From Darkwind DND
Jump to navigation Jump to search

The Astromancer is a completely custom class built specifically for Ittemar. It is currently still a work in progress and therefore still needs play testing to make sure that it is viable at higher levels. PROCEED WITH CAUTION.

Quick build

You can make an astromancer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Strength, if you plan to adopt the Study of the Sun martial archetypes. Second, choose the sage background.

Class Features

As an Astromancer, you gain the following class features. Hit Points Hit Dice: 1d8 per level Hit Points at 1st Level: 8 + your Constitution Modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution Modifier per Astromancer level after 1st


Armor: Light Armor Weapons: Simple Weapons Tools: Gaming set

Saving Throws: Intelligence, Constitution Skills: Choose two from the following: Arcana, History, Insight, Nature, Persuasion and Religion


You start with the following equipment, in addition to the equipment granted by your background: (a) a simple weapon or (b) a light crossbow with 20 bolts (a) an arcan focus, (b) holy symbol or (c) component pouch (a) scholar's pack or (b) explorer's pack Leather Armor, two daggers and a simple weapon


You have learned how to call upon the heavenly bodies to cast spells (make lengthier).


At 1st level, you know three cantrips of your choice from the astromancer spell list. You learn additional astromancer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Astromancer table.

Preparing and Casting Spells

The Astromancer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of Astromancer spells that are available for you to cast, choosing from the astromancer spell list. When you do so, choose a number equal to your Intelligence modifier + your astromancer level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 3rd level astromancer, you have four 1st level and two 2nd level spell slots. With an Intelligence of 16, your prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st level spell guiding bolt, you can cast it using a 1st level or 2nd level slot. Casting the spell doesn’t remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of astromancer spells requires time spent: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for your astromancer spells. The power of your spells comes from your study of the heavenly bodies in the sky. You use your Intelligence, whenever an astromancer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an astromancer spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Ritual Casting

You can cast any astromancer spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus

You can use an arcane focus or a holy symbol as a spell casting focus for your astromancer spells.

Divine Inspiration

You can inspire others with your divination abilities. To do so, you must spend at least 1 minute casting die, bones or drawing cards to divine the future. Once you divine the future for one creature, including yourself, they gain a Divine Inspiration die, a d6. Once within the next hour, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Divine Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Divine Inspiration die is rolled, it is lost. A creature can have only one Divine Inspiration die at a time. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest. Your Divine Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

Channel Divinity

At 2nd level, you gain the ability to channel divine energy directly from the sky, using that energy to fuel magical effects. You start with two such effects: Opponent Insight and an effect determined by your Study. Some Studies grant you additional effects as you advance in levels, as noted in the Study description. When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your astromancer spell save DC. Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

Channel Divinity: Opponent Insight

Using your action, you can cast your Channel Divinity to learn certain information about another creature’s capabilities. The DM will tell you two of the following choices: Intelligence modifier Wisdom modifier Charisma modifier Spell DC Current Hit Points Active Skills

Heavenly Studies

At 2nd level, you choose a specific archetype: Study of the Sun, Study of the Moon, and Study of the Stars, all three detailed at the end of the class description. Your choice grants you features at 2nd level, and again at 6th, 10th, and 14th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Draw Inspiration

Beginning when you reach 7th level, you regain all of your expended uses of Divine Inspiration when you finish a short or long rest.

Power of the Heavens

By 11th level, you can use a bonus action to grant yourself the ability to fly up to your walking speed for 1 hour. You must finish a short or long rest before you can use this ability again.

Astral Form

At 20th level, your form becomes like the heavens, granting you the following effects for 1 minute: You emit light in a 30 foot radius, and dim light out to 60 feet. You can pass through creatures, dealing 5d8 radiant damage to them. In addition, you cannot be moved by any means except by yourself. If you drop this form while around a creature, you appear within 5 feet of them. You are resistant to all sources of damage and immune to all status conditions. If you have a poison or disease, it is suspended until the form drops. You gain flying speed of 60 feet. You must finish a long rest before you can use this ability again.



Spell List
2nd Burning Hands, Hellish Rebuke
3rd Flaming Sphere, Heat Metal
5th Daylight, Fireball
7th Fire Shield, Wall of Fire
9th Dawn, Flame Strike
Sun Strike

2nd level ability, that’s very sun like

Channel Divinity: Wrath of the Sun

As a bonus action, you utter a spiteful phrase against a creature within 10 feet of you, using your Channel Divinity. The target is marked by the intense rays of the sun, making them into a beacon and preventing them from being hidden or going invisible for 1 minute. The light emitted by the target reaches out 60 feet and dim light reaches out 60 feet beyond that. In addition, any creature within 5 feet of the target must make a Constitution save or be blinded for the next minute. Creatures affected this way can reroll the save at the end of their turn as long as they are more than 5 feet from the target.

Extra Attack

6th level ability, Fire Stuff lol.

Aura of Fire

10th level ability, MOAR FIRE BURN!!!

Improved Sun Strike

14th level ability, Improved 2nd or 6th ability?


Spell List
2nd Cure Wounds, Heroism
3rd Calm Emotions, Moonbeam
5th Revivify, Sleet Storm
7th Death Ward, Ice Storm
9th Cone of Cold, Reincarnate

2nd level ability, that’s very moon like

Channel Divinity: MOOOOON

Something about the MOOOOON.


6th level ability, Ice Stuff?


10th level ability, Healing Stuff?


14th level ability, Improved 2nd or 6th ability?