This series of tomes catalogs all of my various homebrew content into a series of documents based on type. Each book in the series separates everything into an easily digestible format for everyone to enjoy. Single document content will still be made, however they will also now be added to the proper apocrypha. Each document in the apocrypha can be linked to one another. For instance, spells in the Shadowheart Apocrypha: Spells document will have spell lists for homebrew classes found in Shadowheart Apocrypha: Classes.
In the end, the Shadowheart Apocrypha is a series designed to decrease the amount of clutter one has to go through when making a 5th edition character. So instead of opening a dozen different documents all made by me just to get one character done, you can open only the ones you need, with everything in the right place to begin with.
The stars and their void mean so many things to so many people. The serpentfolk believe their patron goddess became the night sky to give home to her sisters. Astrologists attempt to divine their fates through the position of constellations. Legends say that dragons came from the stars. Some even believe the sun and moon are gods themselves in a constant struggle for supremacy. None of them ever wonder, 'what if I draw my power from the comos?' Drawing magical power from a god, or the land, or even yourself.... but the cosmos? I figured out how. The raw power of a star, the suffocating pressure of a vacuum, the frigid darkness of the void! The fundamental building blocks of our universe, in its purest most distilled form! A specialized kind of magic so potent that simple magery can't even compare!
An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting and the end of this document for the Astromancer spell list.
At 1st-level, you know three cantrips of your choice from the Astromancer spell list. You learn additional Astromancer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Astromancer table.
An Astromancer's magic comes from within their being, and as such, they pull from a pool of magical energy represented as spell points. Each spell has a point cost based on its level, represented in the table below. In order to cast a spell, you must deduct the number of points from the total number of spell points you have available. Cantrips do not cost any points. If you have less points than a spell's given point cost, you cannot cast it, and your spell points can't reach below 0.
The number of spell points you have per level is shown in the spell points column of the Astromancer table, and the level of spell you can cast with those points is show in the max spell level column of the same table. You regain all spent spell points at the end of a long rest.
You know two 1st-level spells of your choice from the Astromancer spell list. The Spells Known column of the Astromancer table shows when you learn more Astromancer spells of your choice. Each of these spells must not be of a higher level than your max spell level. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the Astromancer spells you know and replace it with another spell from the Astromancer spell list, which also must not be of a higher level than your max spell level.
Intelligence is your spellcasting ability for your Astromancer spells, since the power of your magic relies on your ability to project your will into the world. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an Astromancer spell you cast and when making an attack roll with one.
Beginning at 1st-level, your study of the cosmos has aligned your magic with a specific aspect within the vastness of outer space. Your choice grants you features when you choose it at 1st-level and again at 6th, 10th, and 14th level.
At 2nd level, you learn to connect motes of power within you like those who connect stars in the sky. These now connected motes within you empower your spells and grant you new magical abilities. You can use only one constellation option on a spell when you cast it, unless otherwise noted.
You gain two constellations at 2nd level, and more at later levels as shown in the Constellations column of the Astromancer class table. Constellations are listed in the Constellations section of the document. Whenever you gain a level in this class, you can replace an existing constellation you know with one you don't know that you meet the prerequisites for.
At 3rd level, your memorization of star charts and the night sky give you an excellent memory for direction. You can perfectly recall details about the travel routes you take, and cannot get lost or be misled from your path by nonmagical means.
Starting at 11th level, not even the arcane can stray you from your path. You can not get lost or misled from your path by magical means, such as by illusion spells that alter terrain like mirage arcane.
Beginning at 18th level, you can weave spells from pure starlight. Whenever you cast a spell of 1st-level or higher, if you cast the spell at a higher level, you spend spell points as if the spell was cast one level lower. This ability can't lower the spell point cost below it base spell point value.
These Astromancers are masters of manipulating gravity, one of the fundamental interactions of all things. With this power they are able to force objects and even people to move how they see fit to devastating effect.
Starting when you take this archetype at 1st-level, you learn additional spells when you reach certain levels in this class, as shown in the Gravity Cosmology Spells table. These spells counts as Astromancer spells for you, but don't count against the number of Astromancer spells you know.
Also at 1st-level, you have learned how to manipulate your own gravity. You gain a fly speed equal to your walking speed and can hover. If you already have a fly speed from your race, it increases by 30 feet.
Finally at 1st-level, the spells you cast give you some small control over the gravity of others. Whenever a creature fails a saving throw from one of your Astromancer spells, you can spend 1 spell point. When you do, you can choose to push it up to 5 feet away from you or pull it up to 5 feet closer to you.
Starting at 6th level, your study of gravity has fundamentally altered your spells. When you cast an Astromancer spell of 1st-level or higher, you can spend a number of spell points up to your Astromancer level. When you do, the spell deals bonus bludgeoning damage to one creature affected by the spell. The damage is equal to the number of spell points spent on this feature.
At 10th level, your ability to manipulate the gravity of others has vastly improved. Whenever a spell, class feature, or other ability forces an enemy to move, they are moved an additional 20 feet in the same direction regardless of their speed.
Your gravity well lasts for 1 minute. It ends early if you fall unconscious or choose to end it, no action required. Once you have used this feature, you can't do so again until you finish a long rest.
Starting when you take this archetype at 1st-level, you learn additional spells when you reach certain levels in this class, as shown in the Jovian Cosmology Spells table. These spells counts as Astromancer spells for you, but don't count against the number of Astromancer spells you know.
Also at 1st-level, the roiling magic within you is just as potent as the storms of a gas giant. You learn two cantrips of your choice from any class' spell list that deal either lightning or thunder damage. These spells do not count against the number of cantrips you know.
Additionally, whenever you would learn a new spell of 1st-level or higher from the Astromancer spell list, you can instead learn a spell from any class' spell list. The chosen spell must of a level you can cast, and it must deal either lightning or thunder damage.
Finally at 1st-level, you learn how to manipulate the cosmos' destructive energy to fit your particular skill set. Whenever a class feature, feat, or similar ability refers to an elemental damage type such as fire or cold, you can spend 1 spell point. When you do, you can change the damage type to either lightning or thunder.
At 10th level, you evoke the majesty of a gas giant. You gain resistance to lightning and thunder damage. As a bonus action, you can spend 3 spell points. When you do, you gain immunity to both lightning and thunder damage for 1 minute.
At 14th level, your magic has grown to match the titanic giants that you channel. Whenever you cast a spell that creates an area of effect such as a cone, line, or sphere, you can spend double the number of spell points it would normally take to cast the spell. When you do, the area the spell creates is doubled in size.
Astromancers that study the magics associated with the moon focus on its mystical powers of rejuvenation. These spellcasters harness the restorative nature of the orbiting bodies to bolster their allies and protect them from harm.
Starting when you take this archetype at 1st-level, you learn additional spells when you reach certain levels in this class, as shown in the Lunar Cosmology Spells table. These spells counts as Astromancer spells for you, but don't count against the number of Astromancer spells you know.
Also at 1st-level, the moon's radiance emanates from you as an aura. As a bonus action, you can produce an aura that produces dim light a number of feet equal to 5 x your proficiency bonus. Creatures of your choice in the aura gain resistance to radiant damage.
Your aura lasts for 1 minute, unless you fall unconscious, or end it with no action required. Once you use this feature, you can't use it again until you finish a long rest, unless you spend a number of spell points equal to your proficiency bonus to use it again.
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