Astrologer A young woman sits under the stars, parchment spread carefully on the ground before her. Comparing the stars to her charts, a smile crosses her face. The stars bode well tonight. Meanwhile, deep within the Nine Hells, a band of nervous adventurers congregate around a small man, who pores over similar notes. Checking the date, he sighs with relief. The stars bode them no harm tonight. Astrologers are masters of interpreting the weave of existence around them, divining patterns and information where others see only nonsense. They know that the moon does not just sit there; by being in its position, it disrupts and changes the flow of magic throughout space, having a tangible effect on reality. Astrologers study years to interpret and act upon these very effects. Due to the nature of their studies, Astrologers are often mistaken for wizards at first glance, though both parties would be quick to correct the confusion. Celestial Observers Astrologers derive most of their power from their observation of the celestial bodies; as such, they tend to be keen observers of the world around them. They usually ascribe to concepts of fate, though some particularly ambitious (or arrogant, depending on perspective) astrologers have attempted, either on their own or with the help of others, to manipulate the heavens directly, to force a specific desired outcome. Class Features As an Astrologer, you gain the following class features. Hit Points Hit Dice: 1d8 per astrologer level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per astrologer level after 1st Proficiencies Armor: Light armor Weapons: Simple weapons, shortswords, hand crossbows Tools: None Saving Throws: Intelligence, Wisdom Skills: Choose any three from Arcana, Insight, Investigation, Nature, Perception, and Survival. Equipment You start with the following equipment, in addition to the equipment granted bu your background: (a) a shortsword, or (b) any simple melee weapon or (c) a hand crossbow and 20 bolts.

(a) an explorer's pack or (b) a scholar's pack

leather armor and a dagger

an Astrological Chart ` The Astrologer Level Proficiency Bonus Features Astrology Dice 1st +2 Cosmic Awareness, Cosmic Interpretation d4 2nd +2 Consult the Stars d4 3rd +2 Astrological Discipline d6 4th +2 Ability Score Improvement d6 5th +3 Improved Cosmic Interpretation d6 6th +3 Essential Dignity d8 7th +3 Astrological Discipline feature d8 8th +3 Ability Score Improvement d8 9th +4 Stellar Ascension d10 10th +4 Geomancy d10 11th +4 Astrological Discipline feature d10 12th +4 Ability Score Improvement d12 13th +5 Superior Cosmic Interpretation d12 14th +5 Numerology d12 15th +5 Astrological Discipline feature 2d6 16th +5 Ability Score Improvement 2d6 17th +6 Energy of Life 2d6 18th +6 Astral Projection 2d8 19th +6 Ability Score Improvement 2d8 20th +6 Spiritual Awareness 2d8 Astrology Dice Beginning when you choose this class at 1st level, your knowledge of the stars allows you to glean certain benefits. You have a pool of dice called Astrology Dice, which are used for several abilities for the Astrologer class. Your Astrology Die begins as a single d4, and increases at certain levels, as shown under Astrology Dice in the class table. You can use your Astrology Dice a number of times per day equal to your Intelligence modifier + your proficiency bonus. You regain all expended uses at dawn.

Cosmic Awareness Thanks to your many years spent studying celestial bodies and their meanings, you have learned how to interpret simple meanings on a whim. You gain the following benefits: You always know which way is north.

While outdoors, you cannot be surprised.

While outdoors, you have advantage on initiative rolls.

You have advantage on Nature, Perception, and Survival checks related to observing or interpreting the sky. Cosmic Interpretation You have devoted your entire life to interpreting every minute detail of the heavens. As an action, you may quickly study the heavens in their immediate state, granting you limited foresight into things to come. Once during the next minute, you may roll your Astrology Die and add the total to one attack roll that you make. Alternately, when you are targeted by an attack, you can use your reaction to roll your Astrology Die and add the total to your Armor Class for that attack. Consult the Stars At 2nd level, you have gained the ability to make fortunes from the stars. Once per day, provided that you have your astrological chart in your posession, you may cast the Augury spell. Improved Cosmic Interpretation By 5th level, your continued experience as an astrologer has honed your ability to make predictions. As a reaction while your Cosmic Interpretation is active, when an ally you can see within 30 feet of you makes a weapon attack roll, you can roll your Astrology Dice and add the total to their attack roll. Alternately, when an ally you can see within 30 feet of you is targeted by an attack, you can use your reaction to roll your Astrology Dice and add the total to their armor class. Essential Dignity At 6th level, you have the utmost confidence in the heavens to guide your path. Once per day, for ten minutes, you can give yourself and all allied creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. Stellar Ascension Beginning at 9th level, you have learned to use the ebb and flow of the heavens to directly empower yourself. When you hit with a weapon attack, you can choose to deal force damage in place of the weapon's normal damage type. Geomancy Beginning at 10th level, you are able to divine meaning from the bones of beasts. You can remove a bone from any of the following creature types that you kill; beast, demon, devil, dragon, fey, giant, humanoid (any), or undead. For the next 24 hours, as long as you have the bone in your posession, you know the location of any monster within 60 feet of you that is the same type as the creature the bone came from. Creatures you are aware of in this way cannot gain any benefits from being unseen by you. You can have this effect active for up to two creatures at a time. Superior Cosmic Interpretation By 13th level, your understanding of the stars and their meanings is unmatched. When you or an ally you can see within 30 feet of you make a saving throw, you can use your reaction to roll your Astrology Dice and add the total to your roll, or to the roll of one ally you can see within range. Additionally, when you or an ally you can see within 30 feet of you hit with a weapon attack, you can roll your Astrology Dice and add the total to your damage roll, or use your reaction to add the total to the damage roll of one ally you can see within range. Numerology By 14th level, your understanding of the relationships between events and numbers gives you a greater insight. Whenever you make an ability check, you treat any roll lower than 7 as a 7. Energy of Life At 17th level, you are fully in tune with the energy within yourself. You always heal for the maximum amount whenever you are healed. Additionally, whenever you perform a medicine check on a creature, you can roll your Astrology Dice and heal the creature for the total rolled. Finally, you can heal creatures considered constructs for half the total rolled. Astral Projection Beginning at 18th level, you can travel to and from the Ethereal Plane at will. Spiritual Awareness At 20th level, whenever you roll a 7 or lower on a Wisdom saving throw, you treat the roll as a 7.

Astrological Disciplines While all Astrologers are concerned with the interpretation of celestial bodies, the precise nature and understanding of these interpretations can vary between individuals. These variations form the three disciplines, each of which interprets, and applies their interpretations, in different ways. For any effects that require a saving throw, your save DC is 8 + proficiency + your Intelligence modifier, and your spellcasting ability is Intelligence. The Horoscope Those who focus on the discipline of the horoscope choose to focus completely on understanding the movements and meanings of the celestial bodies and their relationships to daily life. These tend to be the most common astrologers, and are most valued by the common people for their ability to make effective predictions. Astral Houses Beginning at 3rd level when you choose this discipline, you have learned to divide the exact positions of the heavens into distinct houses, each with their own meanings and applications to daily life. When you gain this ability, choose two Houses from the Table of Houses at the end of the class description. These are your own personal houses; you have learned their intricacies, and are able to draw meaning and power from them. You gain the benefits listed in the house description. Additionally, you can add two more houses to your chosen personal houses each at 7th, 11th, and 15th levels, and can replace one of your personal houses with another from the list. Natal Astrology Beginning at 3rd level, you are able to use your knowledge of astrology to determine certain things about a person just from when they were born. You can spend 1 minute consulting your charts in relation to a humanoid whose birth year you know. You gain advantage on Insight, Intimidation and Persuasion checks made against this creature; the creature has disadvantage on Deception checks against you. Additionally, you may substitute your Intelligence (History) modifier for any of these checks that you make against this creature. You also learn the creature's alignment and class, though not its subclass, if applicable. You can have this effect active on up to three creatures at a time. You can choose to end the effect on any number of creatures at any time. Guided by the Stars Beginning at 7th level, as long as you have seen the sky within the last hour, whenever you make an ability check with a skill that you have proficiency in, you can choose to roll your Astrology Dice and add the number rolled to your total. If it has been more than one hour since you have last seen the sky, you may choose to roll your Astrology Dice to any proficient skill check, and add half the number rolled to your total. If it has been more than two hours since you have last seen the sky, you must observe the sky again before you can use this ability. Natal Horary Beginning at 11th level, you are able to use your natal charts to more deeply influence a person. Any creature under the effect of your Natal Astrology ability has disadvantage on Wisdom and Charisma saves made while within 60 feet of you. Cycle of the Stars At 15th level, you have fully mastered your chronicalling and interpreting of stellar movements. At initiative count 20, you may roll your Astrology dice, and heal one allied creature you can see (including yourself) within 60 feet by an amount equal to the total rolled. The Sacred Geometry Astrologers who choose to study the Sacred Geometry look at the universe in terms of patterns and ratios. They see meaning where others see mere coincidence. The most academic of the Disciplines, those who choose this path are often careful, methodical, and deeply confident in their actions. Musica Universalis Beginning at 3rd level when you choose this discipline, your study of the ratios of the universe have given you an understanding of the harmony that underlines it. You gain proficiency in one musical instrument of your choice. Additionally, you have learned how to play some of these harmonies. As an action, you can choose to play your instrument. On this turn, and all subsequent turns on which you continue to play, you and all allies that can hear you within 30 feet of you gain a +1 to all attack rolls, ability checks, and saving throws. While doing so, you cannot take attacks of opportunity, nor take any reactions that involve using a weapon. If you choose to stop playing, the positive benefits last until the start of your next turn. Universal Symmetry Beginning at 3rd level, you understand what few others do; that the universe is fundamentally symmetrical. When an ally you can see within 30 feet of you takes damage as the result of an attack, you can use your reaction to roll your Astrology Dice and deal force damage to the attacking creature equal to the total rolled. Purposeful Motion At 3rd level, as part of your understanding of divine harmony, you have fully integrated your musical ability into your life. You can now draw or stow any instrument you are proficient with as a free action on your turn. Discordant Harmony At 7th level, you have learned how to play according to the different ratios of the universe, flavoring your music with discord. When you play your instrument as part of your Musica Universalis ability, any creatures of your choice that can hear you within 30 feet of you must succeed on a Wisdom saving throw or be stunned until you stop playing. At then end of each of its turns, a creature may repeat the save, ending the effect on a success. On a successful save, or after the effect ends for a creature, that creature is immune to this effect for 24 hours.

Symmetry in Motion At 11th level, your deeper understanding of nature's symmetry allows you to greater assist your allies. Whenever you use your reaction as part of your Universal Symmety ability to deal damage to an enemy who has damaged an ally, that ally may use their reaction to move up to their full movement in any direction, or make one weapon attack against a creature they can see within range. Unstable Resonance At 15th level, you have learned to alter yourself at your most fundamental frequencies. You gain resistance to non-magical weapon damage, and as an action, you can choose to roll your Astrology Dice, and add the total to your armor class until the end of your next turn. The Tarot The most arcane and esoteric of the Astrology disciplines, those who study Tarot are master of that which others consider superstition. Their main tools, the Tarot Cards, are used to inform their decisions and enhance their abilities. Cartomancy Beginning at 3rd level, you have learned to use the portents contained within Tarot cards to glean benefits. You gain proficiency with playing cards, if you are not already proficient. Additionally, as an action, you can choose either Bane or Boon, gaining one of the effects listed below. You can only have one Bane and one Boon active at a time. Bane of the Tarot Roll a d4. You gain one of the following effects: Coins: Choose one target you can see within 30 feet of you. The target must succeed on a Constitution saving throw. On a failed save, the target cannot regain hit points for 1 minute.

Cups: Choose one target you can see within 30 feet of you. The target must succeed on a Wisdom saving throw. On a failed save, the creature becomes frightened of you for 1 minute.

Swords: Choose one target you can see within 30 feet of you. The target must succeed on a Wisdom saving throw. On a failed save, for the next minute, the creature must roll a d4, and subtract that from all attack rolls it makes. Additionally, any damage it deals is reduced by an amount equal to your character level + Intelligence modifier.

Wands: Choose one target you can see within 30 feet of you. The target must succeed on a Charisma saving throw. On a failed save, the target becomes charmed by you for 1 minute. While charmed in this way, the creature has disadvantage on Insight, Deception, and Persuasion checks, and disadvantage on Wisdom and Charisma saving throws. Boon of the Tarot Roll a d4. You gain one of the following effects: Coins: Choose one target you can see within 30 feet of you. The target gains temporary hit points equal to your Intelligence modifier + half your character level, rounded down.

Cups: Choose one target you can see within 30 feet of you. For the next minute, the creature cannot be frightened or charmed.

Swords: Choose one target you can see within 30 feet of you. For the next minute, all weapon attacks made against this creature are made with disadvantage, and the creature has resistance to non-magical bludgeoning, piercing, and slashing damage.

Wands: Choose one target you can see within 30 feet of you. For the next minute, the target has advantage on ability checks and saving throws made using Charisma and Wisdom. Minor Arcana At 7th level, you have learned to glean certain truths through your cards. Once per day, as an action, you can sense the presence of any magic within 30 feet of you. This manifests as a soft glow around the object. You can then investigate any magic revealed by this ability. Upon doing so, you learn the school of magic of any magic affecting the object, as well as what action(s) would trigger an effect, if any. Additionally, you sense the presence of any illusions, including those affecting creatures within range. This does not reveal the nature of the illusion; only it's presence. Major Arcana At 11th level, you have learned to use your tarot to more deeply understand those you deal with. You know the general location (e.g. "the docks of Waterdeep", or "the mountains to the north") of any creature you have given a Bane or Boon to in the last 24 hours, provided it is on the same plane of existance as you. Additionally, once per day, you may cast Scrying, without requiring a spell slot or material components, on any creature you have given a Bane or Boon to in the last 24 hours. Masterful Cartomancy At 15th level, your skill with tarot is unmatched. You can now have two each of Bane and Boon active at a time, and can choose to target two creatures instead of one. You can now target yourself with any Boon of the Tarot effect. Additionally, once per day, when you use a Bane or Boon, you may choose the effect directly rather than rolling.

Astral Houses One of the most important aspects of your study of Horoscopes is the division of the heavens into 12 houses. At 3rd level when you take the Horoscope Discipline, you choose two of these houses as your Personal Houses, and gain the effects associated with them. Your houses gain additional effects at 7th, 11th, and 15th levels. House of Blessings At 3rd level, you may choose to reroll a failed ability check once per day.

At 7th level, whenever an ally you can see makes an ability check or saving throw, you can use your reaction to add a +1 to their roll.

At 11th level, you roll your proficient saving throws with advantage.

At 15th level, unless overridden by an effect that gives you disadvantage, you have advantage on all ability checks and attack rolls. House of Communication At 3rd level, you learn 3 languages of your choice. Additionally, you can cast the Message cantrip at will.

At 7th level, you can cast the Tongues spell on yourself once per day.

At 11th level, you can accurately recall any information you have read within the last month.

At 15th level, you can read, speak, and write all languages. House of Enterprise At 3rd level, you gain proficiency in the Deception and Persuasion skills.

At 7th level, you gain advantage on Insight checks, and creatures have disadvantage on Insight and Deception checks made against you.

At 11th level, when you give the Help action to a creature making a Deception or Persuasion check, that creature adds your proficiency bonus to their roll, in addition to the Help action benefits.

At 15th level, a creature cannot discern if you are lying to them, unless you choose to allow them to. House of Family At 3rd level, allies within 10 feet of you add a +1 to Wisdom saving throws.

At 7th level, allies within 10 feet of you heal an extra 1d4 of hit points whenever they are healed.

At 11th level, if an ally goes down within 10 feet of you, they are automatically stabilized at 0 hit points.

At 15th level, your range for these abilities increases to 30 feet. House of Health At 3rd level, you gain resistance to poison damage and advantage on saves made against being poisoned.

At 7th level, you gain advantage on Constitution saving throws.

At 11th level, you are immune to poison and disease.

At 15th level, whenever you succeed on a Constitution saving throw, you can roll your Astrology Dice and heal a number of hit points equal to the total rolled. House of Partnership At 3rd level, you can choose to partner with one willing creature you can see within 30 feet of you. For the next hour, you gain proficiency in one of the target's proficient skills, and they gain proficiency in one of your proficient skills.

At 7th level, you and the targeted creature can now share weapon proficiencies.

At 11th level, you gain two of the target's proficiencies for the duration, and they gain two of yours.

At 15th level, you gain the benefits for 8 hours instead of 1 hour. House of Philosophy At 3rd level, you learn 3 cantrips from the Wizard spell list.

At 7th level, you learn 2 1st-level spells with the ritual tag from either the Wizard or Cleric spell lists. You also gain two 1st-level spell slots with which to cast them. You regain expended spell slots after a long rest.

At 11th level, you gain 1 additional 1st-level spell slot and 1 2nd-level spell slot. You also learn 2 new spells of 1st or 2nd level from either the Wizard or Cleric spell lists. These spells must be from the Abjuration or Evocation schools.

At 15th level, if you enter combat with no spell slots remaining, you regain 1 1st-level spell slot. House of Pleasure At 3rd level, you become proficient in the Performance and Persuasion skills.

At 7th level, you can make a Charisma (Persuasion) check against a humanoid's Wisdom (Insight). On a success, the creature becomes charmed by you for 1 minute. While charmed, the creature is compelled to follow any command you give it, provided it does not directly harm the creature or its allies. You gain advantage on Deception and Persuasion checks against the creature, and the creature has disadvantage on Deception and Insight checks made against you. The effect ends if you attempt to use it on another creature, or if you or an ally deals damage to the charmed creature.

At 11th level, a creature charmed by you has disadvantage on Wisdom saves against you or any creature allied to you.