Cleric
Base Class: Cleric

Gods of the Astral Plane are as lost to time and space as the realm they reign over. The Astral Plane fills the gaps between the planes of existence and is an important, balancing force in the cosmic ecosystem of the multiverse.

Practitioners of this domain see the absence of anything as something, and consider the Astral Plane as the ultimate destination of all things. These acolytes follow the ultimate path to their destination, and help shepherd others along their way in a grand mission of entropy. Clerics of the astral domain are chaotic by nature, but typically choose to destroy evil where they find it and hasten its inevitable journey to the Astral Plane.

Level 3: Planar Reach

At 3rd level, you can create and reach through brief holes in the fabric of reality. When you cast a spell that has a range of touch, you can target a creature within 30 feet of you that you can see instead. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.

Level 3: Astral Domain Spells

Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Astral Domain Spells table, you thereafter always have the listed spells prepared.

Life Domain Spells
Cleric Level Prepared Spells
3 Guiding Bolt, LongstriderBlur, Invisibility
5 Blink, Slow
7 Banishment, Dimension Door
9 Teleportation Circle, Wall of Force

Bonus Cantrip

When you choose this domain at 3rd level, you gain the [spellGuidance[/spell] cantrip if you don’t already know it.

Level 3: Create Void

As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity, you can point your finger at a point you can see within 60 feet to create a planar tear. The tear is minuscule, but creates a powerful vacuum that forces each creature within 15 feet of the point to make a Dexterity saving throw. On a failed save, a creature takes force damage equal to 2d10 + half your cleric level and is pulled up to 15 feet toward the point. On a successful save, a creature takes half as much force damage and is not pulled. The tear vanishes immediately after drawing in any nearby creatures.

Level 6: Channel Divinity: Spatial Exchange

By 6th level, you can use your Channel Divinity to distort the fabric of reality. As an action, you teleport up to 30 feet away to an unoccupied space you can see. Alternatively, you can choose a space within range that is occupied by a small or medium creature. If that creature is willing, you both teleport, swapping places.

Level 17: Supreme Healing

When you would normally roll one or more dice to restore Hit Points to a creature with a spell or Channel Divinity, don’t roll those dice for the healing; instead use the highest number possible for each die. For example, instead of restoring 2d6 Hit Points to a creature with a spell, you restore 12.

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