Base Class: Cleric
Deities of this domain have power over the sky, over the celestial bodies that move across the universe, and the space through which they wander through as well. Their magic doesn't come only from the warmth and light of stars, but from the cold void of infinite nothingness that expands across the universe and makes up the majority of it. Some clerics of this domain call themselves Starcallers, while others call themselves Voidbringers, but whatever the case may be, they harness gravity and the singing radiance of stars to control the battlefield around them.
Domain Spells
You gain domain spells at the cleric levels listed in the Astral Domain Spells table. See the Divine Domain class feature for how domain spells work.
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Cleric Level |
Spells |
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1st |
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3rd |
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5th |
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7th |
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9th |
Astral Traveler
Beginning when you first choose this domain at 1st level, as long as you can see a celestial body (the sun, the moon, a star, etc), you always know the number of hours left until the next dawn and where North is. In planes of existence without cardinal directions, you instead always know the direction of your point of entrance to the plane.
Optional: Additionally, you gain access to Dunamancy spells with the Graviturgy tag (DM's discretion).
Celestial Collector
Also at 1st level, you can collect the light or lack thereof around you. If you hold a clear, closed vessel (such as a glass bottle) for 1 minute while in sunlight or complete darkness, you may cause it to fill with a swirling and faintly glowing mist of what you just collected.
As an action, you may open the vessel, causing its contents come out:
- If sunlight was collected, creatures within 15 feet of you must succeed on a Wisdom saving throw against your spell save DC or be blinded until the beginning of their next turn, and the space you are currently occupying sheds bright light in a 15-foot radius and dim light for an additional 15 feet for the next hour.
- If darkness was collected, magical darkness spreads in a 10-foot-radius sphere centred on you, which lasts until the end of your next turn. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. You can see in this darkness as if it was bright light.
Only one vessel can be filled this way at a time, and once it is used, the vessel is emptied.
Channel Divinity: Astral Sphere
Starting at 2nd level, you can create pockets of the vast infinity of space around you, using your Channel Divinity. As an action, choose an unoccupied space you can see within 60 feet of you, causing a sphere of pure gravitational force or raw starlight to appear there (your choice).
- Void Sphere: That space becomes a hole of crushing blackness, and any creature that touches it in any way must succeed on a Constitution saving throw or take force damage equal to your cleric level + your Wisdom modifier. In addition, it affects space in a 20-foot-radius sphere around it, and any creature who starts or finishes their turn in that space must succeed on a Strength saving throw or be pulled up to 10 feet towards the center. The sphere lasts for 1 minute, and while it lasts, whenever you take damage, you must make a Constitution saving throw. The DC equals 10 or half the damage you took, whichever number is higher. On a failed safe, the sphere vanishes. If you have the War Caster Feat, you make this Constitution saving throw with advantage.
- Star Sphere: That space becomes a point of celestial radiance, and any creature that touches it in any way must succeed on a Constitution saving throw or take radiant damage equal to your cleric level + your Wisdom modifier. In addition, it affects the area in a 20-foot-radius sphere around it, and any creature who starts their turn in that space must succeed on a Wisdom saving throw or become blinded until the end of their turn. The sphere lasts for 1 minute, and while it lasts, whenever you take damage, you must make a Constitution saving throw. The DC equals 10 or half the damage you took, whichever number is higher. On a failed safe, the sphere vanishes. If you have the War Caster Feat, you make this Constitution saving throw with advantage.
Celestial Protection
At 6th level, you can briefly call upon the powers you command for protection. As a reaction to you or an ally within 15 feet of you being hit by an attack, you may protect yourself using either gravity or starlight.
If you use gravity, you decrease the momentum of the space around the attacked, reducing the damage by an amount of d6s equal to half your proficiency bonus (rounded up, minimum of 1), and until the end of your next turn, the attacked creature's speed is reduced by 10 feet.
If you use starlight, the attacker must succeed on a Wisdom saving throw against your spell save DC, as the attacked flares like a star. On a failure, they become blinded until the end of your next turn, and they take radiant damage equal to your cleric level.
You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Cosmic Aura
By the time you reach 17th level, you have learnt to permanently channel aspects of the cosmos in and around you. You emanate an aura, which spreads 10 feet from you in all directions, as long as you are conscious. You may activate it, deactivate it, or switch its effects as a bonus action on your turn. When you finish a short or long rest, choose in between its two forms:
- Aura of the Void: Terrain in the aura counts as difficult terrain for hostile creatures. While it is active, as a bonus action, you may force a creature within it to make a Strength saving throw against your spell save DC. On a failed save, they are knocked prone.
- Aura of Starlight: You and allies within the aura are immune to radiant damage and resistant to fire damage. While the aura is active, you may use a bonus action to wrap an ally's weapon in radiant starlight. The next time they hit with an attack with that weapon, the attack deals an additional 3d4 radiant damage.







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