Astromancer
About this class
**This class is for a campaign I made for my friends, so I wouldn´t recomend it to anyone else at least for now, thanks for your understanding**
Some creatures of this world recieved a gift from the stars, it could have been when they were born or in some moment of their lives that inevitably connected them to the stars above, those who answered the calling of this gift with time and effort become Astromancers, users of the astral magic, be it hopeful adventurers or knowledgeable wanderers, the way of the stars always guide them to unexpected places, but even in that, it can´t decide for them, wether they use this power for the wellbeing of others or their own interests belongs only to the ones who recieved this gift.
Domains
Arcana
Splendor
Starting stats
Hope feature
Class features
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Look through the veil
Choose a number, even or odd and roll a duality dice, on a success, the veil will lift and reveal something of interest in your surroundings within very close to even farther distance, you can do this once per rest.
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Fortune is a brightful thing
Choose a number between 1 and 12, whenever it rolls on your Fear dice you can clean a Stress.
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They whisper in a strange way
You are more sensitive to the influence of the truth of this world, because of this you will attract the attention of beings beyond this plane, in a good and a bad way.
Class items
- An object precious to you, related in someway to the stars above or a little accesory made of adventurine.
Character questions
Background prompts
Connection prompts
Subclass cards
Printable via header menu
Astral voyager
Foundation
SPELLCAST TRAIT: Instinct
Nano-star: Mark a Stress you can summon a star mote of the size of your palm, it can illuminate to even farther distance, rolling a 1d2 dice you can inbuy it with one of two blessings: (1) Sun: when the mote is vanquished or destroyed it can blind enemies at very close range, applying Vulnerable to two adversaries. (2) Moon: rolling a spellcast roll (15), The light can reveal hidden adversaries or objects, when it reveals an adversary they take 1d10 magic damage.
Astral voyager
Specialization
The laws of the beyond: Your understanding of the universal laws let you bend them at your will… Mark a Stress so you can roll a Spellcast roll against an adversary to lift them from the ground making them Vulnerable until they are hit 3 times. Or you can mark a Stress to describe how you use gravity magic to help an ally evade an attack, when you do, roll a d6 and add the result to their evasion against the attack.
Astral voyager
Mastery
The power of the great beyond: once per long rest, channel the energies of the stars through your body, when you do, describe how it happens and choose one the following benefits to gain until your next rest: The void: whenever you succed an attack you can add d6 damage to your roll. The touch: whenever you succed an attack you can spend a hope to heal a d6 dice to an ally or yourself.
Astrum Knight
Foundation
The Aspects blessing: Mark a Stress to channel one of the blessings of the astral aspects until you take Severe damage or until your next rest. The brightest: You can spend 1 Hope to roll a 1d3 to heal Hit points of an ally or yourself. The Certainty: Choose between yourself or an ally, they gain +2 to their damage rolls. The Wish: When an attack roll succeds agains you, you can reroll your evasion dice. The Dream: when one of your rolls gives Fear you can clear one Stress from you or an ally
Astrum Knight
Specialization
Will of the stars: When you hold weapons with Strength trait in your hands they change to Instinct trait. Astral blast: channeling the power of above, you can spend 1 Hope to make a spellcast roll against an adversary to burn them with the power of a comet, damaging them d10 magic attack
Astrum Knight
Mastery
A paragon of the stars: you are their knight, honor their guidance, gain permanently +2 to your severe damage thresholds. Once per long rest, recieve one of the following effects until your next rest. The brightest: when you roll a Critic, the GM loses 1 fear The Certainty: when one attack is sucessful, you can spend 1 Hope to make your enemy mark 1 Stress. The Wish: gain +2 to your evasion dice. The Dream: +1 to your spellcast dice.
Astromancer
**This class is for a campaign I made for my friends, so I wouldn´t recomend it to anyone else at least for now, thanks for your understanding**
Some creatures of this world recieved a gift from the stars, it could have been when they were born or in some moment of their lives that inevitably connected them to the stars above, those who answered the calling of this gift with time and effort become Astromancers, users of the astral magic, be it hopeful adventurers or knowledgeable wanderers, the way of the stars always guide them to unexpected places, but even in that, it can´t decide for them, wether they use this power for the wellbeing of others or their own interests belongs only to the ones who recieved this gift.
Domains
Arcana + Splendor + Wonder
Starting Evasion
10
Starting Hit Points
6
Class Items
- • An object precious to you, related in someway to the stars above or a little accesory made of adventurine.
Astromancer’s Hope Feature
Extraplanar experience : spend 3 Hope, to make an enemy within close range phase out of your plane of existence for a moment, when they try to act, they must roll the a duality dice (difficulty 15 or spending a Fear), when they come back they gain temporarily the Vulnerable status.
Class Features
Look through the veil
Choose a number, even or odd and roll a duality dice, on a success, the veil will lift and reveal something of interest in your surroundings within very close to even farther distance, you can do this once per rest.
Fortune is a brightful thing
Choose a number between 1 and 12, whenever it rolls on your Fear dice you can clean a Stress.
They whisper in a strange way
You are more sensitive to the influence of the truth of this world, because of this you will attract the attention of beings beyond this plane, in a good and a bad way.
Astromancer Subclasses
Choose either the Astral voyager or Astrum Knight subclass.
Astral voyager
Play the Astral Voyager if you want to manipulate the laws of reality to your favor to get closer to the truths of this world.
Spellcast Trait
Instinct
Foundation Features
Nano-star: Mark a Stress you can summon a star mote of the size of your palm, it can illuminate to even farther distance, rolling a 1d2 dice you can inbuy it with one of two blessings: (1) Sun: when the mote is vanquished or destroyed it can blind enemies at very close range, applying Vulnerable to two adversaries. (2) Moon: rolling a spellcast roll (15), The light can reveal hidden adversaries or objects, when it reveals an adversary they take 1d10 magic damage.
Specialization Feature
The laws of the beyond: Your understanding of the universal laws let you bend them at your will… Mark a Stress so you can roll a Spellcast roll against an adversary to lift them from the ground making them Vulnerable until they are hit 3 times. Or you can mark a Stress to describe how you use gravity magic to help an ally evade an attack, when you do, roll a d6 and add the result to their evasion against the attack.
Mastery Feature
The power of the great beyond: once per long rest, channel the energies of the stars through your body, when you do, describe how it happens and choose one the following benefits to gain until your next rest: The void: whenever you succed an attack you can add d6 damage to your roll. The touch: whenever you succed an attack you can spend a hope to heal a d6 dice to an ally or yourself.
Astrum Knight
Play the Astrum Knight if you wish to manifest the power of the stars and the great beyond to defeat your opponents and help your allies achieve victory.
Foundation Features
The Aspects blessing: Mark a Stress to channel one of the blessings of the astral aspects until you take Severe damage or until your next rest. The brightest: You can spend 1 Hope to roll a 1d3 to heal Hit points of an ally or yourself. The Certainty: Choose between yourself or an ally, they gain +2 to their damage rolls. The Wish: When an attack roll succeds agains you, you can reroll your evasion dice. The Dream: when one of your rolls gives Fear you can clear one Stress from you or an ally
Specialization Feature
Will of the stars: When you hold weapons with Strength trait in your hands they change to Instinct trait. Astral blast: channeling the power of above, you can spend 1 Hope to make a spellcast roll against an adversary to burn them with the power of a comet, damaging them d10 magic attack
Mastery Feature
A paragon of the stars: you are their knight, honor their guidance, gain permanently +2 to your severe damage thresholds. Once per long rest, recieve one of the following effects until your next rest. The brightest: when you roll a Critic, the GM loses 1 fear The Certainty: when one attack is sucessful, you can spend 1 Hope to make your enemy mark 1 Stress. The Wish: gain +2 to your evasion dice. The Dream: +1 to your spellcast dice.
Background Questions
Answer any of the following, or create your own.
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Connections
Ask one of the following, or improvise.
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Discussion
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