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.
Draw
Draw a card from the deck of fate.
Roll a D6, you can bestow the effect of the rolled card upon yourself or an ally within 30 feet as part of the draw action.
1 - The Balance - The next time you would deal damage, you may roll an additional damage die.
2 - The Bole - Increase your AC by 2 until the end of your next turn.
3 - The Spear - You gain a hasted action on your next turn. You may use this to dash, dodge, disengage or make one melee attack.
4 - The Arrow - Your may cast a cantrip with a casting time of 1 Action as a bonus action on your next turn.
5 - The Ewer - You may cast a 1st level spell without expending a spell slot.
6 - The Spire - Increase your movement speed by 10 until the end of your next turn.
The effect of the card automatically takes affect and fades once used. The card also fades if you draw another card or take a short rest. You may use this feature a number of times equal to your Wisdom modifier and regain all uses when you finish a long rest.
Hold
You may use your bonus action to hold a card from your draw action. It stays in your hand and you can use a bonus action on a later turn to bestow it. It fades if you use your draw feature again or finish a short rest.
Channel Divinity: Celestial Opposition
You may use your channel divinity as a reaction to impose disadvantage on an attack roll you see within 30 feet of you.
Spread
As part of your draw action, you may expend a spell slot of 2nd or greater and target a number of people equal to the slots level to gain the benefit of your drawn card.
Shuffle
When you use your Draw action, you may roll 2 D6's and choose which one you want to use.
Cosmic Draw
You call upon the full power of the cosmos. The cards you draw from your Draw action are improved in the following ways:
1 - The Balance - The next time you would deal damage, you may roll an additional 3 damage die.
2 - The Bole - Increase your AC by 5 until the end of your next turn.
3 - The Spear - You gain an extra action on your next turn.
4 - The Arrow - Your may cast a spell of level 2 or lower with a casting time of 1 Action as a bonus action on your next turn.
5 - The Ewer - You may cast a 3rd level spell without expending a spell slot.
6 - The Spire - Increase your movement speed by 30 until the end of your next turn.







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