Base Class: Cleric
The gods of stars inspires the worst and best, the first and least the good and the evil to their followers by the beacons that the stars are and by the inky shroud that surrounds them, eternal equilibrist game of the universe. The deities patronizing stars can be gods of celestial bodies (Helios, Inti, Khonshou, Lathandre), of the sky (Shou, Nout, Uranus, Ether) of darkness (Lolth, Hypnos, Apophis, Hel) of dusk (Hecate, Morphee, Osiris, Fenrir)
Domain Spells
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Cleric Level |
Spells |
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1 |
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3 |
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7 |
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9 |
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with a musical instrument of your choice.
Disciple of Stars
Also starting at 1st level, your spells are more effective. Whenever you use a spell of 1st level or higher you can restore 1D4 hit points to a creature you see, inflict 1D4 necrotic damage on a creature you see, remove a frightened condition from a creature you know, or frighten a creature (she makes a wisdom saving throw if failed she’s frightened)
Channel Divinity: best and worst
Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.
As an action, you present your holy symbol and evoke celestial energy that can inspire bad and good, worst and best, light and darkness : you can frighten, charm, stun, paralyze, blind or deafen a creature of your choice or you can remove either a frightened, charmed, stunned, paralyzed, blinded or deafened condition from a creature of your choice or you can inflicts 1D12 radiant or necrotic damage to a creature you can see or you can give an advantage to your allies on all their spells or attack roll (their choose between the two options)
Agent of light and shadows.
Beginning at 6th level, your grim or hopeful rethoric is charge of magic and you have a little control on the light and darkness.You the shroud of darkness and light cantrips, and the fear, clairvoyance and darkness spells. Also you can use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Inspiration die, a d8.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Inspiration die is rolled, it is lost. A creature can have only one of your Inspiration die at a time.
The die become a D10 at level 16th.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Supreme Contrast
Starting at 17th level, when you would normally roll one or more dice to inflicts Radiant or necrotic damage with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.
You can also remove all the conditions to maximum 5 creatures you can see.
Previous Versions
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8/23/2021 9:10:30 AM
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Coming Soon
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