Base Class: Sorcerer
Your innate magic comes from the astral forces of the cosmos. Ever has man coveted knowledge, and none more so than that of the Astrologians. Thus did they labor to master the skill of foresight, but their initial efforts bore little fruit. That is, until they looked to the stars above, which foretold the coming seasons, and learned to read the heavens.
Though this gift is known today as astrology, the Astrologians saw fit to not only read the stars, but to write their movements as well. By attuning their aetherial energies to that of constellations, they learned to wield magics with heretofore unseen properties.
Thus was astromancy born, a new form of magic which grants its users power over fate. Employing an arcanic deck of fate cards, fortune always smiles upon these masters of arcana.
Fate Cards
Starting when you choose this origin at 1st level, you gain a deck of arcanic fate cards. With these cards you can shield a creature or enhance their abilities. As a bonus action you can use a sorcery point to draw a card from the ether to empower a creature you can see within 30 feet. You have the ability to draw 3 fate cards between long rests. (1 additional card at level 6, 14, and another at level 18) Roll a d6 to determine the card's affect. (You can not cast a card on a creature that benefited from one last round unless it was Rhonas, The Indomitable.)
1. Heliod, God of the Sun -The targeted creature gains a barrier of magical force adding 2 to their AC until the end of your next turn or the target gets attacked. (4 at level 6, 6 at level 14, and 8 at level 18)
2. Purphoros, God of the Forge- The targeted creature has advantage on the next attack roll or til the end of your next turn.
3. Xenagos, God of Revels- The targeted creature gains a d4 inspiration die. ( d6 at level 6, d8 at level 14 and a d10 at level 20)
4. Mogis, God of Slaughter-The targeted creature adds a d6 to the next damage roll. ( d8 at level 6, d10 at level 14 and a d12 at level 20)
5. Iroas, God of Victory- The targeted creature is healed 1d6 hit points. If the target is at full health it gains temporary hit points. (2d6 at level 6, 3d6 at level 14, and 4d6 at level 20)
6. Rhonas, The Indomitable- The targeted creature has advantage on one saving throw or ability check. Lasts for 1 minute.
Synastry
When you reach level 6, you gain the ability to generate an aetheric bond between two creatures. When you cast a fate card on a creature you can spend 2 additional sorcery points to apply it to 1 additional creature that you can see within 60 feet.
Astral Travel
At 14th level, taking 10 minutes to focus your connection to the cosmos allowing you to focus on a creature or location you have personally interacted with and send your consciousness to that location for 1 minute. During this time you are also peering into the astral plane. You can not be seen, but you can be heard by the one you are focusing on, unless that creature is also on the astral plane. You are able to do this once between long rests.
Master of Astromancy
At level 18, your powers of astromancy have allowed you to assume the form of an astral being at the cost of 10 sorcery points. The form lasts for 1 minute. In this form you are immune to all bludgeoning, slashing, and piercing damage from non-magical weapons. In addition when you use your Synastry ability to bond two creatures you may instead bond up to 5 additional creatures that you can see within 120 feet. If you are damaged while in this form you have to roll a constitution saving throw. The dc is 10 or half the damage you suffered (whichever is higher). On a failed save you revert back.
Previous Versions
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2/16/2020 4:15:42 PM
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9
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0
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5e
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Coming Soon
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3/27/2020 1:25:08 AM
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65
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4
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Coming Soon
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