Getting the obstacles out of the way: I don't care about anyone's opinion of IRL astrology. I'm holding my own opinions about it, and I hope everyone else does as well. This is about astrology within the scope of fiction in the Forgotten Realms setting. It's importance in the FR story isn't a factor for this discussion. I'm simply curious about it. Disclaimer fades out, and the scene opens to...
Based on the 'net, I would think that there's no established lore on FR astrology. Assuming that's wrong, please point me in the right direction for it.
If there is no established lore, is there somewhere where they've gone through the whole celestial orbits and constellations mapping onto significant personalities and events in FR history?
If nobody's done that, are there any established orbits and constellation positions in FR lore at all?
If there aren't, then I'll think of some homebrew, and I welcome any ideas of your own on it.
If you think this is all a silly waste of time, I can't stop you from stating that, but I'm just wanting to dig into a part of FR that I've completely ignored until now, and someone just typing that it's dumb really doesn't offer much to the conversation.
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Human. Male. Possibly. Don't be a divider. My characters' backgrounds are written like instruction manuals rather than stories. My opinion and preferences don't mean you're wrong. I am 99.7603% convinced that the digital dice are messing with me. I roll high when nobody's looking and low when anyone else can see.🎲 “It's a bit early to be thinking about an epitaph. No?” will be my epitaph.
There isn't much else I can find from any edition although there is a link to something on DMs guild. I think astology in general though could be served by use of ritual spells such as Augury and Divination.
Not sure of much of the lore for FR beyond the addition of the Circle of Stars druid subclass that seems to play into a similar theme. I have also written an astrology-based wizard subclass, if your interested in incorporating it into whatever piecewise or homebrew lore you are able to put together.
Astrology (Wizard Subclass)
Star Mapping
Beginning when you choose this school at 2nd level, you gain proficiency in the Survival skill. While traveling at night (or in another space surrounded by celestial bodies) you have advantage on any Wisdom (Survival) checks made to navigate.
Additionally, you gain proficiency in Cartographer’s Tools. Using these tools, you can chart a Star Map in one of the pages of your spellbook as part of a long rest. Doing so allows you to use your spellbook as a spellcasting focus for your wizard spells.
Celestial Spellcasting
Also at 2nd level, whenever you cast a wizard spell, you can use the influence of heavenly bodies to alter its casting in one of the following ways:
Traveling Comet: When you cast a spell with a range of 5 feet or greater, you can double the range of the spell. If the spell deals damage, you can change the damage dealt by the spell to radiant.
Constellation: The first time you make a ranged spell attack against a single creature, you can choose to target two creatures within 10 feet of each other instead of one, making a separate attack roll for the new target. Any time you score a critical hit on an attack roll made as part of this casting of the spell, the energy leaps to a different creature of your choice within 10 feet of the original target: Make a ranged spell attack roll against the new target, which could cause the spell to leap again. Each additional attack made as part of this feature has the same effect as the original spell on a hit.
Focal Star: When you cast a spell that targets only a single creature or object, you can choose to enhance the target’s gravitational pull. Immediately after you cast the spell, and as a bonus action on each of your turns while the target remains affected by the spell, you can force each creature within 15 feet of the target to make a Strength saving throw against your spell save DC. On a failed save, a creature is pulled up to 10 feet towards the target ending its movement in an unoccupied space.
You can use this feature a number of times equal to your Intelligence modifier and regain all expended uses when you finish a long rest.
(Dunamancy): If the spells from Explorer’s Guide to Wildemount are being utilized as part of the campaign, an Astrology wizard has access to the dunamancy spell list.
Horoscope
Starting at 6th level, the Augury spell is added to your spellbook and counts as a wizard spell for you. When you cast the spell at night (or in another place surrounded by celestial bodies), you can ignore the material component of the spell.
Channel the Zodiac
Also at 6th level, the Enhance Ability spell is added to your spellbook and counts as a wizard spell for you. You can cast this spell once without expending a spell slot, targeting yourself. You can cast it this way regardless of if you have the spell prepared. After you do so, you cannot cast the spell this way again until you finish a long rest.
Improved Celestial Spellcasting
At 10th level, your ability to invoke the power of celestial bodies is enhanced, leading to the following improvements for each option available to you:
Traveling Comet: After applying this option, the first time you make a damage roll for the spell you add your Wizard level to the total.
Constellation: After applying this option, any attack roll(s) made as part of the spell scores a critical hit on a roll of 19-20 on the d20.
Focal Star: After applying this option, a creature which fails its Strength saving throw against this effect also takes radiant damage equal to your Intelligence modifier.
Cosmic Projection
At 14th level, you are able to call upon the power of heavenly objects wherever you find yourself across the planes. As an action, you can evoke an aura filled with illusionary, celestial bodies in a 20-foot radius. This aura lasts for 1 minute, but ends early if you are incapacitated. While using this feature, you and any friendly creatures within the aura can add 1d8 to any ability check, attack roll, or saving throw which uses its Intelligence or Wisdom modifier.
Additionally, once while this feature is active you can cast a Divination spell of 5th level or lower which you have prepared without expending a spell slot or material components.
Once you have used this feature, you cannot use it again until you finish a long rest.
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Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
Re-imagining unpopular subclasses as part of FIFY WotC. Let us know what you think of our changes!
Getting the obstacles out of the way: I don't care about anyone's opinion of IRL astrology. I'm holding my own opinions about it, and I hope everyone else does as well. This is about astrology within the scope of fiction in the Forgotten Realms setting. It's importance in the FR story isn't a factor for this discussion. I'm simply curious about it. Disclaimer fades out, and the scene opens to...
Based on the 'net, I would think that there's no established lore on FR astrology. Assuming that's wrong, please point me in the right direction for it.
If there is no established lore, is there somewhere where they've gone through the whole celestial orbits and constellations mapping onto significant personalities and events in FR history?
If nobody's done that, are there any established orbits and constellation positions in FR lore at all?
If there aren't, then I'll think of some homebrew, and I welcome any ideas of your own on it.
If you think this is all a silly waste of time, I can't stop you from stating that, but I'm just wanting to dig into a part of FR that I've completely ignored until now, and someone just typing that it's dumb really doesn't offer much to the conversation.
Human. Male. Possibly. Don't be a divider.
My characters' backgrounds are written like instruction manuals rather than stories. My opinion and preferences don't mean you're wrong.
I am 99.7603% convinced that the digital dice are messing with me. I roll high when nobody's looking and low when anyone else can see.🎲
“It's a bit early to be thinking about an epitaph. No?” will be my epitaph.
I did find this if its any help to you: https://www.realmshelps.net/charbuild/astrol.shtml
There isn't much else I can find from any edition although there is a link to something on DMs guild. I think astology in general though could be served by use of ritual spells such as Augury and Divination.
Not sure of much of the lore for FR beyond the addition of the Circle of Stars druid subclass that seems to play into a similar theme. I have also written an astrology-based wizard subclass, if your interested in incorporating it into whatever piecewise or homebrew lore you are able to put together.
Astrology (Wizard Subclass)
Star Mapping
Beginning when you choose this school at 2nd level, you gain proficiency in the Survival skill. While traveling at night (or in another space surrounded by celestial bodies) you have advantage on any Wisdom (Survival) checks made to navigate.
Additionally, you gain proficiency in Cartographer’s Tools. Using these tools, you can chart a Star Map in one of the pages of your spellbook as part of a long rest. Doing so allows you to use your spellbook as a spellcasting focus for your wizard spells.
Celestial Spellcasting
Also at 2nd level, whenever you cast a wizard spell, you can use the influence of heavenly bodies to alter its casting in one of the following ways:
You can use this feature a number of times equal to your Intelligence modifier and regain all expended uses when you finish a long rest.
(Dunamancy): If the spells from Explorer’s Guide to Wildemount are being utilized as part of the campaign, an Astrology wizard has access to the dunamancy spell list.
Horoscope
Starting at 6th level, the Augury spell is added to your spellbook and counts as a wizard spell for you. When you cast the spell at night (or in another place surrounded by celestial bodies), you can ignore the material component of the spell.
Channel the Zodiac
Also at 6th level, the Enhance Ability spell is added to your spellbook and counts as a wizard spell for you. You can cast this spell once without expending a spell slot, targeting yourself. You can cast it this way regardless of if you have the spell prepared. After you do so, you cannot cast the spell this way again until you finish a long rest.
Improved Celestial Spellcasting
At 10th level, your ability to invoke the power of celestial bodies is enhanced, leading to the following improvements for each option available to you:
Cosmic Projection
At 14th level, you are able to call upon the power of heavenly objects wherever you find yourself across the planes. As an action, you can evoke an aura filled with illusionary, celestial bodies in a 20-foot radius. This aura lasts for 1 minute, but ends early if you are incapacitated. While using this feature, you and any friendly creatures within the aura can add 1d8 to any ability check, attack roll, or saving throw which uses its Intelligence or Wisdom modifier.
Additionally, once while this feature is active you can cast a Divination spell of 5th level or lower which you have prepared without expending a spell slot or material components.
Once you have used this feature, you cannot use it again until you finish a long rest.
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
Re-imagining unpopular subclasses as part of FIFY WotC. Let us know what you think of our changes!
IIRC, Selune's worshipers practice some form of astrology via tracking celestial events.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.