So just call me an optimist, but with the upcoming D&D projects looming on the horizon…the space-faring Spelljammer books, as well as the lunar-oriented world of Krynn…it seems to me that the trend of cosmic-themes subclasses are rolling out once more.
They’d already released the Circle of Stars Druid…and most recently, the Lunar Magic Sorcerer…so would it be unreasonable to expect something like an Astrologer Wizard subclass?
If memory serves, this was a specialization in past editions…would it be unreasonable to predict an Unearthed Arcana for a Wizard subclass some time in the near future?
It seems like an Astrologer Wizard would be right at home in a Spelljammer campaign, the new Krynn book, or more-or-less in any Forgotten Realms campaign.
Navigating the astral sea…interpreting celestial omens…drawing in cosmic power to fuel their magic…
So just call me an optimist, but with the upcoming D&D projects looming on the horizon…the space-faring Spelljammer books, as well as the lunar-oriented world of Krynn…it seems to me that the trend of cosmic-themes subclasses are rolling out once more.
They’d already released the Circle of Stars Druid…and most recently, the Lunar Magic Sorcerer…so would it be unreasonable to expect something like an Astrologer Wizard subclass?
If memory serves, this was a specialization in past editions…would it be unreasonable to predict an Unearthed Arcana for a Wizard subclass some time in the near future?
It seems like an Astrologer Wizard would be right at home in a Spelljammer campaign, the new Krynn book, or more-or-less in any Forgotten Realms campaign.
Navigating the astral sea…interpreting celestial omens…drawing in cosmic power to fuel their magic…
To be honest, I would expect an Artificer before a Wizard for the Spelljammer setting. But as I don't understand why they did away with the Crystal Spheres, I will be completely wrong.
I don't know about reasonable expectation. Book comes out in August, races are mentioned, monsters are mentioned, no mention of new subclasses, so unless we get UA for spell jammer subclasses like tomorrow, which I suppose _could_ happen, I think the odds of at least play tested classes showing up in Spelljammer are thin. Wouldn't favor the appearance of Artificer spell jammer content over Wizards either. Original spelljammer got along fine and Artificers weren't a thing then. Wizards IIRC were essential as I think their spell slots had a role in powering the Spelljamming ship.
Besides races, I think you might see Spelljammer backgrounds and feats (I could see Astrology as a feat more than a subclass), but I'm skeptical over the prospects of new subclasses being introduced. IIRC Spelljammer is also set up so that "world huggers" can jump aboard a Spelljammer with a fairly low learning curve.
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Jander Sunstar is the thinking person's Drizzt, fight me.
I don't know about reasonable expectation. Book comes out in August, races are mentioned, monsters are mentioned, no mention of new subclasses, so unless we get UA for spell jammer subclasses like tomorrow, which I suppose _could_ happen, I think the odds of at least play tested classes showing up in Spelljammer are thin. Wouldn't favor the appearance of Artificer spell jammer content over Wizards either. Original spelljammer got along fine and Artificers weren't a thing then. Wizards IIRC were essential as I think their spell slots had a role in powering the Spelljamming ship.
Besides races, I think you might see Spelljammer backgrounds and feats (I could see Astrology as a feat more than a subclass), but I'm skeptical over the prospects of new subclasses being introduced. IIRC Spelljammer is also set up so that "world huggers" can jump aboard a Spelljammer with a fairly low learning curve.
Yes you needed Wizards to fuel the Helm, well that or the Neogi death helms, or the Mind Flayers Pool helms. And of course the Dwarves, who powered their citadels with the power of the Forge. Just to prove, they are the most Metal of all spacefaring species.
As for an astrologer Wizard, my main concern is whether it would just end up stepping on the toes of the Divination wizard? Feels like it'd be tricky to make it behave like something properly distinct from what Wizards can already do?
Not opposed to it, but I think Nechaef may be right that an Artificer is more likely, seeing as how they still only have four official sub-classes. They previously had UA for an Artificer Archivist, while that later became the Order of Scribes Wizard (which I think was the right choice, as it wasn't a great Artificer sub-class), I liked the idea of a knowledge centric Artificer, and it could suit an astrological theme.
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Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
As for an astrologer Wizard, my main concern is whether it would just end up stepping on the toes of the Divination wizard? Feels like it'd be tricky to make it behave like something properly distinct from what Wizards can already do?
Not opposed to it, but I think Nechaef may be right that an Artificer is more likely, seeing as how they still only have four official sub-classes. They previously had UA for an Artificer Archivist, while that later became the Order of Scribes Wizard (which I think was the right choice, as it wasn't a great Artificer sub-class), I liked the idea of a knowledge centric Artificer, and it could suit an astrological theme.
This is all from 2nd edition, it even has the disclaimer at the top. Crystal Spheres are now Wildspace, and they go over into the Astral Sea instead of the Phlogiston. That they dropped the Phlogiston, I understand, but the Crystal Spheres were something cool and unique.
I wouldn't lean so much into astrology for the Artificer, but maybe the astrolabe. The latter fits more into the Artificer's hands on tool orientation, whereas astrology is more consulting tables based on naked eye observations.
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Jander Sunstar is the thinking person's Drizzt, fight me.
Perhaps the route would be to decouple the wizard from divination. Like give it one or two ribbon abilities that play into the idea of reading the stars for information, but maybe refocus an astrology wizard as someone who draws power (or inspiration) from heavenly bodies to alter their spellcasting. I am imagining something akin to metamagic (but with unique options to set it apart).
For the fun of it, just a few ideas.
Ribbon Ability) Maybe something akin to the reading of time and direction from the Keen Mind feat. Perhaps tag on proficiency with navigators tools and Survival as well as advantage Survival checks made to navigate at night or while in Wildspace.
Spellcasting Alteration) A limited use / rest type ability that applies casting spells. Comet - lets you double the range of a spell which requires a ranged spell attack , Constellation - lets you roll a d20 after making a spell attack, on a roll of 20 the attack jumps to a nearby creature (same principle as Chaos Bolt) where all the linked creatures form a sort of "constellation." Star - For a spell that targets a single creature, while affected by the spell all creatures within 15 feet of the target must make a Str save at the end of their turn or be pulled 5 feet towards it (playing off the idea that the star is a gravitational center and a tool which allows the wizard to either group up enemies for AoE spells or group them around a melee focused party member).
I would just reskin the Divination wizard as an Astrology wizard. You might be able to do the same thing with the Spirits Bard.
That is actually a VERY interesting idea…it didn’t occur to me that the various “Tales” of the Spirit Bard could be re-purposed into setting-specific constellations.
Perhaps the route would be to decouple the wizard from divination. Like give it one or two ribbon abilities that play into the idea of reading the stars for information, but maybe refocus an astrology wizard as someone who draws power (or inspiration) from heavenly bodies to alter their spellcasting. I am imagining something akin to metamagic (but with unique options to set it apart).
For the fun of it, just a few ideas.
Ribbon Ability) Maybe something akin to the reading of time and direction from the Keen Mind feat. Perhaps tag on proficiency with navigators tools and Survival as well as advantage Survival checks made to navigate at night or while in Wildspace.
Spellcasting Alteration) A limited use / rest type ability that applies casting spells. Comet - lets you double the range of a spell which requires a ranged spell attack , Constellation - lets you roll a d20 after making a spell attack, on a roll of 20 the attack jumps to a nearby creature (same principle as Chaos Bolt) where all the linked creatures form a sort of "constellation." Star - For a spell that targets a single creature, while affected by the spell all creatures within 15 feet of the target must make a Str save at the end of their turn or be pulled 5 feet towards it (playing off the idea that the star is a gravitational center and a tool which allows the wizard to either group up enemies for AoE spells or group them around a melee focused party member).
Those are some pretty great ideas for altering spells!
Edit: Actually, now that I think about it, the “Circle of Stars” Druid provides a pretty decent “template” for a cosmic-themed, Astrologer Wizard…they could utilize a transformation of sorts; which each constellation providing effects to their spellcasting (like you mention here).
Comet - in their “astral” form, their spells have double their normal range.
Constellation - when they cast a spell that targets one ally; they can duplicate the effect to another ally within 30ft (like a constellation connecting the dots).
Stars - their spells either shove enemies toward the location of a spell.
Moon - the ability to levitate without concentration.
…or things to that effect.
Then at higher levels, their “astral” form can shift between these features as a bonus action, like the Druid’s “Starry Form”.
Perhaps the route would be to decouple the wizard from divination. Like give it one or two ribbon abilities that play into the idea of reading the stars for information, but maybe refocus an astrology wizard as someone who draws power (or inspiration) from heavenly bodies to alter their spellcasting. I am imagining something akin to metamagic (but with unique options to set it apart).
For the fun of it, just a few ideas.
Ribbon Ability) Maybe something akin to the reading of time and direction from the Keen Mind feat. Perhaps tag on proficiency with navigators tools and Survival as well as advantage Survival checks made to navigate at night or while in Wildspace.
Spellcasting Alteration) A limited use / rest type ability that applies casting spells. Comet - lets you double the range of a spell which requires a ranged spell attack , Constellation - lets you roll a d20 after making a spell attack, on a roll of 20 the attack jumps to a nearby creature (same principle as Chaos Bolt) where all the linked creatures form a sort of "constellation." Star - For a spell that targets a single creature, while affected by the spell all creatures within 15 feet of the target must make a Str save at the end of their turn or be pulled 5 feet towards it (playing off the idea that the star is a gravitational center and a tool which allows the wizard to either group up enemies for AoE spells or group them around a melee focused party member).
Those are some pretty great ideas for altering spells!
Edit: Actually, now that I think about it, the “Circle of Stars” Druid provides a pretty decent “template” for a cosmic-themed, Astrologer Wizard…they could utilize a transformation of sorts; which each constellation providing effects to their spellcasting (like you mention here).
Comet - in their “astral” form, their spells have double their normal range.
Constellation - when they cast a spell that targets one ally; they can duplicate the effect to another ally within 30ft (like a constellation connecting the dots).
Stars - their spells either shove enemies toward the location of a spell.
Moon - the ability to levitate without concentration.
…or things to that effect.
Then at higher levels, their “astral” form can shift between these features as a bonus action, like the Druid’s “Starry Form”.
I wouldnt want to make it too similar to the "transformations" of the Druid, but those are good ideas. I felt inspired to put the ideas to "paper" and write up a first draft of a homebrew subclass. Let me know what you think
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 Wildspace) you have advantage on any Wisdom (Survival) checks made to navigate. During such travel you also retain an accurate sense of how much time has passed.
Additionally, you gain proficiency in your choice of Cartographer’s Tools or Navigator’s Tools. The chosen tool set can be used 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: Once when you make a ranged spell attack, 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. If you score a critical hit on either attack roll, the spell leaps from the target to a different creature of your choice within 10 feet of it, making another attack roll against the new target which could cause the spell to leap again. Each additional attack made as part of this feature deals the same damage 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. When the target is initially affected by 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 closer to the target.
You can use this feature a number of times equal to your proficiency bonus and regain all expended uses when you finish a long rest.
Horoscope
Starting at 6th level, you learn the Augury spell, which counts as a wizard spell for you. This spell is always prepared and does not count against the number of spells you can prepare each day. When you cast the spell at night (or in another place surrounded by celestial bodies, such as Wildspace), you can ignore the material component of the spell.
Channel the Zodiac
Also at 6th level, you learn the Enhance Abilityspell, which counts as a wizard spell for you. This spell is always prepared and does not count against the number of spells you can prepare each day. You can use this feature to cast the spell once at its lowest level, targeting yourself. 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 can add your Wizard level to the total.
Constellation: After applying this option, the attack roll(s) made as part of the spell score 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 takes radiant damage equal to your Intelligence modifier if it is within 5 feet of the target after being pulled.
Additionally, you can now apply more than one of these options when casting a wizard spell, expending a seperate use of this feature for each option chosen. Each option can still only be applied once to the casting of a spell.
Cosmic Projection
At 14th level, you are able to call upon the power of heavenly bodies wherever you find yourself across the planes. As an action, you can evoke the imagery of celestial objects to fill a 20-foot radius hemisphere centered on you which moves with you. This hemisphere lasts for 1 minute, but ends early if you are incapacitated. The area is filled with dim light and acts as difficult terrain for creatures hostile to you. While within the area you, and any creatures friendly to you, can add 1d8 to any ability check, attack roll, or saving throw which uses its Intelligence modifier.
Additionally, when another creature you can see within the area is hit by an attack, you can use your reaction to impose one of the celestial bodies between the creature and the attack, allowing the target to add your Intelligence modifier to its AC for that attack.
So just call me an optimist, but with the upcoming D&D projects looming on the horizon…the space-faring Spelljammer books, as well as the lunar-oriented world of Krynn…it seems to me that the trend of cosmic-themes subclasses are rolling out once more.
They’d already released the Circle of Stars Druid…and most recently, the Lunar Magic Sorcerer…so would it be unreasonable to expect something like an Astrologer Wizard subclass?
If memory serves, this was a specialization in past editions…would it be unreasonable to predict an Unearthed Arcana for a Wizard subclass some time in the near future?
It seems like an Astrologer Wizard would be right at home in a Spelljammer campaign, the new Krynn book, or more-or-less in any Forgotten Realms campaign.
Navigating the astral sea…interpreting celestial omens…drawing in cosmic power to fuel their magic…
To be honest, I would expect an Artificer before a Wizard for the Spelljammer setting. But as I don't understand why they did away with the Crystal Spheres, I will be completely wrong.
I don't know about reasonable expectation. Book comes out in August, races are mentioned, monsters are mentioned, no mention of new subclasses, so unless we get UA for spell jammer subclasses like tomorrow, which I suppose _could_ happen, I think the odds of at least play tested classes showing up in Spelljammer are thin. Wouldn't favor the appearance of Artificer spell jammer content over Wizards either. Original spelljammer got along fine and Artificers weren't a thing then. Wizards IIRC were essential as I think their spell slots had a role in powering the Spelljamming ship.
Besides races, I think you might see Spelljammer backgrounds and feats (I could see Astrology as a feat more than a subclass), but I'm skeptical over the prospects of new subclasses being introduced. IIRC Spelljammer is also set up so that "world huggers" can jump aboard a Spelljammer with a fairly low learning curve.
Jander Sunstar is the thinking person's Drizzt, fight me.
Yes you needed Wizards to fuel the Helm, well that or the Neogi death helms, or the Mind Flayers Pool helms. And of course the Dwarves, who powered their citadels with the power of the Forge. Just to prove, they are the most Metal of all spacefaring species.
I don't think they've done away with the Crystal Spheres? This article talks about them quite a bit.
As for an astrologer Wizard, my main concern is whether it would just end up stepping on the toes of the Divination wizard? Feels like it'd be tricky to make it behave like something properly distinct from what Wizards can already do?
Not opposed to it, but I think Nechaef may be right that an Artificer is more likely, seeing as how they still only have four official sub-classes. They previously had UA for an Artificer Archivist, while that later became the Order of Scribes Wizard (which I think was the right choice, as it wasn't a great Artificer sub-class), I liked the idea of a knowledge centric Artificer, and it could suit an astrological theme.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
This is all from 2nd edition, it even has the disclaimer at the top. Crystal Spheres are now Wildspace, and they go over into the Astral Sea instead of the Phlogiston. That they dropped the Phlogiston, I understand, but the Crystal Spheres were something cool and unique.
I would just reskin the Divination wizard as an Astrology wizard. You might be able to do the same thing with the Spirits Bard.
I wouldn't lean so much into astrology for the Artificer, but maybe the astrolabe. The latter fits more into the Artificer's hands on tool orientation, whereas astrology is more consulting tables based on naked eye observations.
Jander Sunstar is the thinking person's Drizzt, fight me.
Perhaps the route would be to decouple the wizard from divination. Like give it one or two ribbon abilities that play into the idea of reading the stars for information, but maybe refocus an astrology wizard as someone who draws power (or inspiration) from heavenly bodies to alter their spellcasting. I am imagining something akin to metamagic (but with unique options to set it apart).
For the fun of it, just a few ideas.
Ribbon Ability) Maybe something akin to the reading of time and direction from the Keen Mind feat. Perhaps tag on proficiency with navigators tools and Survival as well as advantage Survival checks made to navigate at night or while in Wildspace.
Spellcasting Alteration) A limited use / rest type ability that applies casting spells. Comet - lets you double the range of a spell which requires a ranged spell attack , Constellation - lets you roll a d20 after making a spell attack, on a roll of 20 the attack jumps to a nearby creature (same principle as Chaos Bolt) where all the linked creatures form a sort of "constellation." Star - For a spell that targets a single creature, while affected by the spell all creatures within 15 feet of the target must make a Str save at the end of their turn or be pulled 5 feet towards it (playing off the idea that the star is a gravitational center and a tool which allows the wizard to either group up enemies for AoE spells or group them around a melee focused party member).
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
That is actually a VERY interesting idea…it didn’t occur to me that the various “Tales” of the Spirit Bard could be re-purposed into setting-specific constellations.
Those are some pretty great ideas for altering spells!
Edit: Actually, now that I think about it, the “Circle of Stars” Druid provides a pretty decent “template” for a cosmic-themed, Astrologer Wizard…they could utilize a transformation of sorts; which each constellation providing effects to their spellcasting (like you mention here).
Comet - in their “astral” form, their spells have double their normal range.
Constellation - when they cast a spell that targets one ally; they can duplicate the effect to another ally within 30ft (like a constellation connecting the dots).
Stars - their spells either shove enemies toward the location of a spell.
Moon - the ability to levitate without concentration.
…or things to that effect.
Then at higher levels, their “astral” form can shift between these features as a bonus action, like the Druid’s “Starry Form”.
I wouldnt want to make it too similar to the "transformations" of the Druid, but those are good ideas. I felt inspired to put the ideas to "paper" and write up a first draft of a homebrew subclass. Let me know what you think
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 Wildspace) you have advantage on any Wisdom (Survival) checks made to navigate. During such travel you also retain an accurate sense of how much time has passed.
Additionally, you gain proficiency in your choice of Cartographer’s Tools or Navigator’s Tools. The chosen tool set can be used 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 proficiency bonus and regain all expended uses when you finish a long rest.
Horoscope
Starting at 6th level, you learn the Augury spell, which counts as a wizard spell for you. This spell is always prepared and does not count against the number of spells you can prepare each day. When you cast the spell at night (or in another place surrounded by celestial bodies, such as Wildspace), you can ignore the material component of the spell.
Channel the Zodiac
Also at 6th level, you learn the Enhance Ability spell, which counts as a wizard spell for you. This spell is always prepared and does not count against the number of spells you can prepare each day. You can use this feature to cast the spell once at its lowest level, targeting yourself. 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:
Additionally, you can now apply more than one of these options when casting a wizard spell, expending a seperate use of this feature for each option chosen. Each option can still only be applied once to the casting of a spell.
Cosmic Projection
At 14th level, you are able to call upon the power of heavenly bodies wherever you find yourself across the planes. As an action, you can evoke the imagery of celestial objects to fill a 20-foot radius hemisphere centered on you which moves with you. This hemisphere lasts for 1 minute, but ends early if you are incapacitated. The area is filled with dim light and acts as difficult terrain for creatures hostile to you. While within the area you, and any creatures friendly to you, can add 1d8 to any ability check, attack roll, or saving throw which uses its Intelligence modifier.
Additionally, when another creature you can see within the area is hit by an attack, you can use your reaction to impose one of the celestial bodies between the creature and the attack, allowing the target to add your Intelligence modifier to its AC for that attack.
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
Not too shabby!