in a Cosmic Ritual, you gain 1 star point each time you use Cosmic Alignment. During your turn, you can end the ritual (no action required) and expend a number of star points to instantly cast an astrologer spell, requiring no material components. The number of star points you need to spend to cast an astrologer spell is equal to 1 + the spell's level. You can spend additional star points to increase the level of an astrologer spell that you cast. The spell's level increases by 1 for each additional star point you spend.
While you have at least 1 star point, you cast bright light in a 5-foot radius and dim light for an additional 5 feet. While you have at least 5 star points, you instead cast bright light in a 15-foot radius and dim light for an additional 15 feet.
A Cosmic Ritual lasts for 1 minute. The ritual ends early if you fall unconscious, if you enter another Cosmic Ritual, or if you choose to end it (no action required). If you have any star points remaining when the ritual ends, the star points vanish.
The maximum number of star points you can spend to cast an astrologer spell in this way (including any additional star points you spend to increase its level) is determined by your astrologer level, as shown in the Spells and Star Points table.
| Astrologer Levels | Maximum Star Points for a Spell |
|---|---|
1st-2nd | 2 |
3rd-4th | 3 |
5th-6th | 4 |
7th-8th | 5 |
9th-20th | 6 |
Once you have used Cosmic Ritual the number of times shown for your astrologer level in the Cosmic Rituals column of the Astrologer table, you must finish a long rest before you can use Cosmic Ritual again.
Preparing Spells
You prepare the list of astrologer spells that are available for you to cast. Choose a celestial body sun, moon, or star and consult the associated list. You prepare each listed spell with an indicated level equal to or lower than your astrologer level.
When you finish a long rest, you can choose a different celestial body and prepare that list of spells instead.
| Astrologer Level | Sun | Moon | Star |
|---|---|---|---|
1st | |||
3rd | |||
5th | |||
7th | |||
9th | |||
11th | |||
13th | |||
15th | |||
17th |
Preparing Rituals
Choose two 1st-level spells that have the ritual tag from any class's spell list. The spells needn't be from the same list. You can cast the chosen spells, but only as rituals.
The Rituals Prepared column of the Astrologer table shows when you choose more spells from any class's spell list. A spell you choose must have the ritual tag and be of a level no higher than half your astrologer level (rounded up).
When you finish a long rest, you can choose one of these prepared spells and replace it with another spell, which must also have the ritual tag and be of a level that you can prepare.
Spellcasting Ability
Intelligence is your spellcasting ability for your astrologer spells, so you use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an astrologer spell you cast and when making an attack roll with one.
Spell
Spell
Cosmic Alignment (Level 1)
You harness the power of the cosmos. You can use your action to choose one of the following options.
Sun Alignment
Make a ranged spell attack against a target within 60 feet of you. On a hit, the target takes radiant damage equal to 1d8 + your Intelligence modifier.
Moon Alignment
Choose a creature you can see within 60 feet of you. The next attack roll the creature makes before the start of your next turn has disadvantage.
Star Alignment
Choose a creature you can see within 60 feet of you, other than yourself. You can push the target up to 10 feet away from you or pull it up to 10 feet toward you.
Void Alignment
If you're in a Cosmic Ritual, you gain 1 additional star point.
Astral Sign (Level 1)
An important part of astrology is the existence of astral signs, otherwise known as constellations. Drawn in the sky by stars, astral signs depict various objects and creatures and define the destiny of those that live below them. An astrologer can either abide by the astral sign they were born under and accept their destiny or choose their own sign and defy it.
The knowledge granted to an astrologer by their astral sign and the influence it has on their destiny can determine who they become, but that doesn't mean they are beholden to it. Regardless of their destiny, they make their own decisions.
At 1st level, you choose a star sign that you were born under or have a deep connection with. Your sign choice grants you features at 1st level and again at 6th, 10th, and 14th level.
Sign Spells
Each astral sign has a list of spells its sign spells that you gain at the astrologer levels noted in the sign description. Once you gain a sign spell, you always have it prepared.
If you have a sign spell that doesn't appear on any of your lists, the spell is nonetheless an astrologer spell for you.
Astral Guidance (Level 2)
Starting at 2nd level, you gain the following benefits while you're not underground or indoors:
You always know which way is north.
You always know the number of hours left before the next sunrise or sunset.
You can see in dim light and darkness within 60 feet of you as if it were bright light.
Fading Star (Level 2)
At 2nd level, when you end a Cosmic Ritual without spending star points, you can regain a use of Cosmic Ritual. You can't use this feature again until you finish a short or long rest.
Fixed Star (Level 2)
At 2nd level, when you enter a Cosmic Ritual, you can gain temporary hit points equal to half your astrologer level + your Intelligence modifier (minimum of 1). These hit points last until the Cosmic Ritual ends, or until you move or are moved.
Under Heaven (Level 3)
Starting at 3rd level, you gain the following benefits while you're not underground or indoors:
When you enter a Cosmic Ritual, you gain 1 star point.
Casting an astrologer spell as a ritual takes 1 minute longer to cast than normal, instead of 10 minutes.
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.
Shining Star (Level 5)
At 5th level, when you end a Cosmic Ritual and spend 1 to 3 star points, you can regain a use of Cosmic Ritual. You can't use this feature again until you finish a short or long rest.
Twin Star (Level 5)
At 5th level, when you use Cosmic Alignment as an action, you can use it an additional time as part of the same action.
Astral Sign feature (Level 6)
At 6th level, you gain a feature granted by your Astral Sign.
Above Earth (Level 7)
At 7th level, you gain a flying speed equal to your walking speed, but can't fly higher than 5 feet above ground using it.
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.
Shifting Star (Level 9)
At 9th level, when you finish a short rest, you can choose a different celestial body for Cosmic Ritual and prepare that list of spells instead. You can't use this feature again until you finish a long rest.
Astral Sign feature (Level 10)
At 10th level, you gain a feature granted by your Astral Sign.
Grand Ritual (Level 11)
Starting at 11th level, you can use your bonus action to enter a Grand Ritual. A Grand Ritual is a Cosmic Ritual, but with the following additional effects:
You don't expend a use of Cosmic Ritual.
When you use Cosmic Alignment as an action, you can use it an additional time as part of the same action.
The maximum number of star points you can spend to cast a spell using Grand Ritual is equal to 1 + half your astrologer level (rounded up), to a maximum of 10 points.
You can use Grand Ritual to cast one spell of each level of 6th or higher. You can't cast another spell of the same level until you finish a long rest.
Once you use this feature, you can't use it again until you finish a long rest. You gain an additional use of this feature at 13th, 15th, and 17th level.
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.
Grand Ritual (two uses) (Level 13)
You can use Grand Ritual twice before finishing a long rest.
Astral Sign feature (Level 14)
At 14th level, you gain a feature granted by your Astral Sign.
Grand Ritual (three uses) (Level 15)
You can use Grand Ritual three times before finishing a long rest.
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.
Grand Ritual (four uses) (Level 17)
You can use Grand Ritual four times before finishing a long rest.
Lone Star (Level 18)
At 18th level, your body doesn't age, and your lifespan increases to 1000 years, if it isn't already longer.
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.
Grand Cross (Level 20)
At 20th level, you can use your bonus action to enter up to four Cosmic or Grand Rituals. You gain star points for each ritual simultaneously, but keep of track of them separately.
Once you use this feature, you can't use it again for 7 days.
Multiklassen
Multiklasse-vereisten
{"int":13}
Verworven Vaardigheden
Subklasses
Subklasse-eigenschappen
Sign of the Archer
Sign of the Archer (Level 1)
The Sign of the Archer, depicting a centaur drawing a bow, represents certainty. An astrologer connected to this sign is able to tread swiftly across the earth, divine the location of their target, and accomplish astonishing feats of archery.
| Astrologer Level | Spell |
|---|---|
1st | |
3rd | |
5th | |
7th | |
9th |
Bonus Proficiencies
When you choose this sign at 1st level, you gain proficiency with martial weapons and the Survival skill.
Earth Alignment
At 1st level, you gain an additional Cosmic Alignment option.
Earth Alignment
Make a weapon attack. On a hit, you can end a Cosmic Ritual and spend a number of star points up to the maximum number you can spend to cast a spell. For each star point you spend, you deal an extra 1d8 radiant damage to the target, to a maximum of 6d8.
Archer's Certainty
At 1st level, you can choose a creature you can see as a bonus action. You gain advantage on the next ranged weapon attack you make against the target before the end of your turn, and all damage dealt by the attack becomes radiant damage.
You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Shooting Star (Level 6)
At 6th level, when you make a ranged weapon attack against a target under the effect of your Archer's Certainty, it deals an extra 1d8 radiant damage on a hit, it ignores half cover and three-quarters cover, and disadvantage can't be imposed on it.
If you're not underground or indoors, the extra damage increases to 2d8.
Distant Horizon (Level 10)
At 10th level, when you make a ranged weapon attack while you're not underground or indoors, the normal range and long range of your weapon is doubled.
Scorpion Snipe (Level 14)
At 14th level, you call down an arrow from your astral sign. You can make a ranged spell attack against a creature you can see as a bonus action, ignoring half cover and threequarters cover. On a hit, the target takes 12d8 radiant damage and is knocked prone.
If you're not underground or indoors, the attack roll is made with advantage, and the damage increases to 16d8.
Once you use this feature, you can't use it again until you finish a long rest.
Sign of the Crown
Sign of the Crown (Level 1)
The Sign of the Crown depicts a brilliant, royal diadem, and it represents leadership. Astrologers affiliated with this sign are natural commanders who inspire their cohorts, defend their position, and strike fear into their enemies' hearts.
| Astrologer Level | Spell |
|---|---|
1st | |
3rd | |
5th | |
7th | |
9th |
Bonus Proficiencies
At 1st level, you gain proficiency in medium armor and in the Persuasion skill.
Crown of Leadership
At 1st level, the Sign of the Crown grants you the power to mystically inspire your allies to swift maneuvers and firm endurance. As a bonus action, you can issue a command to a friendly creature other than yourself that is within 30 feet of you and can see or hear you. It gains temporary hit points equal to 1d6 + half your astrologer level (rounded up), and it can use its reaction to move up to half its speed without provoking opportunity attacks.
You can use this feature a number of times equal to your Intelligence modifier (minimum once), and you regain expended uses when you finish a long rest.
Sovereign Territory (Level 6)
Starting at 6th level, while you have temporary hit points from your Fixed Star feature, the area within 10 feet of you is difficult terrain for hostile creatures.
Hold the Line (Level 10)
Beginning at 10th level, the Crown fortifies you against the tides of battle. While you have temporary hit points from your Fixed Star feature, you gain resistance to bludgeoning, piercing, and slashing damage.
Ariadne's Edict (Level 14)
At 14th level, the stars bestow upon you the cosmic right of rule, and your very voice reverberates with that authority. You can choose for your voice to be up to three times louder than normal whenever you say anything.
Additionally, as an action you can issue a thunderous decree, ordering your foes to halt. This is is audible for 500 feet, and each creature of your choice within 30 feet of you that can hear you must make a Wisdom saving throw against your astrologer spell save DC. On a failed save, a creature takes 5d12 thunder damage and must stand at attention. Until the end of its next turn, its movement speed becomes 0, and it is incapacitated. On a successful save, a creature takes half as much damage and experiences no other effect.
Once you issue this decree, you must finish a long rest before you can do so again.
Sign of the Scales
Sign of the Scales (Level 1)
The Sign of the Scales, depicting a set of weighing scales, represents balance. An astrologer connected to this sign is able to act reliably in a crisis, save their allies from disaster, and halt their enemies where they stand with a single word.
| Astrologer Level | Spell |
|---|---|
1st | |
3rd | |
5th | |
7th | |
9th |
Bonus Proficiency
When you choose this sign at 1st level, you gain proficiency in the Persuasion skill.
Scales of Balance
At 1st level, when you make an ability check, you can use this feature to treat a d20 roll of 9 or lower as a 10.
Alternatively, when a creature you can see within 30 feet of you makes an ability check, you can use your reaction to treat a d20 roll of 9 or lower as a 10.
You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Unarmored Defense
At 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Intelligence modifier.
Tip the Scales (Level 6)
Starting at 6th level, when you take damage, you can use your reaction to choose one willing creature you can see within 30 feet of you. You gain resistance to the damage, and the target takes the same amount of damage.
Alternatively, when a creature you can see within 30 feet of you takes damage, you can grant it resistance to the damage as a reaction, and you take the same amount of damage.
Sword of Balance (Level 6)
At 6th level, you can use Scales of Balance when you or another creature makes an attack roll or a saving throw.
Blind Justice (Level 10)
Starting at 10th level, when you cast one of your sign spells, you can target a creature you can't see, as long as it can hear you. If you can't see the target, you must guess the target's location. If the target isn't in the location, the spell fails.
Absolute Balance (Level 14)
At 14th level, you can use your bonus action to become the embodiment of balance itself. For 1 minute, you can use Scales of Balance without expending a use.
Once you use this feature, you can't use it again until you finish a long rest.
Sign of the Vessel
Sign of the Vessel (Level 1)
The Sign of the Vessel, depicting a youth with a vase of water, represents generosity. An astrologer connected to this sign is able to pour their lives into the wounded, satisfy the hungry and thirsty, and cure those afflicted with illness and disease.
| Astrologer Level | Spell |
|---|---|
1st | |
3rd | |
5th | |
7th | |
9th |
Bonus Proficiency
When you choose this sign at 1st level, you gain proficiency in the Medicine skill.
Vessel of Generosity
At 1st level, you can use your action to touch a creature other than you and reduce your current hit points by any number (minimum of 1). The target regains hit points equal to the number of hit points reduced + your Intelligence modifier.
You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Spring of Life (Level 6)
Starting at 6th level, when you enter a Cosmic Ritual, you can create a shallow pool of water on the ground within 15 feet of you, centered on yourself, which lasts until you leave the pool, you create another pool, or the Cosmic Ritual ends. While you're in the pool, you gain the following benefits:
Fixed Star doesn't end if you move or are moved.
Your movement doesn't provoke opportunity attacks.
When you use Vessel of Generosity, you can target any creature you can see in the pool as if you were touching it.
You can use Vessel of Generosity without expending a use. You don't add your Intelligence modifier to the number of hit points the target regains when you use it in this way.
Replenish Vessel (Level 10)
Starting at 10th level, when you cast one of your sign spells, you regain an expended use of Vessel of Generosity.
Sea of Life (Level 14)
At 14th level, when you use Spring of Life, you can cause the pool to overflow. The size of the pool increases to the ground within 60 feet of you, and the pool lasts for 1 minute, instead of until the Cosmic Ritual ends. Once on each of your turns while you're in the pool (no action required), you can choose any number of creatures you can see within the pool. Each target regains hit points equal to your Intelligence modifier (minimum of 1), and its movement within the pool doesn't provoke opportunity attacks until the start of your next turn.
Once you use this feature, you can't use it again until you finish a long rest.