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Applied Astronomist

Prerequisite: Skyseer Vision feat, proficient in Arcana and Nature, character level 7th, must be able to name and identify all the planets detailed in Chapter Five


Features

Hit Dice: 1d6 per applied astronomist level.
Hit Points: 1d6 (or 4) + your Constitution modifier per applied astronomist level.

Spellcasting. Add the following spells to all of your classes’ spell lists: augury , clairvoyance , contact other plane , divination , guidance , guiding bolt . Whenever you gain a level in this class, it grants or advances your choice of bard, cleric, druid, sorcerer, or wizard spellcasting, or warlock Pact Magic and Mystic Arcanum. This advancement includes spell slots, spells prepared, and spells known.

Stargazer (1st level). You gain darkvision with a range of 60 feet, or if you already have darkvision, its range is extended by 60 feet. The range increases to one mile under starlight or moonlight. You cannot be blinded .

Touching the Wheel of Heaven (1st level). Different planes are in ascendance or decline each day, entering or leaving conjunction with various constellations and other celestial phenomena. 

After a long rest , if you were able to spend an hour watching the night sky in the past day, roll two times on the following table to determine which planes you are able to connect to. Reroll duplicates. This connection determines the effects of some of your powers. The connection lasts until you finish a long rest, but no more than 24 hours.

Table: Planar Connections

1d8: Roll two times each day. 

1 – Jiese, plane of fire.

2 – Caeloon, plane of air.

3 – Av, plane of dreams.

4 – Ostea, plane of water.

5 – Urim, plane of earth.

6 – Mavisha, plane of journeys.

7 – Ascetia, plane of time.

8 – Amrou, plane of wards.


Heavenly Flare (1st level). As an action, you can choose one plane you are attuned to and one creature you can see within 60 feet. You manifest a flare of starlight which deals 2d6 radiant damage to that creature and inflicts an additional effect based on the plane you chose. The damage increases to 3d6 if your character level is 11 or higher, and 4d6 at level 17 or higher. A saving throw against your spell DC negates the damage and extra effect. The type of saving throw depends on which plane you choose.

Plane

Additional Effect on Target

Jiese, plane of fire

(Dex save) The target catches on fire. A creature that is on fire take 1d10 fire damage at the end of each of its turns until it spends an action to put itself out. The damage increases 2d10 when you reach 17th level.

Caeloon, plane of air

(Dex save) Erratic winds impose disadvantage on the target’s attack rolls until the end of your next turn.

Av, plane of dreams

(Wis save) The target is charmed until the end of your next turn.

Ostea, plane of water

(Con save) If the target has blood, choose a creature within 60 feet of you to heal an amount equal to the damage you dealt.

Urim, plane of earth

(Str save) The target is knocked prone and cannot teleport until the end of your next turn.

Mavisha, plane of journeys

(Str save) A surge of water pushes the target 20 feet in any direction.

Ascetia, plane of time

(Cha save) The target is stunned until the end of your next turn. While stunned, the target is immune to damage, forced movement, and status effects. No creature can be affected by this two rounds in a row.

Amrou, plane of wards

(Wis save) Until the end of your next turn, the target’s speed is reduced to 0, and it cannot benefit from increases to speed.


Follow Yonder Star (2nd level). You can let the stars guide your movement and protect you. At the start of your turn you can call upon the stars. This does not require an action. Until the end of your next turn your enemies miss with their opportunity attacks that target you or your allies. You cannot use this power again until you take a long rest .


Space Travel (2nd level). Each day you gain movement options or bonuses from the two planes you are connected to.

Plane

Movement Option

Jiese, plane of fire

You can Dash as a bonus action.

Caeloon, plane of air

You gain a fly speed equal to your base land speed, and you can hover.

Av, plane of dreams

You can walk on walls and ceilings, and if you fall you safely land on the nearest surface as if it were down.

Ostea, plane of water

You gain a swim speed equal to your base land speed.

Urim, plane of earth

You ignore the first 5 ft. of forced movement whenever you’d be moved. You may automatically resist being teleported or knocked prone .

Mavisha, plane of journeys

You can teleport 30 feet as an action. If you arrive in an area that provides or that no other creature is observing, you can Hide without spending an action.

Ascetia, plane of time

If you did not move on your previous turn, double your speed.

Amrou, plane of wards

Enemies treat the ground within 10 feet of you as difficult terrain .


Cataclysmic Conjunction (3rd level). As an action you can cause a portion of another plane to temporarily merge with reality. Choose a plane you’re attuned to today. A 15-foot-radius burst within 60 feet of you becomes suffused with the essence of that plane.

When you use this ability, creatures in the burst must make a save against your spell DC. The chosen plane determines the type of save, as with heavenly flare. On a failed save, a creature takes 4d6 force damage and 4d6 radiant damage and suffers the same effect as a heavenly flare of that plane. A creature that succeeds its save takes half as much damage and suffers no extra effect.

For the next five minutes, that area is altered, depending on what plane you chose. You cannot use this power again until you take a long rest .

Plane

Area Effect

Jiese, plane of fire

As a bonus action, you can create an object composed of solid firegem, of any rough shape, up to 15 feet across in any unoccupied space in the area. The object is as durable as wood, but vanishes when the effect ends.

Caeloon, plane of air

Area fills with your choice of fog ( concealment ), or winds up to 30 miles per hour ( disadvantage to ranged weapon attacks at short range, and long range attacks are impossible), or calm air (makes the temperature comfortable and the air breathable).

Av, plane of dreams

Enemies in the area have disadvantage on saves against magical effects. Allies in the area have advantage on those saves.

Ostea, plane of water

Area fills with blood to the depth of your choice, either calm or choppy – which requires a DC 5 or DC 15 Strength (Athletics) check.

Urim, plane of earth

As a bonus action, you can roughly tunnel through up to three 5-ft. cubes of earth or stone in the zone, or extrude an equal amount of stone from a rocky surface.

Mavisha, plane of journeys

When a creature enters the area, you can spend your reaction to have it arrive in any space along the interior perimeter of the area. When a creature leaves the area, you can spend a reaction to have it exit on any exterior space along the perimeter.

Ascetia, plane of time

Enemies in the area are overwhelmed with images from their memories, and treat the area as heavily obscured .

Amrou, plane of wards

Creatures in the area lose resistances to damage, and if they are immune to a damage type instead they have resistance to it.