The Astromancer is a being of two worlds, not quite at home in either place. They can bend reality to their will, but often live in solitude, misunderstood by their peers.
Another fantastic illustration by @finxhes! Astromancers are revenants, who died or had a near death experience with the Nether. They can manipulate dark energy in order to bend physics to their will.
Critical Attributes
Body. Your Body modifier is your Proficiency bonus.
Mind. Your Mind modifier is used for your Perception checks. Your Attribute Save DC is [13 + Mind modifier]. When targets make saving throws against your Astromancy abilities, they must beat this DC.
Astromancers get special Tricks for the Endurance, Erudition, Intimidation, and Superstition skills. Choose at least 2 of these as your first skills. You may take all 4 if you like. After you have chosen, you can fill out the rest of your Core skills with any skills you wish.
Signature Weapon. Choose 1 from: Axe, Spear, Dirk, Hammer, Martial Arts, Musket, or Blunderbuss. Add your Proficiency Bonus to attacks made with this weapon.
Actions. You can take [1 + Mind Modifier] Actions per round in combat.
Reactions. Choose from Parry or Dodge as the Reaction you are proficient in. When you take this Reaction in combat, add your Proficiency Bonus.
Astromancy is using Dark Energy (DE) to manipulate the laws of reality. This energy comes from the rifts between our universe and the Nether. By using it, you can create Disturbances in the laws of physics. Many Disturbances can be resisted by a living target with an Attribute Save versus your Attribute Save DC. This is usually a Body save, but some Disturbances may call for others.
Disturbances are scalable abilities. This means that you can choose to invest more DE than is normally required to make a more powerful version of it. Every description for a Disturbance details how it can be scaled up, and what that costs.
To create a Disturbance, you must first gather Dark Energy. You have 4 dice in your Energy Pool (4d8) to use each day. You can roll as many of these as you like at one time, but once you have “spent” (rolled) a die, you cannot use it again until the following day.
The total rolled on your Energy Dice is the amount of Dark Energy you can spend that turn. Gathering Dark Energy requires an Action in combat, but creating the Disturbance(s) does not. You can choose to end a Disturbance early at any time, without spending an Action, but any left over Dark Energy is lose. All Dark Energy must be used the same turn it is gathered, and the extra evaporates.
Some Disturbances can be created in their most basic form without spending any Energy Dice. These still cost an Action to create in combat, however. You can create them even if you are entirely out of Energy Dice for the day, but if your Astromancy is inhibited by any outside force, this also suppresses these basic Disturbances.
There are 4 types of Disturbances that Astromancers can cause. You must choose 1 of the 4 types to specialize in. Disturbances of your chosen type cost you less Dark Energy to create, and you gain access to a powerful, exclusive Disturbance from the type you choose.
Gatewrights feel a special connection to the Nether beyond other Astromancers. If you choose this as your specialization, you focus on opening Rifts to the other universe, wanting to access it whenever you can. Those who study Rifts in detail like this gain the ability to summon a Rift Horror- a gigantic Netheri which will reach its tentacles into our world in order to explore, injuring anything in its path.
Matterwrights can use their connection to the Nether to “borrow” matter from the other universe, giving the appearance of creating it from nothing, or destroying it by banishing it away. You can use Matter Disturbances to change the mass or density of something, or rearrange the shape Matter is existing in. Matterwrights can create an Anti-Matter Bomb, a devastating explosion which creates a huge Hazardous area around it (pg ##).
As a Realiwright, you bend the “fabric” of the space-time continuum directly, changing the experiences and perceptions of those around you. You can alter the flow of time, and manipulate the travel of light. Realiwrights gain the ability to Distort Time for their enemies and allies.
The Vibwright is tapped into the invisible movement of all the subatomic particles that make up the universe. You manipulate the world around you by adjusting the frequency at which these particles vibrate. By doing this, you can create heat, light, and sound. Vibwrights are the only Astromancers who can use Quantum Thought to entangle their minds psychically with another person.
Focus is a way for Astromancers to keep a Disturbance's effect going for as long as needed, or adjust its power and scale on the fly, without having to re-create it. While Focusing, you can only move, talk, gather more Dark Energy, or make a change to the Disturbance you are concentrating on. Performing any other Action, creating any new Disturbances, or Parrying ends the effect you were Focused on. If you take damage while Focusing on a Disturbance, you must make a Body save to maintain your concentration. On fail, the Disturbance ends.
Multiple Astromancers working together can pool their Dark Energy to create more powerful Disturbances. You can aid another Astromancer by choosing to donate dice from your Energy Pool to them. If you are in combat, this is an Interrupt that requires spending an Action, and they immediately gain the Spotlight. They can then roll your dice in addition to their own to create a Disturbance. This exhausts your Energy Dice exactly as if you had used them yourself, and you must Rest before they are replenished.
Ship Action: Conditioning
An Astromancer can spend time with a crew member each week, in order to build up their tolerance for the forces of the Nether. After they disembark the ship, the crew member takes ½ damage from all Dark Energy sources. This effect lasts a number of days equal to the number of times the crew member participated. This can be done with only 1 crew member each week. This provides +1 morale to the Astromancer and -1 morale for the crew member they work with.
You can see the full list all the Astromancer abilities on patreon for free.