Base Class: Cleric
Unbeknownst to many, stars are celestial spirits that start out quite small and grow into their later roles. When they are at this young age, they need guidance and protection- and this is where star shepherds come in. Most often clerics of a god of light, star shepherds take newborn stars under their wing, keeping close watch over their health and nurturing them with the stuff of the Astral Plane.
Aside from their duties caring for young stars, star shepherds are also taken up with astronomy and astrology, making star maps and puzzling out celestial politics, and where might be a good place for their charges to take up residence. There have also been some star shepherds who used their knowledge of the cosmos to aim beyond care and guidance, hoping to eventually have very bright and powerful friends in the highest places. Most have no such ambitions and take the utmost care to raise their stars well, for one getting lost or turning dark has very dire consequences.
With their wisdom and ability to see the big picture, star shepherds often settle into leadership roles in their temples and communities, becoming shining examples of compassion and counsel and lighting the way through dark times.
Bonus Proficiencies
When you choose this domain at 1st level, your connection to the stars gives you proficiency with Animal Handling. Your study of the cosmos also gives you proficiency with Navigator's Tools and Cartographer's tools.
Summon Star
Also starting at 1st level, you can use the divine wisdom and power vested in you to summon a Small size star in a space within 60 feet of you. It sheds bright light for 15 feet around it, and dim light for another 15 feet. Creatures can pass through it, and it counts as an ally for the purposes of flanking. If an enemy starts its turn within the bright light, you can use a reaction to command the star to flash, and the triggering enemy must make a Constitution save: on a fail, it has disadvantage on attack rolls until the start of its next turn.
As a bonus action on your turn, you can command the star to move up to 30 feet to another space in range; the star can float over walls up to 5 feet high, or over pits up to 10 feet deep. You can give the star simple commands to obey, such as to move an object, or to keep a watch. The star is also able to pick up objects weighing up to your Proficiency x Wisdom modifier pounds by bringing them into its orbit, but is not capable of fine manipulations; the star also shares your Perception and Investigation scores. The star is able to communicate with chiming sounds and by changing the color/intensity of its light. If you have given the star a task it can act independently of you, and takes its turn immediately after yours; if the star moves out of range it will try to move back in range, and if it can't on its turn, it will vanish. The star stays summoned for one minute, or until it vanishes or you fall unconscious. It cannot normally be attacked but it can be banished, ending this use of this feature. You can have up to half proficiency rounded down stars summoned at once.
The star grows in strength as you gain levels. At level 5, targets that fail to save against its flash take 1d6 Radiant damage, and the range of this feature extends to 90 feet; at level 11, the range of its bright light and dim light it sheds increase by 15 feet each, and targets take half damage on a successful save against it; at level 17, enemies can't benefit from partial cover or concealment while in the star's bright light, and are Blinded for one round if they fail to save against it.
Channel Divinity: Nova Pulse
Starting at 2nd level, you can use your Channel Divinity to flare with celestial light.
As an action, you present your holy symbol and evoke brilliant energy that can deal Radiant damage equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide the damage among them. If you have a star summoned, you can use it as the origin of this feature instead of yourself.
Healing Light
Beginning at 6th level, the healing spells you cast on others resonate with your star, making it shine with benevolence. When you cast a spell of 1st level or higher that restores hit points to a creature, you and allies within your star's bright light regain hit points equal to your Wisdom modifier.
Divine Radiance
At 8th level, you gain the ability to maintain your connection with your stars for longer, and this knowledge also empowers your prayers, as well. When you summon a star it lasts for up to an hour, and you can dismiss it as a bonus action. You Cleric cantrips also deal extra damage equal to your Wisdom modifier.
Giant Star
Starting at 17th level, you can empower your star and cause it to grow to Gargantuan in size for one minute. While the star is gargantuan in size, enemies that start their turn inside it take Radiant damage equal to your Wisdom modifier and treat the star's space as difficult terrain, and cannot benefit from invisibility or from partial cover or concealment. While you and your allies are inside the star you have a Wisdom modifier bonus to saving throws, and enemies treat you as partially obscured.
You can only use this feature once after a long rest.
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