Base Class: Cleric
The Starlight Domain is tied to the eternal brilliance of the cosmos, granting clerics the power to channel the soothing light of stars and the radiant wrath of celestial fire. Clerics of this domain guide their allies with starlit inspiration, banish darkness, and blind foes with the dazzling light of the heavens.
Domain Spells
3rd-level Starlight Domain feature
You gain domain spells at the cleric levels listed in the Starlight Domain Spells table. See the Divine Domain class feature for how domain spells work.
Starlight Domain Spells
| Cleric Level | Prepared Spells |
|---|---|
| 3 | Faerie Fire, Guiding Bolt, Moonbeam, Darkness |
| 5 | Beacon Of Hope, Hypnotic Pattern |
| 7 | Guardian Of Faith, Greater Invisibility |
| 9 | Dream, Greater Restoration |
Starlit Insight
3rd-level Starlight Domain feature
Your attunement to the stars grants you insight into the threads of fate, granting you a number of Starlight Dice, which are d6s, equal to your proficiency bonus. You regain all expended Starlight Dice when you finish a long rest. Whenever you or an ally within 30 feet of you rolls a natural 20 on an attack roll, ability check, or saving throw, you regain 1 Starlight Die (up to your maximum).
Fate of Stars
3rd-level Starlight Domain feature
One use for your starlit insight feature is a reaction called Fate of Stars:
When a creature you can see within 60 feet makes an attack roll, ability check, or saving throw, and the result is known, you can use your reaction to expend one or more Starlight Dice, potentially changing the outcome from a success to a failure or vice versa. Add or subtract the total rolled from the result.
Starlit Blessing
3rd-level Starlight Domain feature
An additional use for your Starlit Insight feature is a bonus action called Starlit Blessing:
you can expend 1 or more Starlight charges to bless one creature you can see within 30 feet. The blessing lasts until the start of your next turn and grants one of the following benefits of your choice:
- Radiant Weapon. The creature’s weapon becomes magical for the duration. The creature can end the blessing early when it hits with a weapon attack, causing the attack to deal an extra radiant damage equal to the total rolled on the expended Starlight dice to bless them.
- Astral Guard. The creature’s Armor Class increases by an amount equal to the total rolled on the expended Starlight dice until the blessing ends.
- Comet Step. The creature can, as part of its movement before the blessing ends, teleport up to a number of feet equal to 5 × the total rolled on the expended Starlight dice, to an unoccupied space it can see.
You can only have one creature blessed by this feature at a time. If you bless another creature, the previous blessing ends immediately.
Channel Divinity: Celestial Flare
3rd-level Starlight Domain feature
You release the brilliance of a star, blinding foes and inspiring allies. Starting at 3rd level, you can use your Channel Divinity to create a small Celestial Flare above you. As an action, you present your holy symbol, unleashing radiant starlight in a 30-foot radius centered on yourself. Each creature of your choice in that area must make a Constitution saving throw with the following happening to them:
- On a failed save, the creature takes radiant damage equal to 2d10 + your Wisdom modifier and is blinded until the end of your next turn.
- On a successful save, it takes half as much damage and isn’t blinded.
- They shed dim light in a 10-foot radius for the next 30 seconds and cannot gain the benefits of the Invisible condition during this time regardless of if they succeed or fail.
Allies of your choice in the area are bathed in soft celestial light, gaining temporary hit points equal to your Wisdom modifier + your Cleric level
Guiding Radiance
6th-level Starlight Domain feature
Your starlight empowers those who fight beneath its glow. As an action, you can release a wave of divine illumination that fills a 30-foot radius with bright light centered on you. For 1 minute, or until you become incapacitated, any number of creatures of your choice within this area gain the following:
- Their weapon and spell attacks deal an extra 1d4 radiant damage on a hit.
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When they roll a natural 20 on an attack roll, saving throw, or skill check you regain 2 Starlight charges (Instead of only one as mentioned in your Starlit Insight feature).
Once you use this feature, you can’t use it again until you finish a short or long rest.
Astral Ascension
17th-level Starlight Domain feature
You become a vessel of the stars’ divine power. As an action, you can transform, wreathed in radiant constellations for 1 minute. While in this form:
- You emit bright light in a 30-foot radius and dim light 30 feet beyond that.
- You gain a flying speed equal to your walking speed.
- Your Weapon and spell attacks deal an extra 2d8 radiant damage
- Whenever you use your Starlit Insight, you can roll d8s instead of d6s.
- Each time you recover a Starlight Die via a natural 20, you and all allies within 30 feet regain 10 plus your Wisdom modifier hit points.
Once you use this feature, you can’t use it again until you finish a long rest.
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Posted Oct 9, 2025After almost a year away i am back and finally got D&D beyond to wok for me again. been messing around with this in a private session and hope you all like it