Astrologian A slender woman draped in fine robes sits in a dark room across from a man who feels he has lost his way. Smiling she releases her Planisphere and a flurry of arcana cards into the air. From the squall of cards she draws and divines the man’s fate, instilling in the lost soul a sense of peace and hope for the future. A man stands behind his allies on the battlefield. He raises his Star Globe to the sky and begins to channel energy into this tool. Using the power of the stars above, soothing energy radiates outwards, enveloping his allies, turning the tide of battle from the prior dire circumstance they fought against. A well versed Astrologian stands before a congregation of people. She has come to spread the word of her rare new art, offering understanding of the future through the power of the stars. It has become her sacred duty to bring the stars into view for the common people. Whether they stand behind their allies granting them the blessing of the stars and moons of the universe, or standing alongside them on the front line, Astrologians manipulate the fates of both friends and foe to find success. Wielders of Fate The first task of all Astrologians is to gain a mastery over using the deck of sixty. To them, fortunetelling is a tool which allows them to interpret the stars themselves. Their deck is based on the constellations that they study. The Astrologians are gifted a divining deck when they begin their study from their master. They act as a conduit for the magic energy gathered by their star globes, passing the empowering magic from the stars to their allies. An Elegant Tool The Star Globe is a tool used by Astrologians which allows them to locate and draw in power from the stars. The globes are formed by large rings of precious metal and lenses. The rings are marked using a large spread of precise markings and which allows the user to find and map the stars in order to draw power without a view of the sky. Creating an Astrologian Astrologians hail from a faraway island where knowledge is viewed as the greatest virtue. Astrologians are usually scholars by trade, and specialized in the study of astromancy. Often they find themselves born into the scholar’s life or into highborn families. Sometimes low born apprentices find themselves working beneath a master of astromancy and learn how to tap into the magic of the stars. Astrologians are blessed with the ability to read the future. Through the use of the deck of sixty and the stars they are capable of tapping into the future, though the farther they look, the less clear things become. Some Astrologians travel the land to share this gift of foresight with everyone, while others seek out opportunities to spread their young order of magic around the realm. Others track down allies and adventure, as the stars had mandated that the Astrologian set out on a quest for a task which they cannot see the end of. Astrologians borrow power from the cosmos, and in return seeks to see that the will of the stars is done.

The Astrologian Level Proficiency Bonus Features Available Draws Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +2 Draw 3 4 2 2 — — — — — — — — 2nd +2 Sect Study Focus 3 4 3 3 — — — — — — — — 3rd +2 4 4 4 4 2 — — — — — — — 4th +2 Ability Score Improvement 4 5 5 4 3 — — — — — — — 5th +3 Spread 5 5 6 4 3 2 — — — — — — 6th +3 Sect Study Feature 5 5 7 4 3 3 — — — — — — 7th +3 6 5 8 4 3 3 1 — — — — — 8th +3 Ability Score Improvement 6 6 9 4 3 3 2 — — — — — 9th +4 7 6 10 4 3 3 3 1 — — — — 10th +4 Sect Study Feature 7 6 11 4 3 3 3 2 — — — — 11th +4 Royal Road 8 6 12 4 3 3 3 2 1 — — — 12th +4 Ability Score Improvement 8 6 12 4 3 3 3 2 1 — — — 13th +5 9 6 13 4 3 3 3 2 1 1 — — 14th +5 Sect Study Feature 9 6 13 4 3 3 3 2 1 1 — — 15th +5 10 6 14 4 3 3 3 2 1 1 1 — 16th +5 Ability Score Improvement 10 6 14 4 3 3 3 2 1 1 1 — 17th +6 11 6 15 4 3 3 3 2 1 1 1 1 18th +6 Shuffle 11 6 15 4 3 3 3 3 1 1 1 1 19th +6 Ability Score Improvement 12 6 15 4 3 3 3 3 2 1 1 1 20th +6 Time Dialation 12 6 15 4 3 3 3 3 2 2 1 1 Quick Build You can make an Astrologian quickly by following these suggestions. First make Wisdom your highest ability score, following with Charisma. Second take the scholar background. Third, take the Dancing Lights, Sacred Flame, Guidance and Truestrike cantrips and the first level spells Cure Wounds and Divine Favor. Class Features As a Astrologian, you gain the following class features Hit Points Hit Dice: 1d6 per Astrologian level

1d6 per Astrologian level Hit Points at 1st Level: 6 + your Constituion modifier

6 + your Constituion modifier Hit Points at Higher Levels: 1d6 (or 4) + your Constituion modifier per Astrologian level after 1st Proficiencies Armor: None

None Weapons: Daggers, Darts, Slings, Quarter Staffs, Light Crossbows

Daggers, Darts, Slings, Quarter Staffs, Light Crossbows Tools: Divination Deck Saving Throws: Wisdom, Charisma

Wisdom, Charisma Skills: Choose two from Arcana, Deception, Insight, Persuasion, History, Religion Equipment You start with the following equipment, in addition to the equipment granted by your background: a dagger

a Star Globe, granted to you by your mentor

a Divination Deck

(a) a explorer's pack or (b) a scholar's pack Spell Casting Level requirement and general description. 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 4 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.

Spell Slots The Astrologian table shows how many spell slots you have to cast your 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. Spells Known of 1st Level and Higher You know 2 1st-level spells of your choice from the Astrologian spell list. The Spells Known column of the Astrologian table shows when you learn more Astrologian spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st, 2nd or 3rd level. Additionally, when you gain a level in this class, you can choose one of the Astrologian spells you know and replace it with another spell from the Astrologian spell list, which also must be of a level for which you have spell slots. Spellcasting Ability Wisdom is your spellcasting ability for your Astrologian spells. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Astrologian spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier 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. Ritual Casting You can cast any Astrologian spell you know as a ritual if that spell has the ritual tag. Draw Beginning at the 1st level, as an Astrologian, you are able to use the Draw ability. You are capable of channeling the power of the stars into your deck of sixty, and grant boons based on the card drawn. You are limited to the number of draws indicated in the class summary table. Using your action, 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 burns up in your hand and the magic contained is transferred to the selected creature. Draw Effects Card Drawn Die Result Card Effect The Balance 1 Bonus 1d6 damage on all damage effects The Bole 2 AC increased by 2 The Arrow 3 Base walking speed increased by 10ft The Spear 4 You may make an extra attack action The Ewer 5 Restores one level 1 or 2 spell slot The Spire 6 Restores 1, non-spell slot resource to an ally 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. The effect of the boon lasts for a number of rounds equal to half your Wisdom ability modifier rounded down with a minimum of 1 round. Available draws refresh after a long rest. Astrologian Archetype 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 features at the 2nd, 6th, 10th and 14th level. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 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. Spread Beginning at the 5th level your studies into astromancy has led you to a better understanding of reading fortunes. As a bonus action after using the Draw ability, you may set a drawn card aside for later use. This card is added to your spread and can be activated as a bonus action during your turn. The card sits in your spread until used. You may hold up to three cards in your spread at a cost of one extra draw for a second and third card. The cards in your spread expire during a long rest. Royal Road Beginning at the 12th level, your understanding of fortunetelling has grown considerably, allowing you augment your arcana cards further. After you use the Draw feature, you may use a bonus action to convert that card into an empowerment for a future reading. This empowerment affects the next card that you use to empower an ally, from either your Draw action or Spread bonus action.

Royal Road Effects Use notes to point out some interesting information. Converted: The Balance or The Bole Effect: Potency of the next card is increased. Double the value of the effect, see the Potency Increase Effects table below for details. Converted: The Arrow or The Spear Effect: Double the duration of the effect Converted: The Ewer or The Spire Effect: All allies within 20ft. of you receive the effects of the card. Potency increase effects Card Effect Balance Bonus 2d6 damage on all damage effects Bole AC increased by 4 Arrow Base walking speed increased by 20ft. Spear You may make two extra attack actions Ewer Restores two level 1 or 2 spell slots, or 1 level 3 spell slot Spire Restores 2 non-spell slot resources to an ally Shuffle Beginning at the 18th level, you have mastered basic fortunetelling, allowing you to manipulate fate in your readings to a certain extent. After using the Draw action, you may use a free action to redraw from the deck. The drawn card is returned to the deck to be read another day, and you use the Draw action again. You may only shuffle 3 times, this number refreshing after a short rest. Time Dialation Beginning at the 20th level, you may expend an available draw to extend the duration of Draw's effect by one round. Each subsequent extension requires one extra available draw to be spent. The Heavenly Paths When an Astrologian is early on in their studies, they select a sect of stars from which they will draw their powers from. The stars were mapped using the positions of the sun and moon, and these two sects are reflective of their reference points. The Diurnal Sect uses the sun as their reference point, creating their star maps with the sun being the key to navigation, while the Nocturnal Sect uses the moon as the reference point. An Astrologian may choose to minimally study the stars and focus their efforts into their tarot deck, learning advanced techniques on how to manipulate fate. Diurnal Sect Succor of the Sun Beginning at the 2nd level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level. Diurnal Benefic 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 your allies. After the spell is cast, your allies recover 1d6 hit points at the start of their turn for a number of rounds equal to your Wisdom ability modifier. You may only empower your spells like this once before requiring a long rest. Lightspeed Beginning at the 10th level, as a bonus action you may cast an extra 1st or 2nd-level spell by spending a number of available draws equal to the level of the spell you wish to cast. Blessing of the Sun Beginning at the 14th level when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.

Nocturnal Sect Morningstar Mage Beginning at the 2nd level, you have trained your body alongside your mind, gaining prowess in the martial arts to survive on the battle field. You have proficiency with one handed simple and martial weapons, light and medium armor. You gain 1 extra hit point when you level up. Your spell list is expanded with offensive magic from the list below, allowing you to learn the following spells. Nocturnal Spell List Your spell list is expanded with the following spells. Nocturnal Spell List Expanded Spell List Spell Level Spell 1st Hex, Witch Bolt 2nd Moonbeam, Snilloc's Snowball Storm 3rd Melf's Minute Meteors, Elemental Weapon 4th Dimension Door, Ice Storm 5th Cone of Cold, Gravity Nocturnal Benefic Beginning at the 6th level you can empower your spells with the magic of the moon. When you cast a spell of the 1st-level or higher that restores the hit points of an ally, you may leave a shielding effect on your allies. After the spell is cast, your allies gain temporary hitpoints equal to #d4 where # is equal to your Wisdom ability modifier. You may only empower your spells like this once before requiring a long rest. Malefic Attunement Beginning at the 10th level, you have mastered the ability to weave astromancy and martial combat seamlessly, allowing you to cast a spell after landing a melee attack as a bonus action. The spell may not be higher than the 2nd level when cast in this manner. Rage of the Moon Beginning at the 14th level, you are able to channel the power of the moon into your arms. For 10 minutes you strike with the malefic powers of the moon. Your spells and melee attacks channel the astral energy of the nocturnal sect, dealing an additional 2d6 force damage. You may use this ability once and it cannot be used until you complete a long rest. Fortuneteller Stacked Deck Beginning at the 2nd level, you have learned how to stack your deck of sixty. When you use your Draw action, you may roll 2d6 instead and select the result of the Draw action from the two results. Discard the other result. Expanded Deck Beginning at the 6th level, you have access to twice the number of available Draws per day than the listed number. Double Draw Beginning at the 10th level, you have learned how to read multiple arcana cards at the same time. When you use the Draw action, you may roll 2d6 and use both cards to grant boons to your allies. Doing so prevents you from using the Stacked Deck feature. Twisted Fate Beginning at the 14th level, you have mastered reading arcana cards and twisting fate. You have learned to use all the tools at your disposal, allowing you to freely use your fortune telling skills for 10 minutes, refreshing after a long rest. For each Draw action, you may use Royal Road, Shuffle, Spread, Stacked Deck and Double Draw. Each card drawn still consumes an Available Draw point.

Astrologian Spell List Cantrips Bladeward

Dancing Lights

Guidance

Light

Message

Resistance

Sacred Flame

True Strike Level 1 Bane

Bless

Comprehend Languages

Cure Wounds

Detect Magic (Ritual)

Detect Poison and Disease

Divine Favor

Guiding Bolt

Healing Word

Heroism

Inflict Wounds

Magic Missile

Sleep Level 2 Aid

Augury

Blindness/Deafness

Calm Emotions

Darkness

Detect Thoughts

Enhance Ability

Hold Person

Lesser Restoration

Levitate

Locate Object

Magic Weapon Level 3 Bestow Curse

Clairvoyance

Daylight

Dispel Magic

Fear

Haste

Hypnotic Pattern

Mass Healing Word

Remove Curse

Slow Level 4 Confusion

Death Ward

Divination

Freedom of Movement

Hallucinatory Terrain

Locate Creature Level 5 Collective Unconscious

Dream

Geas

Gravity

Greater Restoration

Hold Monster

Legend Lore

Mass Cure Wounds

Scrying

Teleportation Circle (Ritual) Level 6 Eyebite

Find the Path

Heal

Mass Suggestions

True Seeing Level 7 Etherealness

Plane Shift

Regeneration

Resurrection

Symbol Level 8 Antimagic Field

Celestial Opposition

Feeblemind

Mind Blank

Power Word Stun

Sunburst Level 9 Astral Projection

Foresight

Mass Heal

Meteor Swarm

True Resurrection

Wish Spells in Italics were custom made for the class. See Created spells for more information.