Innate Spellcasting. The astrologer's spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The astrologer can innately cast the following spells, requiring no material components:
At will: Mage Hand, Prestidigitation, Thaumaturgy
3/day each: Cure Wounds, Detect Magic, Identify
1/day each: Clairvoyance, Divination
Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.
Celestial Gaze (Recharge 5-6). The astrologer targets one creature it can see within 60 feet. The target must make a DC 14 Wisdom saving throw or take 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one. If the target is a celestial, it has disadvantage on the saving throw.
Starlight Manipulation. As a bonus action, the astrologer can create dim light within a 10-foot radius for 1 minute.
Previous Versions
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