Prestige Class · Astrology, Omens & Celestial Magic

Master Astrologer — Celestial Sage & Reader of the Zodiac

A ten-level prestige path for spellcasters who read patterns in the night sky, turn omens into practical advantages and draw specialised magic from the zodiac.

A medieval astronomer studying the heavens, representing the Master Astrologer prestige class

A Master Astrologer treats the sky as a changing diagram of possibility. The class is not simply about knowing constellations. Its practitioners compare stars, wandering planets, seasons and recurring celestial patterns to decide when to act, when to wait and which danger is most likely to arrive next.

The prestige path suits characters who want divination to matter at the table without turning every uncertainty into a guaranteed answer. Astrological magic offers signs, warnings and carefully timed advantages; interpretation and judgement still matter.

At a Glance

Role
Diviner, magical adviser, ranged spellcaster and reader of celestial omens.
Best For
Players who enjoy prediction, night travel, divination, zodiac symbolism and choosing the right moment to act.
How You Qualify
3rd-level spellcasting, serious celestial knowledge and disciplined study of recurring patterns in the sky.
How You Enter
Complete and defend a working celestial chart whose prediction is tested by events in play.
Signature Ability
Stargazing creates a limited omen that can alter one important roll before the next rest.
Progression
Ten prestige-class levels with zodiac gifts and eight levels of spellcasting advancement.

What Makes a Master Astrologer Different?

An ordinary scholar can identify constellations. A Master Astrologer uses the relationships between them as magical correspondences. The class therefore moves between observation and action: first read the sky, then decide how to exploit what it suggests.

Stargazing

Read an omen beneath the open night sky and hold that insight until a crucial moment.

Zodiac Signs

Air, Water, Fire and Earth signs grant different techniques as the class advances.

Astromancy

Turn long observation into a direct divination when a simple omen is not enough.

Constellate Spell

At the class’s central turning point, a damaging ray or spell attack can leap to a second target.

Cosmic Fate

Mark a creature with a brief prediction of misfortune and force the omen to matter.

Falling Star

The capstone calls down a destructive celestial impact when the open night sky is visible.

Can I Build Toward Master Astrologer?

Yes, from any serious spellcasting tradition. The class is most natural for characters who already use divination, navigation, celestial observation or courtly scholarship, but its magic is not restricted to one base class.

  • Reach 3rd-level spells. The path normally opens after a character has established a real spellcasting identity.
  • Invest in celestial knowledge. Arcana, Nature, Religion, Perception and historical astronomy can all support the class depending on edition.
  • Keep a working chart. The class assumes the character observes actual skies rather than treating astrology as a list of abstract bonuses.
  • Plan for darkness and weather. Some abilities require a visible night sky, so underground adventures and heavy cloud can change how the class plays.

Alignment & Behaviour

Any nonchaotic alignment in the classic form of the prestige class. The requirement represents method rather than morality: charts must be kept consistently, observations compared across time and predictions recorded honestly enough to be tested against events.

A character can be compassionate, ruthless, ambitious or detached and still follow the path. What does not fit easily is a refusal to use repeatable methods or any habit of changing the interpretation whenever an omen proves inconvenient.

Entering the Path

Before taking the first level, the prospective Master Astrologer should complete a celestial chart predicting a meaningful event: a storm, conjunction, eclipse, political crisis, magical disturbance, monster migration or other phenomenon the campaign can actually test.

Teachers can be found in courts, observatories, universities, magical lodges and among travelling scholars. Hermetic Mages often value astrology as one correspondence among many, while Loremasters approach the same skies through archives, old charts and recorded observation.

Master Astrologer Rules by Edition

Choose the tab for your campaign. In every version, the class deliberately gives up spellcasting advancement at 1st and 6th prestige level in exchange for its strongest celestial abilities.

Master Astrologer — 5.5e / 2024

Prerequisites

  • Character Level: 5th level or higher before taking your first Master Astrologer level.
  • Spellcasting: Ability to cast at least one 3rd-level spell.
  • Ability: Intelligence or Wisdom 15 or higher.
  • Skill: Proficiency in Arcana, Nature or Religion and proficiency in Perception.
  • Alignment: Any nonchaotic.
  • Special: Complete a celestial prediction that is tested by events in play.

Hit Point Die: d6 per Master Astrologer level. Hit Points per Level: 1d6 (or 4) + Constitution modifier. Proficiencies: No new armour, weapon or saving throw proficiencies.

LevelFeaturesSpellcasting
1Air Sign, Stargazing, Star Sign—
2Starfall+1 qualifying class
3Astronomer’s Eye+1 qualifying class
4Water Sign+1 qualifying class
5Astromancy+1 qualifying class
6Constellate Spell—
7Fire Sign+1 qualifying class
8Cosmic Fate+1 qualifying class
9Starlit Grace+1 qualifying class
10Earth Sign, Falling Star+1 qualifying class

Spellcasting

At 2nd, 3rd, 4th, 5th, 7th, 8th, 9th and 10th Master Astrologer level, choose the spellcasting class that qualified you. For that class’s Spellcasting feature, treat yourself as one level higher for spell slots and the number and level of spells you can prepare or know. You gain no other class or subclass feature.

Star Sign

Choose the zodiac sign under which your character was born. Its element grants one skill proficiency: Air — Acrobatics, Earth — Survival, Fire — Intimidation, or Water — Insight. If you already have that proficiency, choose Arcana, History, Nature, Perception or Religion instead.

Stargazing

Once per Long Rest, while under an open night sky you can spend 10 minutes observing the heavens and roll 1d6, recording the result as your omen. Before your next Long Rest, when a creature you can see within 60 feet makes a d20 Test, you can use your Reaction after the roll but before the outcome is declared to add or subtract the omen. The omen is then expended.

Air Sign

At 1st level choose one Air Sign gift:

  • Aquarius. You can cast Create Water once without expending a spell slot, regaining the use after a Long Rest.
  • Gemini. You can cast Mirror Image on yourself once without a spell slot, regaining the use after a Long Rest.
  • Libra. You can cast Water Walk on yourself once without a spell slot, regaining the use after a Long Rest.

Starfall

At 2nd level, once per Long Rest as a Magic Action choose a point you can see within 60 feet. Glittering motes fill a 10-foot-radius Sphere until the start of your next turn. Creatures of your choice in the area make a Dexterity saving throw against your qualifying class’s spell save DC. On a failure, a creature cannot benefit from the Invisible condition and attack rolls against it have Advantage until the effect ends.

Astronomer’s Eye

At 3rd level, you gain Darkvision to 60 feet. If you already have Darkvision, its range increases by 30 feet. You also always know which direction is north when you can see the sky.

Water Sign

At 4th level choose one Water Sign gift:

  • Cancer. You can cast Mage Armor on yourself once without a spell slot, regaining the use after a Long Rest.
  • Pisces. You can breathe both air and water.
  • Scorpio. Once per Long Rest when you deal damage to a creature with a spell attack or weapon attack, force it to make a Constitution save against your spell save DC. On a failure it is Poisoned until the end of your next turn.

Astromancy

At 5th level, when you use Stargazing you may forgo creating an omen and instead cast Divination without expending a spell slot. You must still provide any Material component with a listed cost, and you cannot use Stargazing again until you finish a Long Rest.

Constellate Spell

At 6th level, once per Long Rest when you cast a spell of 1st level or higher that targets only one creature, requires a spell attack roll and deals damage, you can designate a second creature within 30 feet of the first and within the spell’s range. If the first attack hits, make a second spell attack against the second creature. On a hit, the second creature takes half the spell’s damage dice, rounded down, and suffers none of the spell’s other effects.

Fire Sign

At 7th level choose one Fire Sign gift:

  • Aries. Once on each of your turns after you move at least 20 feet in a straight line, the first creature you hit before the turn ends takes extra Force damage equal to your Proficiency Bonus and can be pushed 5 feet if it is Large or smaller.
  • Leo. Once per Long Rest as a Bonus Action, gain Temporary Hit Points equal to twice your Master Astrologer level and Advantage on Intimidation checks for 10 minutes.
  • Sagittarius. Gain proficiency with shortbows and longbows. Attacking at long range with either weapon does not impose Disadvantage on your attack roll.

Cosmic Fate

At 8th level, once per Long Rest as a Bonus Action choose one creature you can see within 60 feet. Until the end of your next turn, the first time it makes a d20 Test, subtract your Proficiency Bonus from the roll.

Starlit Grace

At 9th level, while you are outdoors under a visible night sky, you gain a +1 bonus to saving throws.

Earth Sign

At 10th level choose one Earth Sign gift:

  • Capricorn. You can cast Disguise Self on yourself without expending a spell slot. Once you cast it this way, you cannot do so again until you finish a Short or Long Rest.
  • Taurus. You have Advantage on checks and saving throws made to resist being knocked Prone or moved against your will.
  • Virgo. Once per Long Rest as a Magic Action, touch a creature and restore Hit Points equal to 4d8 + your spellcasting ability modifier.

Falling Star

At 10th level, once per Long Rest while you can see an open night sky, use a Magic Action to choose a point on the ground within 150 feet. A fiery celestial fragment strikes a 20-foot-radius Sphere centred there. Creatures in the area make a Dexterity save against your spell save DC, taking 6d6 Fire plus 6d6 Force damage on a failure or half as much on a success. A creature that fails is also knocked Prone. Objects and terrain can be damaged at the GM’s discretion.

Master Astrologer — 5e / 2014

Prerequisites

  • Character Level: 5th level or higher.
  • Spellcasting: Ability to cast 3rd-level spells.
  • Ability: Intelligence or Wisdom 15 or higher.
  • Skills: Proficiency in Arcana, Nature or Religion and proficiency in Perception.
  • Alignment: Any nonchaotic.
  • Special: Complete a celestial prediction that is tested in play.

Hit Die: d6. Proficiencies: None.

LevelFeaturesSpellcasting
1Air Sign, Stargazing, Star Sign—
2Starfall+1 qualifying class
3Astronomer’s Eye+1 qualifying class
4Water Sign+1 qualifying class
5Astromancy+1 qualifying class
6Constellate Spell—
7Fire Sign+1 qualifying class
8Cosmic Fate+1 qualifying class
9Starlit Grace+1 qualifying class
10Earth Sign, Falling Star+1 qualifying class

Spellcasting. Advance one qualifying spellcasting class at 2nd, 3rd, 4th, 5th, 7th, 8th, 9th and 10th Master Astrologer level for spell slots and spells known or prepared. Other class and subclass features do not advance.

Star Sign

Choose the zodiac sign under which your character was born. Its element grants one skill proficiency: Air — Acrobatics, Earth — Survival, Fire — Intimidation, or Water — Insight. If you already have that proficiency, choose Arcana, History, Nature, Perception or Religion instead.

Stargazing

Once per long rest under an open night sky, spend 10 minutes observing the heavens and roll 1d6. Before your next long rest, when a creature you can see within 60 feet makes an attack roll, ability check or saving throw, use your reaction after the roll but before the result is known to add or subtract the omen. The omen is then expended.

Air Sign

  • Aquarius: cast Create Water once without a spell slot per long rest.
  • Gemini: cast Mirror Image on yourself once without a spell slot per long rest.
  • Libra: cast Water Walk on yourself once without a spell slot per long rest.

Water Sign

  • Cancer: cast Mage Armor on yourself once without a spell slot per long rest.
  • Pisces: you can breathe air and water.
  • Scorpio: once per long rest when you deal damage with a spell or weapon attack, the target makes a Constitution save against your spell save DC or is poisoned until the end of your next turn.

Fire Sign

  • Aries: once on each of your turns after moving at least 20 feet in a straight line, the first creature you hit takes extra force damage equal to your proficiency bonus and can be pushed 5 feet if Large or smaller.
  • Leo: once per long rest as a bonus action, gain temporary hit points equal to twice your Master Astrologer level and advantage on Intimidation checks for 10 minutes.
  • Sagittarius: gain proficiency with shortbows and longbows; long-range attacks with them do not have disadvantage.

Earth Sign

  • Capricorn: cast Disguise Self on yourself once per short or long rest without a spell slot.
  • Taurus: gain advantage on checks and saving throws made to resist being knocked prone or moved against your will.
  • Virgo: once per long rest as an action, touch a creature and restore 4d8 + your spellcasting ability modifier hit points.

Starfall. Once per long rest, as an action create a 10-foot-radius area of glittering motes within 60 feet until the start of your next turn. Chosen creatures make a Dexterity save; on a failure they cannot benefit from invisibility and attacks against them have advantage.

Astronomer’s Eye. Gain 60-foot darkvision, or increase existing darkvision by 30 feet, and always know north while you can see the sky.

Astromancy. When Stargazing, forgo the omen to cast Divination without a spell slot, still supplying costly material components.

Constellate Spell. Once per long rest, when a damaging spell of 1st level or higher targets one creature and uses a spell attack, a hit can leap to a second creature within 30 feet. Make a new spell attack; on a hit the second creature takes half the spell’s damage dice and none of its other effects.

Cosmic Fate. Once per long rest, as a bonus action mark a creature within 60 feet; subtract your proficiency bonus from its first d20 roll before the end of your next turn.

Starlit Grace. While outdoors beneath a visible night sky, gain +1 on saving throws.

Falling Star. Once per long rest under an open night sky, as an action strike a point within 150 feet. Creatures in a 20-foot radius make a Dexterity save, taking 6d6 fire plus 6d6 force on a failure or half on a success; failed saves are also knocked prone.

Master Astrologer — Pathfinder 1e

Requirements

  • Alignment: Any nonchaotic.
  • Skills: Knowledge (arcana), Knowledge (nature) or Knowledge (religion) 6 ranks; Perception 4 ranks.
  • Feat: Fortune Telling, Scholarly, Subschool Focus (Pattern) or another astrology-focused feat approved by the GM.
  • Spellcasting: Ability to cast 3rd-level spells.

Hit Die: d6. Skill Ranks per Level: 2 + Intelligence modifier.

Class Skills: Craft, Knowledge (arcana), Knowledge (nature), Knowledge (religion), Perception, Profession and Spellcraft.

LevelBABFortRefWillSpecialSpells
1st+0+0+0+1Air Sign, Stargazing, Star Sign—
2nd+1+1+1+1Starfall+1 existing class
3rd+1+1+1+2Astronomer’s Eye+1 existing class
4th+2+1+1+2Water Sign+1 existing class
5th+2+2+2+3Astromancy+1 existing class
6th+3+2+2+3Constellate Spell—
7th+3+2+2+4Fire Sign+1 existing class
8th+4+3+3+4Cosmic Fate+1 existing class
9th+4+3+3+5Starlit Grace+1 existing class
10th+5+3+3+5Earth Sign, Falling Star+1 existing class

Spellcasting. Advance one existing spellcasting class at every Master Astrologer level except 1st and 6th.

Stargazing (Sp). Once per night under a visible starry sky, use Augury as a spell-like ability at character level.

Star Sign (Ex). Choose a birth sign. Air signs grant +1 Reflex and +2 Acrobatics; Earth +1 Fortitude and +2 Concentration or an equivalent concentration check; Fire +2 Initiative and Intimidate; Water +1 Will and +2 Sense Motive.

Air Sign. Choose Aquarius (Create Water 3/day), Gemini (one Mirror Image as a swift action 2/day) or Libra (Water Walk 1/day for 1 round per class level).

Starfall (Sp). A number of times per day equal to half your Master Astrologer level, rounded down, minimum 1, cast Glitterdust at caster level equal to your character level.

Astronomer’s Eye (Ex). Gain low-light vision; if you already have it, increase the distance multiplier by one step.

Water Sign. Choose Cancer (Mage Armor 3/day), Pisces (water breathing), or Scorpio (Poison 2/day).

Astromancy (Sp). Once per day, expend Stargazing to use Divination after 1 minute of observation.

Constellate Spell (Ex). When you cast a ray that hits its first target, you may designate a second target within 30 feet of the first and within the spell’s range. Make a new ranged touch attack at −2; on a hit the ray affects the second target. For each additional target beyond the second, increase the effective spell level by 1 and take a further −2 cumulative penalty. A miss ends the chain. The same creature cannot be struck more than once by one use.

Fire Sign. Choose Aries (+4 effective Strength for bull rush, breaking and similar forceful checks made after movement), Leo (lion shape 1/day for up to 1 hour), or Sagittarius (martial bow proficiency plus one qualifying archery feat).

Cosmic Fate (Sp). Once per day expend Stargazing to use Bestow Curse on a creature within 30 feet; use your highest spellcasting ability for the save DC.

Starlit Grace (Ex). Under a visible night sky gain +1 morale bonus on saving throws.

Earth Sign. Choose Capricorn (Alter Self 1/day), Taurus (+2 Constitution, +2 Strength, or +1 to each), or Virgo (Heal 1/day).

Falling Star (Sp). Once per week beneath a visible night sky, choose a point at long range. The impact produces an Earthquake centred there and deals 1d10 damage per Master Astrologer level to creatures within 15 feet and 1d6 per class level to creatures from 15 to 60 feet, Reflex half. After use, take 1d4+1 Wisdom damage.

Master Astrologer — D&D 3.5e

Requirements

  • Alignment: Any nonchaotic.
  • Skills: Knowledge (arcana), Knowledge (nature) or Knowledge (religion) 6 ranks; Spot 4 ranks.
  • Feat: Fortune Telling, Scholarly or Subschool Focus (Pattern).
  • Spellcasting: Ability to cast 3rd-level spells.

Hit Die: d4. Skill Points per Level: 2 + Intelligence modifier.

Class Skills: Concentration, Craft, Knowledge (arcana), Knowledge (nature), Knowledge (religion), Profession, Spellcraft and Spot.

LevelBABFortRefWillSpecialSpells
1st+0+0+0+2Air Sign, Stargazing, Star Sign—
2nd+1+0+0+3Starfall+1 existing class
3rd+1+1+1+3Astronomer’s Eye+1 existing class
4th+2+1+1+4Water Sign+1 existing class
5th+2+1+1+4Astromancy+1 existing class
6th+3+2+2+5Constellate Spell—
7th+3+2+2+5Fire Sign+1 existing class
8th+4+2+2+6Cosmic Fate+1 existing class
9th+4+3+3+6Starlit Grace+1 existing class
10th+5+3+3+7Earth Sign, Falling Star+1 existing class

Spellcasting. Advance one existing spellcasting class at 2nd, 3rd, 4th, 5th, 7th, 8th, 9th and 10th level for spells per day, spells known where applicable and caster level.

Stargazing (Sp). Once per night under a starry sky, use Augury at character level.

Star Sign (Ex). Choose a birth sign. Air grants +1 Reflex and +2 Escape Artist; Earth +1 Fortitude and +2 Concentration; Fire +2 Initiative and Intimidate; Water +1 Will and +2 Sense Motive.

Air Sign. Choose Aquarius (Create Water 3/day), Gemini (one Mirror Image as a move action 2/day), or Libra (Water Walk 1/day for 1 round per class level).

Starfall (Sp). Once per day per two class levels, cast Glitterdust at caster level equal to your character level.

Astronomer’s Eye (Ex). Gain low-light vision; existing low-light vision improves by one multiplier.

Water Sign. Choose Cancer (Mage Armor 3/day), Pisces (water breathing), or Scorpio (Poison 2/day).

Astromancy (Sp). Once per day expend Stargazing to use Divination after 1 minute of study.

Constellate Spell (Ex). A ray that hits its first target may leap to a second target within 30 feet at a −2 ranged touch penalty. Each additional target increases the spell’s effective level by 1 and imposes another −2 cumulative penalty. A miss ends the chain, and no creature can be hit twice by the same casting.

Fire Sign. Choose Aries (+4 effective Strength for bull rush, breaking and similar force after movement), Leo (lion form 1/day for up to 1 hour), or Sagittarius (martial bow proficiency and one qualifying archery feat).

Cosmic Fate (Sp). Once per day expend Stargazing to use Bestow Curse within 30 feet.

Starlit Grace (Ex). Under a visible night sky gain +1 morale bonus on saving throws.

Earth Sign. Choose Capricorn (Alter Self 1/day), Taurus (+2 Constitution, +2 Strength, or +1 to each), or Virgo (Heal 1/day).

Falling Star (Sp). Once per week beneath a visible night sky, call down a celestial impact at long range. It produces Earthquake and deals 1d10 damage per class level within 15 feet and 1d6 per class level from 15 to 60 feet, Reflex half. After use you take 1d4+1 temporary Wisdom damage.

How the Master Astrologer Plays

Before danger, Stargazing gives you one piece of influence over the next important roll. Deciding whether to spend the omen early or save it for a dangerous save is part of the class.

In combat, you are still primarily the spellcaster who qualified for the prestige class. Starfall and Constellate Spell add tactical options without replacing your main spell list.

During exploration and travel, the class is strongest under open skies. Navigation, weather, darkness and unusual celestial events become useful clues rather than scenery.

Astrologers in the World

Courts employ astrologers to choose auspicious dates, interpret conjunctions and advise rulers before journeys, negotiations and wars. Universities and magical colleges compare old tables against fresh observations. Travelling astrologers carry compact instruments and sell charts to merchants, captains and families.

Because celestial predictions can influence powerful people, the class creates natural rivals. Two astrologers may agree on the positions of the stars yet disagree completely on what the pattern means, while a ruler who acted on a failed prediction may decide the astrologer is a fraud—or a threat.

Sources, Rules & Licensing

The Master Astrologer concept and its original zodiac progression were credited on the earlier page to Shadowfoot of the Wizards Community forums. The four edition tabs preserve the class’s celestial identity while clarifying its spellcasting progression, sign abilities and multi-target spell interactions.

The older optional Zodiac domain material is supplementary to the prestige class rather than required for entry or progression and is best treated as a separate divine-magic option.

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