Cleric
Base Class: Cleric

cool text pt 2

Domain Spells

You gain the following at the levels which are as follow, they don't count against the number of spells you can prepare each day, they are always prepared and count as cleric spells.

Cleric Lvl Spells
1st Detect Evil and Good, Feather Fall
3rd Skywrite, Borrowed Knowledge
5th Fly, Nondetection
7th Death Ward, Private Sanctum
9th Contact Other Plane, Dawn

 

Star Crosser Aspect

You pick between the 2 different aspects, Umbral and Astral. More Detail about is below, they also make it, so you have certain features of this Subclass; This doesn't affect Oath Spells, Stellar Array or Stellar Novas. You get One Channel Divinity from picking this subclass and another from the Star Crosser Aspect you chose.

Astral

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Umbral

Me lazy

Stellar Array

You pick 2 of the options below, you can switch your options that you have picked with another during a short rest

Evasion Master

When you take damage, roll 1d100 if the number is 5 or lower, you don't take damage. You also gain 5 walking speed

Healthy Confidence

Prerequisite: You must be Level 10

Get a +1 to AC but if you're under half Health then your AC is Halved

Mystic Forging

When you deal damage, you can expend a spell slot to deal 1d4 damage per spell lvl. (ex. lvl 1, roll 1d4, lvl 2, 2d4, etc)

Spell Bending God

Prerequisite: You must be Level 19

When you cast a spell, it doesn't consume a spell slot

Spell Leveler

Prerequisite: You must be Level 10

If you don't have any spell slots for the highest level you can cast, you can cast Level 1 Spells WITHOUT Expending a Spell Slot. (The spell needs to be cast a level 1 to use this effect)

Star Entropy

When you do a critical hit, heal 3d4 HP

Channel Divinity

You gain the following actions as long as you follow the Requirements

Channel Divinity: Architect's Luminance

Prerequisite: You must be Level 13

Roll 1d4, depending on the roll do the effect

1d4 Effect
1 Make a Melee Attack, the damage is 1d10 + AC Magical Slashing, also you make 2 attack rolls to hit your target
2 Target 2 things in 60ft, they take 2d10 Magical Pricing Damage
3 You can cast Cone of Cold without Material Components
4 Anyone within 20ft of you that are enemies take 6d8 Magical Slashing Damage

 

Channel Divinity: Blade of Many Buffs

Prerequisite: Your Star Crosser Aspect must be Astral and need to be Level 13

Make a Melee Attack, that deals 3d4 Magical Slashing Damage, Also Roll 1d10 and do thing the thing on the table depending on what you roll 

d10 Effect
1-2 Until your next turn, your hovering (You are also not considered Prone)
3-4 You take the Dash Action
5-6 Half the next Damage you take
7-8 Your Next Attack has 10ft more range if it's melee or 50ft if it's range
9-10 Roll 1 more dice next time you deal damage

 

Channel Divinity: Bullet of the Fallen

Prerequisites: Your Star Crosser Aspect must be Umbral and need to be Level 13

Make a Range Attack, the weapon Crits when you roll a NAT 15 or Higher. The damage is 1d10 Force Damage and dice number increases by 1 for every hit that doesn't crit to a max of 4 times

Channel Divinity: Dark Moon Sword

Prerequisite: Your Star Crosser Aspect must be Astral

Melee Weapon attack that deals 2d10 slashing damage, if you skipped your previous turn, the damage is 4d10 slashing damage

Channel Divinity: Death in 4 Acts

Prerequisite: Your Star Crosser Aspect must be Umbral

Pick 3 Targets of your choosing need to make a DEX Save Against your Spell Save DC, if they fail, they take 1d6 Radiant Damage. Choose another target and they take 1d6 Radiant Damage, this target can't avoid the attack.

Channel Divinity: Weapon of 3 Elements

Melee Attack with 10ft range that deals 2d6 damage that is either Cold, Lighting or Acid

Star Crosser Life

You gain the following as long as you follow the requirements

Astral Will

Prerequisite: Your Star Crosser Aspect must be Astral

You gain Proficiency in WIS Saves.

Umbral Speed

Perquisite: Your Star Crosser Aspect must be Umbral

You gain Proficiency in DEX Saves

Stellar Novas

 You gain the following Actions, you can only use ANY of them once before a Long Rest

Counter of the Century

When you take damage, you can take the Dash Action Twice and deal 5d6 Bludgeoning Damage to the Attacker

Quasar Gensis

Anyone of your choosing 100ft away from you get advantage on their next dice roll

Swing of Hell

Make a Melee Attack, it deals 3d12 Magical Slashing Damage, it hits everyone in a 20ft cone

Sword of the Heavens

Anything that are in front of you in a 15ft wide line with a Range of 320ft must make a DEX Save (DC 17) (Even if they are allies) If they fail, they take 4d10 Magical Pricing Damage, this happens twice but you can change where the range is even if it misses

Tower to Heaven

Any Creatures of your choosing within 60ft don't have the Blinded, Charmed, Deafened, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Restrained or Stunned Condition anymore if they had it

The Edge on the Universe

As an Action you can make a Melee Attack with the range of 20ft, damage is 10d10 Magical Slashing Damage, if you don't use a bonus Action this turn, instead Make a Range Attack with a range of 320ft that deals 12d10 Bludgeoning Damage or if you skipped your last 2 turns, anyone in 200ft Sphere (Center being you) take 20d10 Damage of your choice (You don't take damage) but you can't use this for the rest of the week in game.

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