< User:Celestial Mechanist

User:Celestial Mechanist/Astromancer

The Astromancer

Astromancers are incredibly powerful spellcasters that draw on the raw power of the stars. They need not memorize or prepare any spells, instead feeding their spells from the strength of the sky.

Author's Note

This class, and my other, Channeller, were designed for a specific player character and a DM plot device within my own campaign. They have NOT been heavily playtested and thus are probably not suited for normal play. Please consult your DM before selecting these classes. Always remember your DM can homebrew any features they feel are too strong. Thanks! Celestial Mechanist

Ul'suyrhs, the Forgotten

The mighty Voidborn Draconian raises his Dusklight Blade to the stars, casting a mighty Celestial Bolt into a dragon, blasting it from the sky. Approaching its corpse, the Draconian uses a Celestial cleansing ritual to capture the dragon's soul, gifting it to the stars in exchange for more power.

Creating an Astromancer

Ey'sehs, an Astromancer (https://twitter.com/Warcraft/status/878010403120234496)

When creating an astromancer, keep in mind the key components of the class. How did you receive your connection to the stars and the Void? How has this affected your personality and levels of sanity? How have you controlled so much knowledge and power?

Quick Build

You can make an astromancer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Wisdom. Second, choose the sage background.

Class Features

As a Astromancer you gain the following class features.

Hit Points

Hit Dice: 1d6 per Astromancer level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Astromancer level after 1st

Proficiencies

Armor: none
Weapons: none
Tools: Cartographer's tools, any and all tools that use the stars
Saving Throws: Intelligence, Wisdom
Skills: Arcana, History

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • A robe composed of an otherworldly fabric that gleams dimly under starlight
  • Cartographer's tools
  • A pouch for spell components
  • A Celestial focus
  • If you are using starting wealth, you have 0 in funds.

Table: The Astromancer

LevelProficiency
Bonus
FeaturesCelestial Bond StrengthCelestial Spell Slots
1st+2Celestial Bond, Celestial Spellcasting11
2nd+2Celestial Positioning11
3rd+2Celestial Missiles13
4th+2Ability Score Improvement13
5th+3Shine Bright25
6th+3Celestial Empowerment25
7th+3Bathed in Starlight27
8th+3Ability Score Improvement27
9th+4Improved Celestial Missiles39
10th+4Celestial Siphoning39
11th+4Prediction311
12th+4Ability Score Improvement411
13th+5Awakened Celestial Missiles413
14th+5Greater Celestial Bond413
15th+5Celestial Manipulation515
16th+5Ability Score Improvement515
17th+6Celestial Wrath617
18th+6Celestial Might617
19th+6Ability Score Improvement619
20th+6Celestial Apotheosis720

Celestial Bond

At 1st level, you have a bond with the Celestial stars and the Void. Increase your proficiency modifier by the strength of your Celestial Bond, shown in the Astromancer features table.

Celestial Spellcasting

At 1st level, your access to the Celestial powers allows you to cast spells. You know all spells at all times, and do not need to prepare spells or record them. You can use a Celestial focus as a focus for your spells, reducing their material costs by up to 10gp.

Your spellcasting modifier is Intelligence, and the spell save DC for your spells is 8+Intelligence modifier+Proficiency modifier.
Your total spell slots are outlined in the Astromancer feature table. Using a spell will consume slots equal to half its level rounded up. Regain the spell slots after a long/short rest.

Celestial Positioning

At 2nd level, you know the exact patterns of the stars. You have perfect knowledge of your current position and the current time, and can flawlessly record maps and locations as long as you've visited that location.

Celestial Missiles

At 3rd level, you gain access to the innate ability to weaponize the stars. You know the cantrip "Celestial Missiles," outlined below.

Celestial Missiles

You create three bolts of celestial energy that hit up to three targets within 100 feet or 250 feet when outside and in starlight. Each bolt deals 1d8 radiant damage. This increases to 2d8 at 5th level, 4d8 at 10th level, and 10d8 at 20th level. You may cast this spell as a spell of 1st level or higher. Doing so increases the amount of Missiles by one per level.

Ability Score Increase

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.

Shine Bright

At 5th level, any spell you cast that deals radiant damage deals an additional d4 radiant damage on a successful hit.

Celestial Empowerment

At 6th level, you may use an action to expend any number of spell slots. Add Xd6 radiant damage to your next radiant damage dealing spell cast, where X is half the number of slots expended.

Bathed in Starlight

At 7th level, your soul becomes bathed in the light of stars. You can use an action to expend any number of spell slots. Regain Xd6 hit points, where X is half the number of slots expended.

Improved Celestial Missiles

At 9th level, casting Celestial Missiles allows you to fire a bonus missile. Additionally, casting it as a spell of 3rd level or higher will allow you to target an area with diameter equal to 5 times the number of Missiles, hitting each target within that area.

Celestial Siphoning

At 10th level, dealing 10 or more radiant damage in a single action causes you to recover 1d10 hit points.

Prediction

At 11th level, your connection to the Stars has reached an amazing level of synchronicity. You may focus your mind on the Stars and use an action to predict all movements. Until your next turn, creatures have disadvantage to attack you and your AC is increased by 3. Your next attack action made has advantage. This feature cannot be used again until you have completed a long rest.

Awakened Celestial Missiles

At 13th level, you gain the ability to further manipulate the energy of stars while casting Celestial Missiles. A creature struck by three or more Celestial Missiles from a single volley must make a Constitution save or be stunned. Additionally, casting Celestial Missiles as a spell of 7th level or higher will double the amount of missiles generated.

Greater Celestial Bond

At 14th level, your Celestial power grows. Whenever you make a saving throw, you can always substitute your Intelligence modifier.

Celestial Manipulation

At 15th level, the attacks of most foes become lost in your starlight. After casting a spell, your AC is increased by 2 until your next turn. This effect cannot stack.

Celestial Wrath

At 17th level, the strength of your spells grows. When casting any spell of 7th level or higher, you may use a bonus action to engulf your foes in Celestial Wrath. Any 10 creatures of your choice must make a Dexterity saving throw or be struck by a bolt of Celestial Wrath, dealing 1d12 radiant damage on a failed throw or half as much on a successful one.

Celestial Might

At 18th level, your Celestial power shines over all of your abilities. You may add your proficiency modifier to all skills, checks, saves, and rolls.

Celestial Apotheosis

At 20th level, you have truly ascended beyond any mortal understanding of Celestial power. No matter the level cast, Celestial Missiles will always consume one spell slot unless being cast as a cantrip. Additionally, casting Celestial Missiles as a 9th level spell will cause each missile to deal 10d20+Intelligence Modifier+Wisdom Modifier radiant damage, and casting it as an Epic spell will double this. Additionally, your body is nearly wholly composed of starlight, and you gain advantage on all saving throws. This advantage cannot be removed.

Optional Mechanic: Epic Level Casting

An “Epic” spell as mentioned by Celestial Apotheosis is an incredibly rare and costly ritual that allows a spell to be cast at a 10th level. Unless stated otherwise, the spell simply adds another tier of effects onto the spell, as it would for any other spell. Once you cast an Epic spell, casting any other spells before competing a long rest will result in dealing 1d20 necrotic damage to you and add one level of fatigue. This damage can’t be reduced or negated.

Multiclassing

You cannot multiclass into the Astromancer class.
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