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.
-
View User Profile
-
Send Message
Posted Jun 5, 2020I'm sorry, Beyond never gave me a notification for this reply ;-;. Well, for an overpowered campaign, it certainly works out well XD. I hope it worked out for you all & you all had fun!
-
View User Profile
-
Send Message
Posted Apr 30, 2020Thank you so much! I made this for a campaign with my friends where I wanted everyone to be a bit overpowered. But if I'm ever in the mood, I'll try to make a new, more balanced version for people to use!
-
View User Profile
-
Send Message
Posted Feb 28, 2020Ok, there's a lot to deal with here. First of all, I want to say I adore the amount of flavor you've put into this. It's very evident you've spent a lot of time and effort on this, and I don't want to just give it a negative rating and move on. I want to work with you on this to make it truly playable, cause I think it's a magnificent idea. But it certainly has its issues. I'm going to list them off here, and even then I might have forgotten a couple.
> Level one feels unrepentantly bloated. Free truesight, with no range, is busted as all ****. It can completely derail some campaigns from the get-go. Not to mention highly unorthodox. Even high CR monsters only have truesight out to a certain interval, usually 60 or 120 feet. Getting lucky stars at level 1 feels alright I suppose, but free truesight is too much. Not to mention, cleric subclasses are some of the more highly-regimented ones. At level one, they either get bonus proficiencies or a free cantrip, along with a level 1 subclass feature. This eschews that model.
>As stated above, cleric subclasses are highly regimented. At level 8, the only feature you get is either Divine Strike if you're meant to be an up-close tank, or Potent Spellcasting if you're meant to be a backlines caster. This looks like the latter. But getting the entirety of Astral Guides at level 8? Massive powerspike, pretty much no other class compares to this.
>That leads me to Astral Guides itself. Some of these are ridiculously overpowered. Like the Capricorn equivalent. (I'd like to reiterate, I love the flavor you've put into this. Full marks for that.) It increases its rider's prof by 3. Even a legendary Ioun stone only increases it by 1. And this also adds a free +20 to the rider's normal move speed, instead of normal mount rules. And buffs their Str and Con amazingly. Compared to just. . . a centaur? Not even close. Lady Justice's damage adds up fast, and the healing will get out of control fast. And there's no stated way on how to kill her, which means she's just. . . with you. Permanently, until you don't want her. That's going to win literally any combat. The Twin is probably the worst though, because The Twin can then summon their own Astral Guides. Nothing says they can't. Technically, you could have infinite Twins. Infinite spells, Guides, etc. That's just. . . . . . . . . not ok. And they don't fade.
>Cosmic Concentration allows concentration on just too many spells at once. I understand it's for level 17, yes. But. . . At this point, you're getting around 6-8 Lucky Stars on average. Concentrating on that many spells? Uhhhhh. . . no. That's busted as shit, even for a level 17 ability.
>Going back a few levels, the Abundance mode of Greater Starpower basically means it's not possible for you to run out of Lucky Stars, unless you use your last one. There's no cooldown on the ability, and using it out of combat takes no time at all. Gimme 5 minutes, boom. All my lucky stars back. Guidance can be used in combat to just steamroll literally anything. That many slots worth of spells? Sure the dice can screw you over, but casting up to 8 levels worth of spells in 1 single action for 1 single Lucky Star, with *no cooldown?* Uhhhh. . . . no. And that's not even covering the extra bonus actions you can give yourself. Lots of multiclass builds can abuse bonus actions like monks. And you get this feature at level 6, making it not hard to obtain.
>Shimmering Brilliance is a neat concept, as is everything in this subclass. But also as is everything in this subclass, it's heavily not okay for level 2. Disadvantage on attacks against your allies. Free Faerie Fire taped onto the already free Blinding Smites. Lucky stars regained. It's just. . . This subclass gets so much at every level, it far outshines every other character option in the books. Pun intended.
I want to help you make this balanced and playable, I really do. It seems like a magnificent concept. But no DM in their right mind would ever let you play this, and any NPC with these abilities would completely overshadow the party.