Cleric
Base Class: Cleric

The stars have always whispered of what is to come. Most who hear them simply listen. Astromancers answer back.

Practitioners of this domain believe that fate is not a fixed path but a living tapestry of constellations, threads of light that can be read, tugged, and—on rare occasions—rewoven. They draw their magic from the celestial spheres themselves, channeling the slow turn of the heavens through a star globe and a living deck of arcana. Each card is both a tool and a fragment of destiny: a frozen moment of stellar alignment that the astromancer can play upon the world.

In battle they are rarely the most destructive presence on the field. Instead they are the ones who decide how the battle will be remembered. A single upright Balance can turn a struggling ally into the fulcrum of the entire fight. A reversed Bole can strip a champion of their certainty. When the moment is right, the Lady of Crowns can hold a collapsing line together with starlight and stubborn will, while the Lord of Crowns can mark an enemy so thoroughly that every subsequent blow against them feels inevitable.

Their art is anticipatory and deliberate. Many of their most powerful workings require foresight—knowing which card to hold, which ally to protect, which enemy to reverse before the crisis fully arrives. Those who walk this path tend to be scholars as much as healers: students of constellations, collectors of rare decks, and quiet observers who watch the night sky not for beauty alone, but for the patterns that will matter tomorrow.

An astromancer’s tools are distinctive and difficult to conceal. The wide-brimmed hat, the robes stitched with shifting star-maps, the floating circle of cards, and the crystal star globe at their hip mark them as clearly as any holy symbol. When the party is captured or searched, these implements are almost always the first things taken. Yet many who follow the Domain of Astromancy claim that a true reading can be performed with nothing more than a scrap of parchment, a drop of ink, and the memory of the stars.

To them, every skirmish is a reading. Every hard-won victory is a destiny rewritten. And every life saved is proof that the heavens are not as distant—or as indifferent—as most believe.

Domain Spells

1st-level Astromancy Domain feature

You gain domain spells at the cleric levels listed in the Astromancy Domain Spells table. See the Divine Domain class feature for how domain spells work.

Astromancy Domain Spells
Cleric Level Spells

1st

guiding bolt, healing word

3rd

augury, aid

5th

beacon of hope, mass healing word

7th

divination, death ward

9th

greater restoration, mass cure wounds

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency in the Arcana skill (if you don’t already have it) and with a set of divining cards. You can use a deck of cards or a star globe as a holy symbol.

 

Arcana Draw

1st-level Astromancy Domain feature

As a bonus action, you can choose one willing creature you can see within 30 feet of you and play one of the following Arcana upon it. The effect lasts for 1 minute (no concentration) and ends early if you play another Arcana on the same creature or if the creature drops to 0 hit points.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Upright Arcana (Allies):
The Balance. The target adds 1d4 to its attack rolls and damage rolls for the duration.
The Spear. The target’s weapon attacks score a critical hit on a roll of 19–20 for the duration.
The Arrow. The target’s speed increases by 10 feet for the duration.
The Bole. The target gains a +2 bonus to AC for the duration.
The Ewer. At the start of each of its turns, the target regains hit points equal to 1 + your Wisdom modifier (minimum of 1). This effect ends early if the target is at full hit points.
The Spire. The target gains temporary hit points equal to 5 + your cleric level. These last for the duration or until depleted.

 

Channel Divinity: Celestial Cascade

2nd-level Domain of Astromancy feature

As an action, you present your holy symbol (or star globe) and call down a cascade of starlight. Choose one of the following effects:

  • Healing Cascade. You restore a number of hit points equal to 5 × your cleric level, which you can divide as you choose among any number of creatures within 30 feet of you.
  • Full Draw. You regain all expended uses of Arcana Draw, and you may immediately play one Arcana as part of the same action (this does not cost a use).

Synastry

6th-level Domain of Astromancy feature

When you cast a spell of 1st level or higher that restores hit points to a single creature other than yourself, you can choose a second creature within 30 feet of you. That second creature also regains hit points equal to half the amount the first creature regained (rounded down).

In addition, when you use Arcana Draw, you may target two creatures instead of one (both receive the same Arcana).

Upright & Reversed

8th-level Domain of Astromancy feature

When you use Arcana Draw, you can now choose to play the card Upright or Reversed.

  • Upright works exactly as written (beneficial effect on an ally).
  • Reversed targets an enemy you can see within 30 feet and applies the inverted effect below.

Reversed Arcana (Enemies):

  • The Balance (Reversed). The target subtracts 1d4 from its attack rolls and damage rolls for the duration.
  • The Spear (Reversed). The target has disadvantage on weapon attack rolls for the duration.
  • The Arrow (Reversed). The target’s speed is reduced by 10 feet for the duration.
  • The Bole (Reversed). The target takes a –2 penalty to AC for the duration.
  • The Ewer (Reversed). At the start of each of its turns, the target takes necrotic damage equal to 1 + your Wisdom modifier (minimum of 1).
  • The Spire (Reversed). The target cannot regain hit points for the duration.

Lord of Crowns & Lady of Crowns

17th-level Domain of Astromancy feature

You add the following two Arcana to your deck. You play them using your normal Arcana Draw uses.

Special Restriction: You can only have one Crowns card active at a time (Upright or Reversed). If you play a new Crown card while another is already active, the previous one ends immediately.

Lady of Crowns: Upright. The target regains 2d10 + your Wisdom modifier hit points at the start of each of its turns for the duration, and it gains a +3 bonus to all saving throws.
Reversed. The target cannot regain hit points for the duration. At the start of each of its turns, it takes radiant damage equal to 2d10 + your Wisdom modifier.

Lord of Crowns: Upright. The target adds 1d8 to its attack rolls and damage rolls for the duration, and its weapon and spell attacks score a critical hit on a roll of 19–20.
Reversed. The target subtracts 1d8 from its attack rolls and damage rolls for the duration, and it has disadvantage on saving throws against spells for the duration.

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