Base Class: Cleric
Ever has man coveted knowledge, and none more so than that of his fate. Thus did he labor to master the skill of foresight—but initial efforts bore little fruit. That is, until he looked to the stars above, which foretell the coming seasons, and learned to read the heavens.
Though this gift is known today as astrology, the people of Sharlayan saw fit to not only read the stars, but to write their movements as well. By attuning their aetherial energies to that of constellations, they learned to wield magicks with heretofore unseen properties.
Thus was astromancy born—a new form of magick which grants its users power over fate. Employing a star globe and divining deck in their miraculous deeds, fortune always smiles upon these masters of arcana.
This subclass was inspired by Final Fantasy 14's Online class the Astrologian, I will still make tweeks based off how I see it play out in my campaign as well as revise and balance change it as I see fit. Please tell me how you enjoy or think what I can improve on.
-Jin'tal
Astrologian Magick
You have been given insight on a celestial magick, The god has granted you access to Astrologian Magick.
With these new spells you are equipped to become one of the most feared of all, with this connection the spells granted to you are.
Divining Deck
Malefic
Gravity
and Stellar Detenation.
Disciple of the Stars
Starting at level 1, you have mapped the stars allowing you to foresee the future and aid those who are weaker then you. When going with the Astrologian Domain you gain extra hit points upon leveling equal to 1d4 + con modifier.
Astral Luck
Beginning at 6th level, The stars fall on you when casting a card from your divining deck you can reshuffle once per turn for free with no action and play that card in the same turn.
Umbral and Astral
At 8th level, You call upon Umbral and Astral stars. You can choose wether to infuse a creature's weapon with Umbral or Astral powers (Radiant or Psychic) adding extra damage to their next successful attack.
If you choose Umbral the weapon shines bright adding 30ft of vision around the creature and adding 1d6 Radiant Damage.
If you choose Astral the weapon glows purple with stars appearing around the creatures weapon adding 1d8 Psychic Damage.
Warrior of Light
Starting at 17th level, You embody the celestial being granting you the power when casting healing spells on other creatures you also heal yourself for the max roll on your dice, while also granting yourself extra 2d6 (Radiant) as a modifier for your damage for 10 minutes.







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Posted Apr 4, 2020I’m so excited to see that somebody made this subclass! It’s something I loved in ffxiv, and I actually made a rough adaptation of it for pathfinder a couple years ago. But I’ve been looking for something like this in 5e, and I just wanted to thank you for posting it! My only question would be about the astroglobe, but that’s more of a flavor thing to talk to my dm about. Either way, I hope it plays well for you, and for everyone else who uses it. I’ll keep peeking in to see if you tweak anything, and I’ll be sure to review again after I’ve experienced it for myself after a couple sessions.
-Shaylam