Cleric
Base Class: Cleric

Astral Warden celebrate and honor the deities they follow through the creation and preservation of hallowed sites in their honor—consecrated ground where the misty division between spiritual and physical melts away to nothing. To such clerics, power can be drawn from almost any kaiju, spirit, deity, or pantheon they worship. For the Astral Warden, the act of devotion itself is magical, and the erection of a shrine a beacon of hope to those in need, and of terror to those who mean it harm.

Level 3: Astral Warden

Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Astral Warden Spells table, you thereafter always have the listed spells prepared.

Astral Warden Spells
Cleric Level Prepared Spells
3 Protection from Evil and Good, Sanctuary, Sigil of Protection, Silence
5 Dispel Magic, Soul Rend
7 Guardian of Faith, Earthen Tomb
9 Winter's Aegis, Guardian's Lantern

Level 3: Enrapture

Once per turn, when you hit a creature with an attack roll, you can attempt to expel or trap the creature. That creature must succeed on a Charisma saving throw against your cleric spell save DC or suffer one of the following effects of your choice:
• The creature is pushed away from you a number of feet equal to five times your proficiency bonus.
• The creature’s speed is reduced by a number of feet equal to your five times your proficiency bonus until the end of its next turn.

You can use this feature a number of times equal to your Wisdom modifier (minimum once), regaining all expended uses when you finish a long rest.

Level 3: Consecration

You can use your Channel Divinity to imbue an area with divine magic. As a bonus action, you target a point within 60 feet of you, causing a small, spectral shrine to appear and radiate magic in a 20-foot-radius aura for the next 10 minutes. When you use this feature, choose a Blessing or Curse from the options below, and then choose a number of creatures you can see up to 1 + your Wisdom modifier (minimum of one creature) to be affected by the shrine’s magic.

Blessing of Fortune. An affected creature in the aura can add 1d4 to an attack roll, ability check, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Blessing of Fortune, but must decide before the outcome is determined. It then can’t gain this benefit again until the start of its next turn.

Blessing of Power. When an affected creature in the aura hits a target with an attack roll, it can deal an extra 1d6 radiant damage to that target. It then can’t gain this benefit again until the start of its next turn. This damage increases to 2d6 when you reach 11th level in this class.

Blessing of Hope. An affected creature in the aura is immune to the frightened condition, and it gains 1d4 temporary hit points when it ends its turn there.

Curse of the Void. An affected creature that enters the aura for the first time on its turn or starts its turn there must succeed on a Constitution saving throw or be blinded until the start of its next turn.

Curse of Pain. An affected creature takes 1d8 necrotic damage when it enters the aura for the first time on its turn or starts its turn in the aura. This damage increases to 2d8 when you reach 11th level in this class.

Curse of Panic. An affected creature that enters the aura for the first time on its turn or starts its turn there must succeed on a Wisdom saving throw or become frightened of the shrine until the start of its next turn.

Level 6: Eldritch Guardian

When you create a shrine with your Consecration Channel Divinity feature, you also summon a Tiny Fey (yokai) spirit to act as its guardian. This shrine guardian is immune to all damage and conditions and can fly. As a bonus action on your turn, you can command it to move the shrine up to 20 feet in any direction.

The shrine guardian can also help or hinder nearby creatures. When a creature in the shrine’s aura makes an attack roll, ability check, or saving throw, you can use your reaction to command the shrine guardian to intervene, rolling 1d4 and applying it as a bonus or penalty (your choice) to the creature’s roll.

You can use this feature a number of times equal to your Wisdom modifier, regaining all expended uses upon finishing a long rest.

Level 17: Empowered Consecration

When you use your Consecration Channel Divinity feature, the radius of the shrine’s aura increases to 30 feet. In addition, you can choose all three Blessing or all three Curse options to affect creatures you designate with this feature, rather than just one option.

 

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