There is so much to find among the stars: knowledge, power or even inspiration. These artificers know about it and their power comes from signs of Zodiac. Sometimes it is overwhelming and difficult to control, but experienced Starcounters may even find some kind of stability in it... thought there is little certainty when it comes to Cosmos.
You gain proficiency in the Survival skill and with unique artisan's tool- compact telescope. You can use this tool as spellcasting focus for Artificer's Spellcasting Ability, to orientate on a landscape, or to find out today's date.
You can create this unique artisan's tool with "The Right Tool For The Job" feature.
Also, whenever you make a Survival skill check for purposes that are listed above or for Combat Astronomy feature and you are holding compact telescope in your hands, you can add your INT modifier to result of the roll. You may use this ability a number of times equal to your Intellect modifier (minimum 1), and you regain all uses of this ability when you finish a long rest.
Sign of Zodiac
You were once born, created or summoned into this world, and this happened at night, when one of the signs of the Zodiac adorned the clear starry sky. Choose one Zodiac sign from the "Zodiac Effects" table and memorize or write it down, your character may be predetermined by it and later archetype skills depend on your choice.
Combat Astronomy
At 3rd level ypu also know how to use your knowledge about stars in combat. When you cast a spell with a spell slot of 1st level or higher that targets one or more creatures, and if you are holding a compact telescope in one of your hands, you can use a bonus action on the same turn to make a Wisdom (Survival) check with a DC of 5. On a success, roll a d12 and choose one of creatures that was affected by your leveled spell on this turn. This creature becomes a target for an effect from "Zodiac's effects" table, which one is determined by d12 roll. Also, DC for further Wisdom(Survival) checks that are made for this ability is increased by 5. On a failure, ability doesn't work and DC for further Wisdom(Survival) checks that are made for this ability is increased by 3. After you finish a long rest, DC for "Combat Astronomy" becomes equal to 5.
| d12 |
Sign of Zodiac |
Effect |
| 1 |
Aries |
The creature must make a Strength saving throw against your spell DC. On a failed save, roll a d8 (where 1 is north and other directions are clockwise) to choose a direction and roll a d100 (round down to a multiple of 5). The creature is pushed in a straight line in the given direction by the resulting value. If a creature crashes into a wall and doesn't travel the full distance, it takes d4 bludgeoning damage (fall damage) for every 10 feet it fails to travel, and if it hits a creature of the same or smaller size, they both take half damage.
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| 2 |
Taurus |
The creature must make a Wisdom saving throw against your spell DC. On a failed save, the target becomes indifferent to creatures of your choice to which it was hostile for a minute. This indifference ends early if the target or its friends are harmed by a spell or attack.
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| 3 |
Gemini |
The creature must make an Intelligence saving throw against your spell DC. On a failed save, the target sees an illusory copy of itself at a point of your choice within 30 feet of it. Creature is frightened by this copy for 1 minute. At the end of each of its turns, it can repeat the saving throw, ending the effect on a success.
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| 4 |
Cancer |
The creature is covered in a thick layer of ice, it gains 50 temporary hit points, its speed is reduced to 0, and it is incapacitated for 1 minute or until the temporary hit points run out(whichever happens first). While the creature has temporary hit points from this ability, it has immunity to non-magical bludgeoning, piercing, and slashing damage, as well as immunity to cold damage and vulnerability to fire damage.
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| 5 |
Lion |
The creature has advantage on attack rolls for 1 minute, but attacks that are made against that creature are also made with an advantage.
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| 6 |
Virgo |
The creature must make a Charisma saving throw against your spell DC or it will feel insufferable sorrow and sadness for 1 minute. For the duration of the ability, the creature has disadvantage on all saving throws against your spells, skill checks, and attack rolls against you. At the end of each of its turns, it can repeat the saving throw, ending the effect on a success.
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| 7 |
Libra |
A 30-foot aura appears around the target, and any small or large creatures within the aura that are not immune to necrotic damage are affected. The current hit points of all affected creatures are added together and divided by the number of those creatures (rounded down). If the affected creature's current hit points are less than the resulting value, then it receives the difference as temporary hit points, and if the affected creature's current hit points are greater than the resulting value, it receives the difference as necrotic damage, ignoring creatures' resistance to this damage type. If a creature has taken more than ten times your level in this class damage from this ability then, at the end of each of your turns, you must make a DC 15 Constitution saving throw, ending effect of this ability early on a failed save. Temporary hit points disappear after 1 minute, and creatures receive healing equal to the damage taken from this effect after 1 minute.
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| 8 |
Scorpius |
The creature must make a Constitution saving throw. On a failed save, the creature becomes poisoned and takes 1d4 poison damage, 1d4 acid damage, and 1d4 necrotic damage at the end of each of its turns. The target can use an action to stop taking acid damage and must make a Constitution saving throw at the end of each of its turns to stop taking necrotic and poison damage and remove the poison effect.
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| 9 |
Sagittarius |
D6 magical missiles are fired at the target, each dealing 1d6+1 force damage to the target, and an additional missile is fired on a 6 on the damage die.
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| 10 |
Capricorn |
For 1 minute, if at the start of the creature's turn there is another creature within 30 feet of it that it can see, hear, or smell, the target of the effect takes 2d4 psychic damage. If there are no creatures within 30 feet of it, then it can use action to end this effect early.
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| 11 |
Aquarius |
Creatures within 5 feet of the target must make a Dexterity saving throw against your spell DC. On a failed save, a huge volume of water is poured onto them, dealing 3d8 bludgeoning damage to them, and they fall prone. On a success, they must move 5 feet out of the area of effect( if they used all of their movement on their last turn, they automatically fail this save) and only take half the damage. The creature in the center automatically fails the saving throw and takes extra 2d8 bludgeoning damage.
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| 12 |
Pisces
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You will learn all the information about the characteristics, saving throws, skills, current hit points, damage resistances and immunities, actions, reactions, and a list of prepared spells for this creature.
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Reading the stars
At 5th level, you learn the Augury spell and can cast it as a ritual under next conditions: having a view of the open starry sky and holding a compact telescope. Also, when you cast this spell with this ability, it is modified, you can ask about the result of the actions you are going to perform during the next day instead if next 30 minutes. The spell doesn’t count against your number of spells known. Once you cast this spell with this ability, you can't do it again until you finish a long rest.
At 9th level, you learn the Clairvoyance spell and can cast it as a ritual under the same conditions. The spell doesn’t count against your number of spells known. Once you cast this spell with this ability, you can't do it again until you finish a long rest.
Adjustment of calculations
When you roll a d12 to determine the effect of your Combat Astronomy ability, you can choose to roll an additional d12 and choose one of the two effects, but if one of the rolled effects includes an effect related to your "Zodiac's Sign", you always choose it. You can use this feature a number of times equal to your Intelligence modifier (minimum 1).
Sign from above
Combat Astronomy now works on all targets of the spell that triggered it(you still roll once to determine to which effect they became targets to). This skill does not affect the Libra zodiac sign, you must choose one of the targets of the spell as the target of the ability.
Also, if your "Zodiac's Sign" is rolled on a d12, the ability triggers again without a Wisdom (Survival) check.
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Posted May 26, 2022Scorpius:
The creature must make a Constitution saving throw. On a failed save, the creature becomes poisoned and takes 1d4 poison damage, 1d4 acid damage, and 1d4 necrotic damage at the end of each of its turns. The target can use an action to stop taking acid damage and must make a Constitution saving throw at the end of each of its turns to stop taking necrotic and poison damage and remove the poison effect.
Fixed: