Base Class: Cleric
The Cosmic Domain calls to clerics who find divinity not in fixed dogma, but in the vast, shifting rhythms of the universe itself. These clerics revere the moments between certainty—dawn and dusk, life and death, shadow and starlight—when reality is most malleable and fate may be gently, or violently, redirected. To a Cosmic cleric, change is sacred, and liminality is the truest expression of divine will.
Drawing power from the heavens and the silent spaces between the stars, Cosmic clerics act as stewards of transition. They bend time, blur boundaries, and turn inevitability aside, guiding allies through moments of peril while inviting transformation where it is needed most. Their magic often manifests as soft radiance, creeping twilight, or star-flecked darkness, reflecting the cosmic cycles they embody.
As their faith deepens, Cosmic clerics learn to read the constellations as scripture, calling down stellar blessings that sharpen attacks, twist fate, or perfect healing. They grow comfortable in shadow and silence, slipping between darkness or standing unflinching as spells are drawn into them, absorbed and reshaped by the night sky etched across their skin.
At the height of their power, Cosmic clerics embody the eclipse—the union of light and void. They redirect hostile magic, collapse certainty, and mark enemies as cosmically exposed, leaving them vulnerable beneath the gaze of the stars. To stand beside a Cosmic cleric is to feel the universe itself watching over you; to stand against one is to learn that even the heavens have a dark side, and it is vast, patient, and inevitable.
Cosmic Domain Spells
Liminal Domain Spells
You gain domain spells at the cleric levels listed in the Cosmic Domain Spells table. See the Divine Domain class feature for how domain spells work.
In addition, you learn the minor illusion and dancing lights cantrips.
Cosmic Domain Spells
| Cleric Level | Spells |
|---|---|
|
3rd |
|
|
5th |
|
|
7th |
speak with dead, greater invisibility, protection from energy |
|
9th |
Channel Divinity: Liminality
3rd-level Cosmic Domain Feature
You are at home in places of change, and can channel it.
As an action, you raise your holy symbol and expend a use of your Channel Divinity. For one minute, your body becomes suffused with power corresponding to the time of day you channel in a 30ft sphere around you. The sphere is centered on you, and has a 30-foot radius, and is filled with dim light or shadow. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits one of the abilities below. You may only choose one per use of Channel Divinity.
- Dawn: You glow with the gentle light of the dawn. Creatures in range of your choosing roll with advantage on spell checks to maintain concentration. They also roll with advantage against charmed or frightened effects.
- Dusk: You shimmer with the power of twilight, and the coming of change. Creatures of your choosing that make death saving throws within your sphere of influence roll with advantage. Creatures that successfully revive themselves in your sphere rise with 5 Hit Points.
Midnight
3rd-level Twilight Domain feature
Your skin darkens with the embrace of night, and glitters with the sparkle of stars. As a reaction, when a creature casts a spell within 30 ft of you, you can make a Wisdom saving throw against their Spell DC. On a success, you redirect the spell towards you. The spell will automatically hit regardless of rolls or other effects. Spells with an AOE effect will still strike others in range. This can be done a number of times equal to your proficiency bonus, and you regain uses with a long rest.
Constellations
6th-level Cosmic Domain feature
The guiding light of the stars has taught people much, but you understand them even more, gaining access to the following blessings. Per long rest, activate two of the blessings below. You may switch them upon completing another long rest.
- Hydra: When you make a successful ranged or spell attack against an enemy, you may deal an additional 1d6 + wisdom modifier Radiant or Necrotic damage against them. You can do this {{proficiency}} times.
- Centaurus: When you make an attack using a bow, you add your Wisdom modifier to the attack roll.
- Corvus: Twice per long rest, when you fail a spell attack roll, or an enemy succeeds on a spell saving throw, you may restore a spell slot of levels 1-3.
- Pyxis: When you use a healing spell, you can choose one of the dice you roll. That die automatically rolls the maximum result.
Dark Side
17th-level Cosmic Domain feature
You manifest the darker side of the cosmos, bearing a mantle of shadows–a void, limned in moonlight.
You may choose, as a reaction, to change the target of Midnight to a creature you can see, redirecting a spell towards them as a target.
When this effect is used, one of the following happens:
- Spell Save: If the redirected spell requires a spell save, the new target makes the roll with disadvantage.
- Spell Attack: If the spell is a spell attack, roll 1d6. The target subtracts the resulting roll from their AC against the resulting roll.
Until your next turn, players roll attacks with advantage against targets Midnight is successfully used against in this manner.