Cleric
Base Class: Cleric

Celestial Cavalier Subclass    (Cleric Life Domain with Cavalier Fighter and Celestial Elf Race)

In the ethereal realm where starlight weaves its tapestry, there strides an otherworldly figure—a celestial knight of the Elven lineage, a radiant fusion of divine devotion and unwavering chivalry. With a luminous aura that mirrors the constellations above, this elf cleric, devoted to the life domain, is a beacon of healing grace on the battlefield.

Clad in resplendent armor adorned with celestial motifs, the celestial knight moves with the fluid grace inherent to the Elven race, while their eyes shimmer with the wisdom of ages. A symbiotic connection with the cosmos empowers their every stride, as if the very heavens have bestowed upon them the mantle of guardianship.

In the crucible of combat, this celestial knight transforms into a cavalier of unparalleled prowess, riding a majestic steed through the celestial spheres themselves. Their weapon, an extension of their divine purpose, gleams with the brilliance of a thousand stars as they charge into the fray, a living embodiment of celestial justice.

In the quiet moments between battles, the celestial knight's hands channel the energy of life itself, mending wounds and revitalizing their comrades. A paragon of virtue and protector of the realms, this Elven Cleric-Cavalier stands as a testament to the harmonious union of celestial power and knightly duty.

 

Celestial Knight Subclass Features

  1. Divine Steed:

    • At 3rd level, you gain the ability to summon a celestial steed to aid you in battle. This steed is celestial in nature and radiates a soft, divine light. You can summon your steed as a bonus action, and it disappears if it is ever more than 30 feet away from you or if you dismiss it as a bonus action.
  2. Channel Divinity - Celestial Blessing:

    • Starting at 3rd level, you can use your Channel Divinity to imbue your weapon with celestial energy. For 1 minute, your weapon deals radiant damage instead of its normal damage type. Additionally, you and your allies within 10 feet of you gain advantage on saving throws against being frightened.
  3. Divine Cavalry:

    • At 7th level, your celestial steed becomes more powerful. It gains resistance to radiant damage, and when you use your Divine Steed, you can choose a number of creatures equal to your Charisma modifier (minimum of one) within 5 feet of you. These creatures gain temporary hit points equal to your cleric level.
  4. Aura of Celestial Protection:

    • Starting at 10th level, you and friendly creatures within 10 feet of you have resistance to necrotic damage, and you are immune to being frightened. This aura expands to 30 feet at 18th level.
  5. Heavenly Charge:

    • At 15th level, you can make a special charge attack while mounted on your celestial steed. If you move at least 20 feet in a straight line before attacking a creature, your attack deals additional radiant damage equal to your cleric level, and the target must make a Strength saving throw or be knocked prone.
  6. Celestial Resilience:

    • At 18th level, you gain advantage on saving throws against spells and other magical effects. Additionally, when you are reduced to 0 hit points and not killed outright, you can choose to drop to 1 hit point instead. You can't use this feature again until you finish a long rest.

This Celestial Knight subclass blends the martial prowess of a cavalier with the divine magic of a cleric, all while embracing the celestial nature of an elf. Feel free to adjust specific details and numbers based on your preferences and the balance of your campaign.

Most are born on the  plane of the Gates of the Moon which is found on the plane of Ysgard (or the Astral Sea) where Selune lives  these warriors are born to aide in keeping the darkness on Faerun at bay... so they usually are sent in a group of min.  3 to 12 to Faerun .... these warriors are devoted to Selune .... when they reach a point to be sent on a journey to discover and uncover evil especially that of Shar  ...  they are both priestesses and knights dedicated to all things Selune  
 

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with heavy armor.

The Features of a Cleric of Life Domain are added

The Life domain focuses on the vibrant positive energy — one of the fundamental forces of the universe — that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities (such as Chauntea, Arawai, and Demeter), sun gods (such as Lathander, Pelor, and Re-Horakhty), gods of healing or endurance (such as Ilmater, Mishakal, Apollo, and Diancecht), and gods of home and community (such as Hestia, Hathor, and Boldrei). 

Life Domain Spells

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with heavy armor.

Disciple of Life

Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.

Channel Divinity: Preserve Life

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 healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or a construct.

Blessed Healer

Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell’s level.

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 Healing

Starting at 17th level, when you would normally roll one or more dice to restore hit points 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.

Disciple of Life

Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.

Channel Divinity: Preserve Life

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 healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or a construct.

Blessed Healer

Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell’s level.

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 Healing

Starting at 17th level, when you would normally roll one or more dice to restore hit points 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.

Previous Versions

Name Date Modified Views Adds Version Actions
1/16/2026 9:40:51 PM
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