5x Astrologer

Premonition
At 1st level, when you finish a long rest you can roll a d20 twice and record both results. When a creature that you can see makes an Attack roll, saving throw, or skill check, you can choose to replace that creature's roll with one of your premonition results. You can choose to do this after the roll has been made, but before the DM determines the outcome. Each premonition roll can only be used once, and you lose any unused rolls when you finish a long rest.

Invoke Constellation
At 3rd level, you can invoke the power of constellation. As an action, you place a hand on yourself or a willing creature that you can see and choose a constellation from the options below. A creature remains empowered for 1 minute. You can use this feature twice, and you regain any expended uses when you finish a long rest.
 * Archer: Once on each of it's turns, an empowered creature can use a bonus action to make a special ranged Attack, hurling a luminous arrow that targets one creature within 60 feet of it. On a hit, the Attack deals radiant damage equal to 1d8 + your proficiency bonus. This Attack can use the creature's Strike modifier, or it's spellcasting modifier (the creature's choice).
 * Chalice: Whenever an empowered creature casts a spell using a spell slot that restores hit points, that creature can also choose a creature within 30 feet of it (excluding itself) and grant that creature hit points equal to 1d8 + your proficiency bonus.
 * Dragon: When an empowered creature makes an Intelligence skill check, a Wisdom skill check, or a Constitution saving throw to maintain concentration on a spell, it can treat a roll of 9 or lower on the d20 as a 10. It can do this only once per turn.
 * Phoenix: When an empowered creature is reduced to 0 hit points but not outright killed, it is reduced to 1 hit point instead and this constellation effect ends.
 * Shield: When an empowered creature is hit by an Attack, it can use it's Reaction to protect itself. It rolls 1d6 and adds your proficiency bonus to the result, reducing the damage of the Attack by the result.

Cosmic Sight
At 6th level, you can use your action to bestow a gift upon yourself. This gift lasts until you grant yourself a different gift, or you use a bonus action to end the effects of a gift on yourself.
 * Dark Sight: You gain 60 feet of darkvision.
 * Ethereal Sight: You can see into the ethereal plane up to 60 feet away.
 * Hidden Sight: You can see invisible creatures up to 30 feet away.
 * Piercing Sight: You can see through illusions up to 60 feet away.
 * Rune Sight: You can read any language.
 * Warding Sight: As long as you are not blind, you cannot be surprised.

Greater Constellations
At 9th level, you can invoke greater power from the constellations.
 * Archer: The Attack deals 2d8 damage, instead of 1d8.
 * Chalice: The hit points restored becomes 2d8, instead of 1d8.
 * Dragon: The empowered creature gains a flying speed of 30 feet, and can hover.
 * Phoenix: When an empowered creature is reduced to 1 hit point, instead of 0 hit points, all creatures within 10 feet of the creature take 4d8 fire damage.
 * Shield: The damage is reduced by 2d6, instead of 1d6.

Manipulate Fate
At 13th level, when you roll a d20 as part of your Premonition feature you can also roll a d4 afterwards. Once you have rolled both dice, you can increase or reduce one Premonition result by the result of the d4. An altered Premonition result that exceeds 20 does not count as a natural 20, and an altered Premonition result that is less than 1 does not count as a natural 1.

Greater Premonitions
At 17th level, when you finish a long rest you can roll a d20 three times instead of twice. You follow all the other rules of your Premonition feature.