Base Class: Wizard
The heavenly bodies and celestial movement of them have garnered the attention of many races throughout history. Such is the pull of Astrology, that few are blessed with a unique gift to divine the stars' intent. Those selected few are known as Astronomancers and wield fate not unlike Diviners. However, Astronomancers take a more direct approach, influencing the outcomes by their own hand.
Astronomancy Adept
2nd-level School of Astronomancy Feature
You gain proficiency in Intelligence (History).
Additionally, you learn the Starlight cantrip. This does not count towards your number of cantrips known.
Celestial Deck
2nd-level School of Astronomancy Feature
You gain a Celestial Deck, a tool used by Astronomancers to divine heavenly movement. You can use the Celestial Deck as a spell casting focus for your Wizard spells. If you lose your Celestial Deck or if it is destroyed, you can perform a 1-hour ritual in which you recreate the deck through magical means. This ritual can be performed during a short or long rest. You can only have one Celestial Deck at any time.
Your Celestial Deck comes with two Heavenly suites: Solar and Lunar. When in-combat or in a hostile encounter, you use and draw from the Solar suite. When out-of-combat or in passive encounters, you use and draw from the Lunar suite.
While the Celestial Deck is on your person, as a bonus action, you can roll a d6 to draw and play a card with certain abilities. To play a card, you must target a friendly creature that you can see, to include yourself. You then apply the card's benefits to that chosen creature.
Solar Suite
| d6 | Solar Cards |
|---|---|
| 1 | Wall: +1 to AC and resistance to one damage type of your choice |
| 2 | Sword: Gain advantage on next attack roll |
| 3 | Wings: The next attack roll against the affected creature has disadvantage |
| 4 | Ewer: Gain 1d6 + your Wizard level in temporary hit points |
| 5 | Mirror: The next time the affected creature is hit, the creature takes 1d4 + your wizard level points of the same type of damage used against it |
| 6 | Coin: Gain advantage on next saving throw |
Lunar Suite
| d6 | Lunar Cards |
|---|---|
| 1 | Fort: You may remove one condition or disease from the affected creature as if it is targeted by the lesser restoration spell |
| 2 | Arrow: Gain +5 to passive perception and investigation |
| 3 | Feather: Receive the effects of the jump spell and take no bludgeoning damage from falls |
| 4 | Sieve: Affected creature may spend a hit die as a bonus action to heal hit points as if taking a short rest |
| 5 | Glass: Gain proficiency in a skill of your choice |
| 6 | Gem: Gain advantage on next ability check |
A creature can benefit from Solar and Lunar cards once. In order to receive these benefits again, they must complete a short or long rest.
You can draw and play from each Heavenly suite a number of times equal to your proficiency bonus. Solar cards last for either 10 minutes, the card's effect has been met, or until the hostile encounter is over. Lunar cards last for either 10 minutes, the ability is activated, or the affected creature takes a short or long rest.
You regain uses of this ability when you finish a long rest.
Celestial Weaver
6th-level School of Astronomancy Feature
You learn to weave greater celestial magic into your cards. You learn the augury spell. It is always prepared and doesn't count towards the number of spells you have prepared. Once per long rest, you can cast this spell without expending a spell slot, provided you have your Celestial Deck available.
In addition, you are able to extend celestial energy further when utilizing cards from your Celestial Deck. When you play a card on another creature, choose a friendly creature, to include yourself, within 30ft. Both creatures gain the effect of the card. You can use this ability a number of times equal to your proficiency bonus and regain all uses after a long rest.
At 10th-level, this ability also extends to your Eclipse Deck.
Celestial Oppression
10th-level School of Astronomancy feature
You've become so attuned to the altering of fate, your powers now extend to those who might wish you harm. At 10th-level, you gain a new Heavenly suite for your Celestial Deck: Eclipse. As a bonus action, you can roll a d6 to draw and play from the Eclipse suite. To play a card, choose a hostile creature that you can see. You then apply the card's effects to the chosen creature.
| D6 | Eclipse Cards |
|---|---|
| 1 | Mire: Targeted creature gains 1 level of exhaustion |
| 2 | Phlegm: Affected creature can only take an action or bonus action, not both and cannot make reactions. This effect ends at the end of the creature's next turn |
| 3 | Vapor: The targeted creature grows smaller as if affected by reduce in the enlarge/reduce spell |
| 4 | Miasma: Chosen creature's movement speed is halved |
| 5 | Bolus: Chosen creature gains vulnerability of one damage type of your choice until the start of your next turn |
| 6 | Pox: Target creature becomes poisoned until the end of its next turn |
You can use the Eclipse suite in both hostile and non-hostile encounters. A creature can only be affected by an Eclipse card once every 24 hours.
You can draw and play from the Eclipse suite a number of times equal to your proficiency bonus. The effects from the Eclipse suite last for 10 minutes or until the card's condition has been met. You regain all uses of this ability once you finish a long rest.
Celestial Orchestration
14th-level School of Astronomancy Feature
You better learn to harvest the heavenly energies used in your Celestial Deck. When you draw a card from your Celestial Deck, you may spend a spell slot to discard the drawn card and manually choose another card from the deck. You may only use this ability a number of times equal to your spellcasting modifier. You regain all uses of this ability at the end of a long rest.
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