Cleric
Base Class: Cleric

Clerics of the Starlight domain are a curious case, as they are often first chosen by a deity of light (Helm, Lathander, Pholtus, Branchala, the Silver Flame, Belenus, Apollo). At some point, however, they develop a connection with The Stars, a multitude of deities that transcend physical form. The Stars serve under one name, controlling the cosmos and seldom interfering with the inner planes. Stars have long represented guidance - a sprinkle light through the darkness. Travelers often find their way by following the stars and people often make wishes upon the night sky. But as the stars remain shrouded in mystery, the answer to their true nature lies within the concept of personal interpretation. Those chosen by The Stars find individual meaning and purpose within the night sky, interpreting their patterns and creating stories in order to find answer to their questions. In their own personal fashion, each Cleric of the Starlight Domain gets lost in the night sky in order to find their way. Often times, they carry a deep desire escape the strict rigidity and structure of their light deities, feeling as though the rules and expectations impede on their deep desire to control their own life and find their personal significance. The ultimate ideals of the Starlight Cleric come from the realization that the greatest beauty is found in a journey with no answers. There is power in using your uniqueness and creativity to follow a path that you create. The Stars represent a river of possibilities and freedom to explore them, painted with an appropriate beauty, shining just enough light to find your way, and transcending the desire for objective meaning.

 

Domain Spells:

1st: Guiding Bolt, Sleep

3rd: Darkness, Moonbeam

5th: Haste, Hypnotic Pattern

7th: Greater Invisibility, Divination

9th: Animate Objects, Arcane Hand

Starry Eyes

When you choose this domain at 1st level, you gain truesight, the ability to see through darkness, magical shape changes, and illusions. In addition, you can see into into the Ethereal Plane and see any creatures that have turned invisible.

Lucky Stars

Also at 1st level, you have access to a number of enchanted stars gifted to you from the Gods, which you can call down at any time for special purposes. There is no limit to how many Lucky Stars you can use in a row, but you only get a certain number per day.

Starting out, these are the functions that your Lucky Stars can accomplish:

Rewrite the Stars: Use one star to add 1d4 to any saving throw, attack roll, or ability check you or a creature in sight makes. The size of this dice increases as you level up.

Radiant Restoration: After healing a creature, expend a Lucky Star to replicate the effects, healing yourself and one other creature in sight for that same amount of hit points. If you healed multiple, choose the creature you just healed the most.

Stunning Storage: If a spell attack fails against a target, you can still roll damage and store that energy in a Lucky Star above your head. You can add that saved damage to a future successful spell attack, release that spell attack as a bonus action (if it misses again, it will return to storage), or as a reaction to being hit, add that damage value to yourself as temporary hit points.

 

The number of Lucky Stars you have each day is determined every night before you sleep as you pray to The Stars. Starting off, this amount is a 1d4 + your WIS modifier. (At 6th Level, it will become 1d6 + WIS)

 

Channel Divinity: Rain of Shimmering Brilliance

Starting at 2nd level, you can use your Channel Divinity to conjure a rain of stars, benefiting or harming creatures based on their true intentions.

As an action, you present your holy symbol, and luminous stars begin to fall from the sky in an infinitely tall 60 ft. cylinder, enveloping all creatures they hit with a dazzling aura of light for a number of turns [1d4 + your WIS modifier]. The effect of this light is determined by the true intentions of the creature, whether it intends to help or impede you. Creatures who intend to help you are each healed for hit points equal to your WIS ability score + your Cleric level. In addition, 1 weapon they are holding will be imbued with the power of Blinding Smite until the next time they use it. Those who attack these creatures while they are enveloped in light will do so with disadvantage. On the other hand, creatures who intend to harm you or have neutral intentions towards you must succeed on a DEX saving throw or become enveloped light for the duration, rendering it impossible for them to hide through magical or non-magical means, and granting advantage to all attacks made against them for the duration of the spell.

If you are within the cylinder, you will gain 1 Lucky Star.

Greater Starpower

Starting at 6th level, you gain four new skills that can be done with your Lucky Stars.

Dark Rewrite: When a creature makes a saving throw, ability check, or attack roll, you can expend one Lucky Star before the next reaction or action from a creature in order to subtract 1d8 from the rolled value.

Brilliant Boost: Expend one Lucky Star to grant yourself 1-3 extra Bonus Actions on your current turn (1d4-1; 0 treated like 1). Like all Lucky Star abilities, there are no limits to the number of uses per turn, as long as you have stars left. However, any additional times you do this in a single turn, the Brilliant Boosts will only grant you 1 Bonus Action per Lucky Star expended.

Astral Assistance: You send one Lucky Star into the cosmos as a message to The Stars, wishing for Abundance or Guidance. After 1d4-1 turn(s), your prayer will be answered. If you wished for Abundance, you will regain 1d4 Lucky Stars. If you wished for Guidance, you will be given important information and the opportunity to cast 1d8+2 spell slots worth of spells as a single action (cantrips counting as half of a spell slot).

Belt of Star Fragments: You expend 2 Lucky Stars, using the power of one to shatter the other into 1d4+2 star fragments, which begin to orbit your body. As a bonus action, you can shoot one of these star fragments as a ranged spell attack. On a hit, the projectile will do 4d12 radiant damage.

 

Your daily Lucky Star value is now determined by 1d6 + WIS modifier. You can also treat any roll under a 3 as if it were a 3.

Astral Guides

Starting at 8th level, when you pray each night, you can ask The Stars what constellations will be overhead tomorrow. The Stars will determine what the 3 closest ones will be based on a d12 roll. As an action, you can spend Lucky Stars to summon one of those 3 constellations as an astral guide, which grants perks to you and your allies and fights on your side. These Astral Guides all behave differently, functioning as auras, allies, and more. The summons will remain until you are done with battle or they die. You may have 3 guides summoned at once, but cannot summon more than one per turn. Dismissing one of these guides will grant 1 Lucky Star to you.

Any guides that have their own turn will be commanded by you, and will go after your turn.

 

Here are the possible Astral Guides based on a d12 roll and what they do:

1: The Wool Prince. You summon a mystical ram, which creates a cloud of wool in the sky with 100 hit points. All magical damage made against you or your allies can absorbed by the wool cloud.

2: Raging Bull Champion. You summon a Minotaur, which has its own turn.

3: The Twin. You summon a twin of yourself with its own turn. The twin's HP total and AC are half of yours, rounded down.

4: Mighty King of Crabs. One ally in sight gains a celestial crab spirit on their back. After landing a successful attack, they can follow up with a Crab Claw attack for an additional 1d8 damage. They also gain resistance to piercing and slashing damage.

5: The Sun Lion. You summon a lion, which has its own turn. The lion is immune to cold and fire damage, and can cast Searing Smite on itself at will. All allies within 30 ft. of the lion become immune to being frightened or exhausted.

6: Woman of the Forest. You summon a Dryad, which can cast entangle, wall of thorns, and all plant-related spells at will, as well as Healing Word.

7: Lady Justice. You summon a giant angelic woman who casts an aura within a 30 ft. radius. When an ally is healed within this aura, all other allies within it are healed for half of that amount. Half of all damage dealt to enemies within the aura will be dealt to all other enemies within. At the end of your turn, Lady Justice will swing her sword at all enemies within her aura, instantly dealing radiant damage = 10 x your WIS mod, equally distributed among all enemies.

8: The Moon Scorpion. Summons a Giant Scorpion, which will have its own turn. At the end of its turn, all allies within 120 ft. of it will be healed for 1d4 hit points.

9: The Ancient Archer. Summons a centaur, which will have its own turn.

10: The Goat Mount of Legend. You summon a goat, which can be ridden by any ally. The ally's movement speed is increased by +20, ignores difficult terrain, walks on water, and can scale any surface. In addition, whoever rides the goat will have their proficiency bonus increased by 3 and their CON & STR scores brought to 20.

11: The Lady of the Lake. You summon an intangible fey woman, who has her own turn. She can wash away magic, casting Dispel Magic or Counterspell at will. She can also command all water, casting Control Water, Tidal Wave, or Watery Sphere on her turn. In addition, she can cast Tsunami once. Once she casts this, she immediately disappears. All water attacks made by her will not affect allies.

12: Heavenly Dueling Fish. You summon 2 swordfish above your head or a willing creature's. As a bonus action, you or the creature can use them to make 2 melee attacks on enemies for 1d12 slashing damage each or 2 ranged attacks for 1d8 piercing damage each. In addition, their AC increases by +2 when attacked by a sword.

Cosmic Concentration

Starting at 17th level, you gain the ability to concentrate on as many spells as you have Lucky Stars. Concentration spells assigned to Lucky Stars will not end until you decide to end them or you expend that Lucky Star. In addition, you can perform certain cosmic abilities as bonus actions.

Evening Harvest: You summon a flying familiar made of stardust, which harvests 1 Lucky Star from every corpse within 30 ft. of you. When the Lucky Star is harvested, that corpse disintegrates.

Twilight Revival: If you have them prepared, you cast Revivify or Greater Restoration on any creature within sight.

Midnight Shift: You can switch around your prepared spells.

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