Astrology
Astrology shapes a character's supernatural focus, training, and power set.
Power index
Astrology Powers
42 powers, grouped by tier. The rules needed for quick reference are shown directly in each row.
Tier 0
2
Focus hostile star-magic through your astrolabe or star chart at one creature within range. Make a ranged power attack. On a hit, the target takes 1d6 radiant, force, or psychic damage, chosen when you make the attack.
- Action
- Action
- Use
- At-Will
- Range
- 60 ft.
- Duration
- Instant
- Effect
- 1d6
- Type
- Radiant / Force / Psychic
- Roll
- Attack

Consult your chart, deck, or astrolabe. Choose one creature, object, location, or course of action you can perceive. The GM gives one brief sign: favorable, unfavorable, mixed, or unclear. The sign reflects the present trajectory, not a guaranteed future.
- Action
- Action
- Use
- At-Will
- Range
- Self
- Duration
- Instant
- Type
- Divination / Stars
Tier 1
4
Call on a favorable star to mend one creature within range. The target regains 1d8 + your INT modifier hit points. If the target is under one of your star sign effects, it also gains temporary hit points equal to the sign die.
- Action
- Action
- Use
- At-Will
- Range
- 60 ft.
- Duration
- Instant
- Effect
- 1d8 + INT
- Type
- Healing / Stars

Draw a lesser sign for yourself or one creature you can see within range. Choose Balance, Arrow, Bole, Ewer, Spear, or Spire. Once before the duration ends, the target adds 1d4 to one damage roll, attack roll, saving throw, speed check, defense roll, or healing roll appropriate to the sign.
- Action
- Bonus Action
- Use
- At-Will
- Range
- 60 ft.
- Duration
- 1 Minute
- Effect
- 1d4
- Type
- Star Sign

When a creature within range takes damage, raise a brief moonlit ward. Reduce the triggering damage by 1d6 + your INT modifier. If the attacker is under an unfavorable omen from you, reduce the damage by an additional 1d4.
- Action
- Reaction
- Use
- At-Will
- Range
- 60 ft.
- Duration
- Instant
- Effect
- 1d6 + INT
- Type
- Reduction / Moon

For the duration, you know true north, have advantage on Arcana or Survival checks made to navigate by celestial signs, and have advantage on checks to identify planar, lunar, solar, or stellar phenomena.
- Action
- Action
- Use
- At-Will
- Range
- Self
- Duration
- 10 Minutes
- Type
- Navigation / Stars
Tier 2
4
Call on sun-aligned stars to mend one creature within range. The target regains 2d8 + your INT modifier hit points. The first time the target starts its turn below half hit points before the duration ends, it regains additional hit points equal to your INT modifier.
- Action
- Action
- Use
- At-Will
- Range
- 60 ft.
- Duration
- 1 Minute
- Effect
- 2d8 + INT
- Type
- Healing / Sun

Convert a drawn sign into a minor arcana. Choose one creature within range. If the sign is aggressive, the target takes 2d6 force or radiant damage. If the sign is protective, one creature within range regains 2d6 hit points. If no sign is active, choose the mode when you use this power.
- Action
- Bonus Action
- Use
- At-Will
- Range
- 60 ft.
- Duration
- Instant
- Effect
- 2d6
- Type
- Force / Radiant / Healing

Wrap one creature within range in moonlit protection. The target gains temporary hit points equal to 2d8 + your INT modifier. While those temporary hit points remain, the target has advantage on saves against being frightened or charmed.
- Action
- Action
- Use
- At-Will
- Range
- 60 ft.
- Duration
- 1 Minute
- Effect
- 2d8 + INT
- Type
- Temp HP / Moon

When a creature within range benefits from or suffers one of your star sign effects, replace it with a different sign of the same strength. The old sign ends and the new sign lasts for the remaining duration.
- Action
- Reaction
- Use
- At-Will
- Range
- 60 ft.
- Duration
- Instant
- Type
- Sign / Control
Tier 3
4
Release a sunlit restorative pulse. Creatures of your choice in the emanation regain 3d8 + your INT modifier hit points. A target under one of your sign effects also regains hit points equal to the sign die.
- Action
- Action
- Use
- At-Will
- Range
- Self (30 ft.)
- Duration
- Instant
- Effect
- 3d8 + INT
- Type
- Healing / Sun

When creatures of your choice in the emanation take damage, oppose the impact with moonlit force. Each chosen creature reduces the triggering damage by 3d8 + your INT modifier. A creature under one of your sign effects also gains temporary hit points equal to the sign die.
- Action
- Reaction
- Use
- At-Will
- Range
- Self (30 ft.)
- Duration
- Instant
- Effect
- 3d8 + INT
- Type
- Reduction / Moon

Read a creature’s moment of greatest need. One creature within range gains advantage on the next saving throw it makes before the duration ends. If it is below half hit points when the save is made, it also regains 2d8 hit points.
- Action
- Bonus Action
- Use
- At-Will
- Range
- 60 ft.
- Duration
- 1 Minute
- Effect
- 2d8
- Type
- Fate / Healing

When you draw a sign, you may store it instead of applying it. You may hold one stored sign at a time. As a bonus action before the duration ends, apply the stored sign to yourself or one creature within 60 ft.
- Action
- Reaction
- Use
- At-Will
- Range
- Self
- Duration
- 1 Hour
- Effect
- 1 sign
- Type
- Sign / Storage
Tier 4
4
Call a small star down at a point within range. Creatures in a 15-ft. radius must make a DEX save, taking 6d8 radiant or force damage on a failed save, or half damage only on a success.
- Action
- Action
- Use
- At-Will
- Range
- 120 ft.
- Duration
- Instant
- Effect
- 6d8
- Type
- Radiant / Force
- Save
- DEX

When a creature within range would be moved, knocked prone, frightened, charmed, or disoriented, fix its fate in place. The target adds 1d8 + your INT modifier to the triggering save or opposed check.
- Action
- Reaction
- Use
- At-Will
- Range
- 60 ft.
- Duration
- Instant
- Effect
- 1d8 + INT
- Type
- Fate / Defense
- Save
- Varies

Chart one willing creature’s protective horoscope. Choose STR, DEX, CON, INT, WIS, or CHA. For the duration, the first time the target fails a save using that ability, it may reroll the save and must use the new result.
- Action
- Action
- Use
- At-Will
- Range
- Touch
- Duration
- 8 Hours
- Effect
- 1 reroll
- Type
- Fate / Ward

Choose one creature within range. The target must make a WIS save, taking 5d8 psychic or radiant damage and subtracting 1d6 from its next attack roll or saving throw before your next turn on a failed save, or half damage only on a success.
- Action
- Action
- Use
- At-Will
- Range
- 90 ft.
- Duration
- 1 Minute
- Effect
- 5d8 / 1d6
- Type
- Psychic / Radiant
- Save
- WIS
Tier 5
4
For the duration, you and chosen creatures in the emanation cannot become lost by mundane means, travel at normal pace through darkness or poor weather, and have advantage on checks to avoid natural hazards, planar drift, and misleading routes.
- Action
- 10 Minutes
- Use
- At-Will
- Range
- Self (1 mile)
- Duration
- 8 Hours
- Effect
- 1 mile
- Type
- Travel / Stars

An eclipse-sign darkens one creature within range. The target must make a CHA save. On a failed save, it subtracts 1d6 from attack rolls and saving throws for the duration. It repeats the save at the end of each turn, ending the effect on a success.
- Action
- Action
- Use
- At-Will
- Range
- 90 ft.
- Duration
- 1 Minute
- Effect
- 1d6
- Type
- Omen / Debuff
- Save
- CHA

Creatures of your choice in the emanation regain 6d8 + your INT modifier hit points. Each target may also end one frightened or charmed condition affecting it.
- Action
- Action
- Use
- At-Will
- Range
- Self (30 ft.)
- Duration
- Instant
- Effect
- 6d8 + INT
- Type
- Healing / Stars

Bind the charts of up to six willing creatures within range. For the duration, once per round when a linked creature succeeds on an attack roll, saving throw, or ability check, another linked creature may add 1d6 to the same type of roll before your next turn.
- Action
- Action
- Use
- At-Will
- Range
- 60 ft.
- Duration
- 1 Hour
- Effect
- 1d6
- Type
- Fate / Link
Tier 6
4
Your Astrology powers ignore mundane darkness, weather, ceilings, and daylight when reading signs. You can always orient yourself by celestial correspondence, even underground or indoors, unless a Tier 6 or higher effect blocks divination.
- Action
- Passive
- Use
- At-Will
- Range
- Self
- Duration
- Permanent
- Type
- Stars / Dominion

A comet-line burns forward from you. Creatures in the line must make a DEX save, taking 8d8 radiant or force damage and being knocked prone on a failed save, or half damage only on a success.
- Action
- Action
- Use
- At-Will
- Range
- Self (100-ft. line)
- Duration
- Instant
- Effect
- 8d8
- Type
- Radiant / Force
- Save
- DEX

When a creature within range succeeds on an attack roll, save, or ability check, oppose its chart. The target must reroll and use the lower result unless it succeeds on a WIS save.
- Action
- Reaction
- Use
- At-Will
- Range
- 90 ft.
- Duration
- Instant
- Effect
- Reroll
- Type
- Fate / Opposition
- Save
- WIS

Empower one active star sign within range. Its die increases to 1d8, and if the sign affects healing or damage, add your INT modifier to the roll once.
- Action
- Bonus Action
- Use
- At-Will
- Range
- 60 ft.
- Duration
- 1 Minute
- Effect
- 1d8 + INT
- Type
- Sign / Empower
Tier 7
4
Call a meteor-sign down on a point within range. Creatures in a 20-ft. radius must make a DEX save, taking 10d8 radiant, fire, or force damage on a failed save, or half on a success.
- Action
- Action
- Use
- At-Will
- Range
- 150 ft.
- Duration
- Instant
- Effect
- 10d8
- Type
- Radiant / Fire / Force
- Save
- DEX

Touch one willing creature and temporarily rewrite a minor portion of its chart. Choose one skill or saving throw. For the duration, the target adds 1d4 to checks or saves of that type. Only one rewritten chart can affect a creature at a time.
- Action
- Action
- Use
- At-Will
- Range
- Touch
- Duration
- 8 Hours
- Effect
- 1d4
- Type
- Chart / Blessing

When a creature within range hits with an attack or succeeds on a save, declare it star-crossed. It must make a CHA save. On a failure, the success becomes a failure or the hit becomes a miss.
- Action
- Reaction
- Use
- At-Will
- Range
- 90 ft.
- Duration
- Instant
- Type
- Fate / Curse
- Save
- CHA

Create a favorable conjunction. Chosen creatures in the emanation add 1d6 to their first attack roll, saving throw, or ability check each round. Hostile creatures subtract 1d6 from the first such roll each round while they can see the stellar signs.
- Action
- Action
- Use
- At-Will
- Range
- Self (60 ft.)
- Duration
- 1 Minute
- Effect
- 1d6
- Type
- Fate / Field
Tier 8
4
A rare conjunction fills the battlefield. Chosen creatures in the emanation have advantage on saving throws and add 1d8 to one attack or healing roll each round. Hostile creatures subtract 1d8 from their first saving throw each round.
- Action
- Action
- Use
- 1/Long Rest
- Range
- Self (120 ft.)
- Duration
- 1 Minute
- Effect
- 1d8
- Type
- Fate / Field

Consecrate a chamber, camp, ship, or shrine as a house of fortune up to 100 ft. across. Chosen creatures resting there gain advantage on the first saving throw they make after finishing the rest, and the GM gives one omen about the next major danger they are likely to face.
- Action
- 10 Minutes
- Use
- At-Will
- Range
- Touch
- Duration
- 24 Hours
- Effect
- 100 ft.
- Type
- Fortune / Shelter

When a creature within range fails a saving throw, reveal that the chart showed another path. The target rerolls the save with advantage. If it succeeds, it also gains temporary hit points equal to 4d8 + your INT modifier.
- Action
- Reaction
- Use
- At-Will
- Range
- 60 ft.
- Duration
- Instant
- Effect
- 4d8 + INT
- Type
- Fate / Protection

Stars fall across a 30-ft. radius sphere within range. Creatures of your choice in the area must make a DEX save, taking 12d8 radiant or force damage on a failed save, or half damage only on a success.
- Action
- Action
- Use
- At-Will
- Range
- 300 ft.
- Duration
- Instant
- Effect
- 12d8
- Type
- Radiant / Force
- Save
- DEX
Tier 9
4
A grand cross locks fate across the field. Hostile creatures of your choice in the emanation must make a WIS save or be cursed for the duration. A cursed creature subtracts 1d10 from its first attack roll or saving throw each round and cannot benefit from advantage against your Astrology powers.
- Action
- Action
- Use
- 1/Long Rest
- Range
- Self (120 ft.)
- Duration
- 1 Minute
- Effect
- 1d10
- Type
- Omen / Curse
- Save
- WIS

A crown of starfire forms above you. Once per turn when you use an Astrology power that heals, protects, damages, or curses, add 2d8 to one roll made by that power. You shed dim starlight in a 30-ft. radius.
- Action
- Action
- Use
- At-Will
- Range
- Self
- Duration
- 1 Minute
- Effect
- 2d8
- Type
- Starfire / Empower
- Roll
- Attack

When a creature within range makes an attack roll, saving throw, or ability check, name the hour of its success or failure. Choose success or failure, then make an INT check against the target’s save DC. On success, the roll becomes the chosen outcome unless a Tier 9 or higher effect contests it.
- Action
- Reaction
- Use
- At-Will
- Range
- 120 ft.
- Duration
- Instant
- Effect
- Outcome
- Type
- Fate / Control
- Save
- INT

Your Astrology powers ignore mundane concealment of the sky and cannot be confused by false stars, mundane maps, or ordinary illusions. Effects below Tier 9 cannot hide a creature’s broad fate-pattern from your divinations unless it is divine or story-protected.
- Action
- Passive
- Use
- At-Will
- Range
- Self
- Duration
- Permanent
- Type
- Stars / Sovereign
Tier 10
4Become a living constellation. For the duration, you fly 30 ft., resist radiant, force, and psychic damage, and your Astrology powers heal, damage, reduce, or modify rolls by an extra 4d10 once per turn.
- Action
- Bonus Action
- Use
- At-Will
- Range
- Self
- Duration
- 1 Minute
- Effect
- 4d10
- Type
- Stars / Avatar
- Roll
- Attack

Chart a regional conjunction. Roads align, lost travelers find signs, armies march by auspicious stars, hidden routes reveal themselves, or a city is protected by warnings and omens. This is story-scale and affects travel, warning, morale, navigation, and fate pressure but does not directly deal combat damage.
- Action
- 1 Hour
- Use
- 1/Long Rest
- Range
- 10 Miles
- Duration
- 24 Hours
- Effect
- 10 miles
- Type
- Regional / Stars

Declare a mythic astrological truth tied to a kingdom, prophecy, eclipse, bloodline, war, lost road, dead star, or impossible birth-chart. Define its principle with the GM: the prophecy no one can outrun, the star that names the heir, the chart that finds the hidden city, or the omen that ends a war. It can be opposed only by Tier 10 fate magic, divine intervention, absolute secrecy, or a story condition set when declared.
- Action
- Action
- Use
- 1/Ever
- Range
- 1 Mile
- Duration
- Until Resolved
- Effect
- Unique
- Type
- Astrology / Story
- Roll
- Varies
- Save
- Varies

For the duration, chosen allies in the emanation add 1d10 to attack rolls, saving throws, and healing rolls once per round. Hostile creatures subtract 1d10 from the first attack roll or saving throw they make each round while they can perceive the omen.
- Action
- Action
- Use
- 1/Long Rest
- Range
- Self (300 ft.)
- Duration
- 1 Minute
- Effect
- 1d10
- Type
- Fate / Field
