The Astronomer

painted-bees

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00bf127efacb10a4fbc96b19844bd0021d0732d3
The Astronomer
Druid (Circle of Stars)
Class
Sage
Background
8
Level

Aasimar
Race
Neutral Good
Alignment
n/a
Exp. Points
Proficiency Bonus +3
Passive Wisdom 23
Strength

(-1)
9

athletics -1
Dexterity

(+4)
18

acrobatics +4
sleight of hand +4
stealth +4
Constitution

(+3)
16

Intelligence

(+1)
13

arcana +4
history +4
investigation +1
nature +1
religion +1
Wisdom

(+5)
20

animal handling +5
insight +5
medicine +5
perception +8
survival +8
Charisma

(+3)
16

deception +3
intimidation +3
performance +3
persuasion +3
Other Proficiencies

Languages
  • Common
  • Druidic
  • Celestial
  • Deep Speech
  • Primordial
Weapons
  • Club
  • Dagger
  • Dart
  • Javelin
  • Mace
  • Quarterstaff
  • Scimitar
  • Sickle
  • Sling
  • Spear
Armor
  • Light Armor
  • Medium Armor
  • Shields
Other
Toolkit proficiencies

Herbalism Kit

HP

62
Temp HP

0
Hit Dice

8d8
Armor Class

16
Speed

30
Initiative

+4
Attacks & Spellcasting

Unarmed Strike +1 Melee Attack (bludgeoning)

Druidcraft (cantrip)
Whispering to the spirits of nature, you create one of the following effects within range:

-You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.

-You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.

-ou create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.

-You instantly light or snuff out a candle, a torch, or a small campfire.

Guidance (cantrip)
YYou touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
Light (cantrip)
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
Magic Stone (cantrip)
You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, it has a range of 60 feet. If someone else attacks with the pebble, that attacker adds your spellcasting ability modifier, not the attacker’s, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Hit or miss, the spell then ends on the stone.
If you cast this spell again, the spell ends early on any pebbles still affected by it.
Produce Flame (cantrip)
A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.
You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Cure Wounds (1st)
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
Guiding Bolt (1st)
A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Absorb Elements (1st)
The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
Thunderwave (1st)
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Healing Word (1st)
A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.
Lesser Restoration (2nd)
You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
Moonbeam (2nd)
A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.
If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
>When a creature enters the spell's area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one.
A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can't assume a different form until it leaves the spell's light.
On each of your turns after you cast this spell, you can use an action to move the beam up to 60 feet in any direction.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
Pass without Trace (2nd)
A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.
Call Lightning (3rd)
A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see within range directly above you. The spell fails if you can't see a point in the air where the storm cloud could appear (for example, if you are in a room that can't accommodate the cloud).
When you cast the spell, choose a point you can see under the cloud. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.
If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell's damage increases by 1d10.
At Higher Levels. When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.
Daylight (3rd)
A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.
If you chose a point on an object you are holding or one that isn't being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.
If any of this spell's area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.
Dispel Magic (3rd)
Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.
Erupting Earth (3rd)
Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.
Plant Growth (3rd)
This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits.
If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.
You can exclude one or more areas of any size within the spell's area from being affected.
If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.
Ice Storm (4th)
A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.
Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.
Inventory

Weapons
  • Dagger
Armor & Clothing
  • Leather
  • Clothes, fine
  • Monocle
Food & Aid
  • Rations (1 day)
  • Waterskin
Misc
  • Backpack
  • Bedroll
  • Mess Kit
  • Rope, Hempen (50 feet)
  • Tinderbox
  • Torch
Treasures
Prosthetic Eye

This prosthetic has replaced The Astronomer's right eye. It features a glowing starscape and is used as a druidic focus.

Currency

0
CP
0
SP
0
EP
10
GP
0
PP
Personality Traits

I’m willing to listen to every side of an argument before I make my own judgment.
I’m used to helping out those who aren't as learned as I am, and I patiently explain anything and everything to others.

Ideals

Beauty. What is beautiful points us beyond itself toward what is true. (Good)

Bonds

I work to preserve The Observatory.

Flaws

I am easily distracted by the promise of information.

Features & Traits

Observant
Increase your WIS score by 1. If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips. You have a +5 bonus to your passive Perception and passive Investigation scores.
Radiant Soul
Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back.
Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level.
Once you use this trait, you can’t use it again until you finish a long rest.
Light Bearer
You know the light cantrip. Charisma is your spellcasting ability for it.
Healing Hands
As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can’t use it again until you finish a long rest.
Celestial Resistance
You have resistance to necrotic damage and radiant damage.
Darkvision
Blessed with a radiant soul, your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Druidic
You know Druidic, the secret language of druids.
Spellcasting
You can cast prepared druid spells using WIS as your spellcasting modifier (Spell DC 16, Spell Attack +8) and prepared druid spells as rituals if they have the ritual tag. You can use a druidic focus as a spellcasting focus.
Wild Shape
As an action, you can magically assume the shape of a beast that you have seen before twice per short rest. You can stay in beast shape for 1 hours before reverting back to your normal form (or as a bonus action earlier or if you fall unconscious, drop to 0 hit points, or die).
Star Map
You’ve created a star chart as part of your heavenly studies. It is a Tiny object and can serve as a spellcasting focus for your druid spells. You determine its form by rolling on the Star Map table or by choosing one. While holding this map, you have these benefits:
-You know the guidance cantrip.
-You have the guiding bolt spell prepared. It counts as a druid spell for you, and it doesn’t count against the number of spells you can have prepared.
-You can cast guiding bolt without expending a spell slot. You can do so a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
If you lose the map, you can perform a 1-hour ceremony to magically create a replacement. This ceremony can be performed during a short or long rest, and it destroys the previous map.
Starry Form
As a bonus action, you can expend a use of your Wild Shape feature to take on a starry form, rather than transforming into a beast.
While in your starry form, you retain your game statistics, but your body becomes luminous; your joints glimmer like stars, and glowing lines connect them as on a star chart. This form sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The form lasts for 10 minutes. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again.
Whenever you assume your starry form, choose which of the following constellations glimmers on your body; your choice gives you certain benefits while in the form:
Archer. A constellation of an archer appears on you. When you activate this form, and as a bonus action on your subsequent turns while it lasts, you can make a ranged spell attack, hurling a luminous arrow that targets one creature within 60 feet of you. On a hit, the attack deals radiant damage equal to 1d8 + your Wisdom modifier.
Chalice. A constellation of a life-giving goblet appears on you. Whenever you cast a spell using a spell slot that restores hit points to a creature, you or another creature within 30 feet of you can regain hit points equal to 1d8 + your Wisdom modifier.
Dragon. A constellation of a wise dragon appears on you. When you make an Intelligence or a Wisdom check or a Constitution saving throw to maintain concentration on a spell, you can treat a roll of 9 or lower on the d20 as a 10.
Wild Shape Improvement
At 8th level, you can use your action to magically assume the shape of a beast that you have seen before of challenge rating 1 or lower. You can use this feature twice. You regain expended uses when you finish a short or long rest.
39 y/o
Age
NB
Gender
5'11"
Height
170lbs
Weight

lean
Build
The Observatory
Homeland
The Astronomer
Profession
laissez-faire, patient, optimistic
Disposition
History

The Astronomer lives within The Observatory; an esoteric piece of architecture that does not lend itself to being found by conventional means. You do not find The Observatory, you simply end up there if it wishes you to. All those who live and work within this impossibly large center of celestial research identify themselves only by their roles within it.

Indeed, there is no recollection of names given from outside The Observatory, but there are names; The Scribe, The Archivist, The Accountant, The Security, even The Custodian, all graciously bestowed upon those working within The Observatory by The Observatory itself. The title is the identity, the identity is the honor; all that came before has no relevance inside the sanctity of The Observatory.

Though The Custodian, The Security, The Scribe, and all others are many, The Astronomer is very few and most precious to The Observatory. The Astronomer carries the privilege's of gazing into the telescope to behold the celestial bodies free of consequence. Their first meeting requires an eye that will not be missed, the eye pressed to the lens of the telescope, to be plucked from the nascent astronomer's head. In its place, a gift is bestowed; an otherworldly prosthetic that bestows but the smallest portion of the night sky's vast power. From that moment on, The Astronomer is home among the Circle of Stars.

Trivia

Cassiopia
Even without observing through the telescope, The Astronomer is able to communicate with the Celestial entity, Cassiopia. Or rather, she is able to communicate with them. She does this via dreams and the occassional mirage-like illusion. Sometimes, she is a bit difficult to interpret.
You want to boss me around? How quaint!
The Astronomer loves being told what to do by people who have no business telling them anything. They delight in hearing assumptions about themselves that anyone else might consider insulting. By and large, the find it very entertaining to be treated as just anyone and will maintain a charade of being totally, underwhelmingly average for as long as it continues to be funny to them.
Depth perception
Never heard of her.
Links

The Custodian
A tiefling Celestical Pact of the Chain warlock and the only other known survivor from The Observatory, The Custodian takes their work very seriously. Right now, their job description includes keeping The Astronomer alive and in possession of his Celestially gifted eye. No nonsense and V E R Y bold personality. The Astronomer thinks they're neat.
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