5e SRD >Classes >3rd Party Publisher Classes >Samurai Sheepdog >

Astrologer (3pp, Samurai Sheepdog)

It is important to understand what lies beyond the sky.

Tewodros, Astrologer - Art Credit Satoshi Kamanaka

Tewodros, Astrologer – Art Credit Satoshi Kamanaka

Astrologers, sometimes called astromancers, are simplistic spellcasters who draw their power from the alignment of the stars at any given time. While their magic can be seen as chaotic or random, astrologers know how to make the best use of it, and those with experience can even bend it to their specific needs.

Divining the Stars

The first astrologers were diviners who sought a path not directed by god or man. Flinging their hopes to the stars, they began to study the celestial bodies for answers to questions not yet asked. The reply they received was breathtaking. While it is easy to take the first steps into astromancy, holding to that path can be a challenge when one has foreseen the outcome already.

Astrologers might be arrogant intellectuals who see their practice as mastering the powers of the very cosmos, or they could be bookish and disheveled seers always questioning which of their astrological signs to call upon in a time of need. Some carry with them a full ensemble of outfits to celebrate their current and upcoming alignments, mixing and matching their equipment to suit the will of the stars.

A Convergence of Fate

Astrologers use the position of their world’s constellations to aid their allies and harm their enemies. They rely on their Wisdom and Intelligence to get them through the worst of times.

The astrologer has the ability to decide with each new day whether to ride the rollercoaster that is the zodiac or challenge fate in an attempt to align to a particular constellation. The choice to do either can say a lot about the astrologer’s personality and training.

Creating an Astrologer

When building an astrologer, consider where you received your training. Were you brought up in a school, where you were taught control over the zodiac? Or perhaps you were brought up by a lone mentor, learning to follow the whims of your celestial alignment? You could even have simply been born under a specific sign and wish to better understand the similarities you have with others born there too.

Although you are a spellcaster in the traditional sense, your current alignment within the zodiac always plays a role in your options during combat. Whether or not you wish to control that aspect of your abilities is ultimately up to you.

Quick Build. You can easily pick up and understand the astrologer by following these suggestions. First, Intelligence is a must when it comes to casting the strongest spells and getting the greatest benefit from them. Wisdom helps keep you grounded in reality, and good Dexterity or Constitution can protect you from both physical and magical attacks. Next, choose the Creator as your zodiac so you can focus on bringing enemies down before they harm you and your allies. Finally, choose the sage background.

Class Features

As an astrologer, you gain the following class features.

Hit Points

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

Proficiencies

Weapons. Choose two simple weapons
Tools: Herbalism kit, navigator’s tools
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, History, Insight, Medicine, Nature, and Survival
Armor: none

Equipment

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

  • (a) any simple weapon or (b) an herbalism kit
  • (a) a component pouch or (b) an arcane focus
  • (a) a scholar’s pack or (b) an explorer’s pack
  • Navigator’s tools
Table: The Astrologer
Level Proficiency Bonus Features Spell Slots Slot Level
1st +2 Astromancy, Zodiac 1 1st
2nd +2 Convergence Feature 2 1st
3rd +2 2 2nd
4th +2 Ability Score Improvement 2 2nd
5th +3 Challenge Fate +1 2 3rd
6th +3 Convergence Feature 2 3rd
7th +3 2 4th
8th +3 Ability Score Improvement 2 4th
9th +4 2 5th
10th +4 Convergence Feature 2 5th
11th +4 Challenge Fate +2, Stellar Arcana (6th Level) 3 5th
12th +4 Ability Score Improvement 3 5th
13th +5 Stellar Arcana (7th Level) 3 5th
14th +5 Convergence Feature 3 5th
15th +5 Stellar Arcana (8th Level), Twist Fate 3 5th
16th +5 Ability Score Improvement 3 5th
17th +6 Challenge Fate +3, Stellar Arcana (9th Level) 4 5th
18th +6 4 5th
19th +6 Ability Score Improvement 4 5th
20th +6 Challenge Fate +4, Control Fate 4 5th

Astromancy

You practice astromancy as either a student on your way to formal graduation or a page under the tutelage of a distant or unseen master.

Celestial Alignment

Astrologer Constellations
Zodiac Waxing Zenith Waning
Teacher 1. student 2. magelord 3. hopeful
Survivor 4. warrior 5. kingdom 6. instinct
Storyteller 7. fable 8. lore 9. verse
Creator 10. sentience 11. miracle 12. child

The current celestial alignment, or constellation determines the majority of your spells and one of the cantrips you have access to each day. The Astrologer Constellations table shows the order of the twelve celestial alignments. Without manipulation, the cycle of celestial alignment continues in order from 1 to 12 before starting over.

When you finish a long rest, your celestial alignment shifts to the next constellation. You have two ways to manipulate this shift.

  • You can spend 1 hour of uninterrupted meditation, at the end of which you choose your celestial alignment for the day and one cantrip from either of the constellations surrounding it.
  • You can challenge fate by rolling 1d12 and gaining that alignment for the day. When you do, you also gain both cantrips granted by your surrounding constellations.

Cantrips

At 1st level, you gain one cantrip each day based on your current celestial alignment, one cantrip of your choice from an adjacent constellation, and one cantrip granted by your chosen zodiac. If you challenge fate at the end of a long rest, you also gain the other cantrip granted by the constellations on either side of your current celestial alignment.

Spell Slots

Table: Astrologer shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your astrologer spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell burning hands, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spells Known of 1st Level and Higher

You know and can cast any spell listed for your current constellation as well as any spell granted by your zodiac.

Spellcasting Ability

Choose Intelligence or Wisdom as your spellcasting ability for your astrologer spells. You use your chosen ability score whenever a spell refers to your spellcasting ability. In addition, you use your chosen ability modifier when setting the saving throw DC for an astrologer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your spellcasting ability modifier

Spell attack modifier = your proficiency bonus + your spellcasting ability modifier

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your astrologer spells.

Zodiac

Choose a major constellation, which represents your zodiac sign and the source of your power: Creator, Storyteller, Survivor, or Teacher, all of which are detailed here.

You gain a bonus action that you can use to spend 1 Hit Die when you cast a 1st-level or higher astrologer spell from your zodiac. When you do, you regain the spell slot that was spent and hit points as normal. Once you regain a spell slot with this feature, you must finish a long rest before you can do so again.

Your choice also grants you access to a special cantrip when you choose it at 1st level, and convergence features at 2nd, 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.

Challenge Fate

At 5th level, when you challenge fate at the end of a long rest, you can adjust your d12 roll up or down by 1. If you roll a 12, you can adjust the roll to either 11 or 1, and if you roll a 1, you can adjust to roll to either 12 or 2.

Beginning at 11th level, you can adjust your d12 roll up or down by 2. At 17th level, you can adjust it by 3, and at 20th level, you can adjust it by up to 4.

Stellar Arcana

At 11th level, you unlock a secret in the stars. You can cast one 6th-level spell from either your current celestial alignment, or from your zodiac. You can cast this spell once without expending a spell slot. You must finish a long rest before you can do so again. At higher levels, you can cast more powerful spells in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of Stellar Arcana when you finish a long rest.

Twist Fate

At 15th level, you can shirk fate with greater ease. You gain proficiency in either Fortitude or Reflex saving throws (your choice).

Control Fate

At 20th level, you can spend 1 minute contemplating the position of the stars above, learning their position even if you cannot see them. You then regain all your expended spell slots from your Astromancy feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.

Astrologer Spells

Astrologers have spent years fitting together stories to explain why constellations come and go in the night sky as they do. Those stories contain bits of magic that help an astrologer access the spells gained by her current constellation.

The astrologer spell list is organized by constellation first, then spell level. This allows astrologers to quickly find a list of spells and those around them. Student and child are listed twice (at the beginning and the end) for easier reference.

Child Spells (Repeat from Bottom)

Cantrip—shocking grasp; 1st—purify food and drink; 2nd—moonbeam; 3rd—sleet storm; 4th—fire shield

Teacher Zodiac Spells

Cantrip—prestidigitation; 1st—magic missile; 2nd—hold person; 3rd—haste; 4th—dimension door; 5th—hold monster; 6th—contingency; 7th—teleport; 8th—mind blank; 9th—gate

Student Spells

Cantrip—mending; 1st—detect magic; 2nd—arcane lock; 3rd—blink; 4th—banishment; 5th—wall of force; 6th—true seeing

Magelord Spells

Cantrip—resistance; 1st—shield; 2nd—mirror image; 3rd—fly; 4th—greater invisibility; 5th—wall of stone; 6th—disintegrate; 7th—finger of death; 8th—demiplane; 9th—time stop

Hopeful Spells

Cantrip—guidance; 1st—longstrider; 2nd—knock; 3rd—protection from energy; 4th—stoneskin

Survivor Zodiac Spells

Cantrip—shillelagh; 1st—healing word; 2nd—lesser restoration; 3rd—protection from energy; 4th—mass healing word; 5th—greater restoration; 6th—heroes feast; 7th—resurrection; 8th—antipathy/sympathy; 9th—foresight

Warrior Spells

Cantrip—true strike; 1st—mage armor; 2nd—magic weapon; 3rd—counterspell; 4th—freedom of movement; 5th—telepathic bond; 6th—find the path

Kingdom Spells

Cantrip—light; 1st—goodberry; 2nd—flame blade; 3rd—plant growth; 4th—stone shape; 5th—scrying; 6th—blade barrier; 7th—mirage arcane; 8th—holy aura; 9th—true resurrection

Instinct Spells

Cantrip—sacred flame; 1st—detect poison and disease; 2nd—enhance ability; 3rd—conjure animals; 4th—conjure woodland beings

Storyteller Zodiac Spells

Cantrip—vicious mockery; 1st—comprehend languages; 2nd—enthrall; 3rd—tongues; 4th—locate creature; 5th—commune; 6th—conjure fey; 7th—regenerate; 8th—glibness; 9th—astral projection

Fable Spells

Cantrip—thaumaturgy; 1st—charm person; 2nd—suggestion; 3rd—bestow curse; 4th—hallucinatory terrain; 5th—geas; 6th—mass suggestion

Lore Spells

Cantrip—message; 1st—illusory script; 2nd—misty step; 3rd—fear; 4th—blight; 5th—legend lore; 6th—dream; 7th—etherealness; 8th—power word stun; 9th—power word kill

Verse Spells

Cantrip—minor illusion; 1st—charm person; 2nd—major image; 3rd—sending; 4th—compulsion

Creator Zodiac Spells

Cantrip—produce flame; 1st—cure wounds; 2nd—flaming sphere; 3rd—lightning bolt; 4th—control water; 5th—mass cure wounds; 6th—heal; 7th—fire storm; 8th—earthquake; 9th—mass heal

Sentience Spells

Cantrip—fire bolt; 1st—create or destroy water; 2nd—heat metal; 3rd—revivify; 4th—death ward; 5th—raise dead; 6th—sunbeam

Miracle Spells

Cantrip—ray of frost; 1st—bless; 2nd—find traps; 3rd—remove curse; 4th—wall of fire; 5th—creation; 6th—move earth; 7th—magnificent mansion; 8th—control weather; 9th—wish

Child Spells

Cantrip—shocking grasp; 1st—purify food and drink; 2nd—moonbeam; 3rd—sleet storm; 4th—fire shield

Student Spells (Repeat from Top)

Cantrip—mending; 1st—detect magic; 2nd—arcane lock; 3rd—blink; 4th—banishment; 5th—wall of force; 6th—true seeing

Section 15: Copyright Notice

Lands of Theia 5e. © 2020, Samurai Sheepdog. Designers: Steven Rasheed James and Kevin Glusing