Cleric
Base Class: Cleric

Constellation Domain Clerics focus on being able to endure dangerous situations and help their allies through it as well, the goddess of Endurance resides within the stars and thus grants such powers to her clerics.

Bonus proficiencies

You gain proficiency with heavy armour and one skill of your choice, Or one language instead of a skill.

Language

Choose a Language

Skill

Choose a Skill

Constellation Alignment

Once per 24 hours, during a long rest you may align your spirit with a constellation, choose one of the options below, or discuss with your DM prior to the session and you gain specific stats as long as that constellation is active, you cant have more than one constellation active at any point. At 12th level, you gain access to Divine Constellations and can align yourself to two constellations at once.

Normal Constellations:

  • The Hero: Immunity to the frightened and charmed condition.
  • The Owlbear: Expertise in Perception and Stealth.
  • The Twin Snakes: Resistance to Poison damage and immunity to the poisoned and grappled conditions
  • The Cup: You gain a number of uses of the spell Cure Wounds equal to your Wisdom modifier, the level of the spell is dependent on your highest available spell slot.
  • The Crown: You gain a number of uses of the spell Command equal to your Wisdom modifier, the level of the spell is dependent on your highest available spell slot.
  • The Unicorn: You gain a number of uses of the spell Shield of Faith equal to your Wisdom modifier, the level of the spell is dependent on your highest available spell slot.
  • The Beetle: Increase Your constitution score by 2 and gain 1 armour class.

Divine Constellations: 

  • The Centaur: Your base walking is increased by 10ft. And you can carry weight as if you were a size larger. Resistance to exhaustion.
  • The Librarian: Your spell casting modifier and spell save DC both improve be 1.
  • The Flame: You gain Immunity to fire damage and you gain a number of uses of the spell fireball equal to your Wisdom modifier, the level of the spell is dependent on your highest available spell slot.
  • The Angel: You sprout wings or gain some other form of flight. You gain a flying speed equal to your base walking speed.
Librarian

Your spell casting modifier and your spell save DC both improve by 1.

The Angel

You sprout wings or gain some other form of flight. You gain a flying speed equal to your base walking speed.

The Beetle

You gain two constitution and one armour class.

The Centaur

Your base walking speed is increased by 10 feet and you can carry weight as if you were a size larger, additionally you are immune to the exhaustion condition.

The Crown

You gain a number of uses of the spell Command equal to your wisdom modifier, the level of the spell is dependent on your highest available spell slot.

The Cup

You gain a number of uses of the spell Cure Wounds equal to your wisdom modifier, the level of the spell is dependent on your highest available spell slot.

The Flame

You are immune to all fire damage and gain a number of uses of the spell Fireball equal to your wisdom modifier, the level of the spell is dependent on your highest available spell slot

The Hero

You gain immunity to the charmed and frightened conditions.

The Owlbear

You gain proficiency and Stealth and Perception.

The Twin Snakes

Resistance to Poison damage and immunity to the poisoned condition, as well as advantage on checks to avoid being grappled, to end a grapple or to grapple a target.

The Unicorn

You gain a number of uses of the spell Shield of Faith equal to your wisdom modifier, the level of the spell is dependent on your highest available spell slot.

Channel Divinity: Undying Star

whenever you take damage you may use your reaction to present your holy symbol, if you do so you take no damage from the attack that triggered the reaction and you don't take any damage until the end of your next turn. This uses one of your channel divinity uses.

Note: (this works with Starlink)

Starting at 6th level: As a bonus action, you can select a target within 60 feet of you, that target is now linked. From now on whenever a linked target takes damage you can choose to reallocate a portion of the damage equal to your Wisdom modifier + proficiency bonus to somebody else who is also directly or indirectly connected via links. The links only work when linked individuals are within 30 feet of each other, but the effect can pass through multiple links to get to its destination. The number of targets that can be linked at any one time is equal to your Wisdom modifier, breaking a link is a free action.

e.g. The link in this example is like this 'A-B-C-D', if person B takes damage the reallocated damage can be applied to A or C who are directly linked, or D who is linked through C, D does not then take any damage from the reallocated damage being passed through there link.

Note: You do not start as linked by default, and targets can be both friendly or hostile.

Potent Spellcasting

Starting at 8th level, you add your wisdom modifier to the damage you deal with any cantrip.

Starlight Halo

Starting at 17th level, you can use your action to activate an aura of Starlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on attack rolls against your allies and allies within the bright light have advantage on spell saving throws against your enemies. You can use this ability once per day.

Previous Versions

Name Date Modified Views Adds Version Actions
10/27/2021 5:28:27 PM
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10/28/2021 3:44:23 PM
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