Cleric
Base Class: Cleric

Clerics of the Astronavigation Domain serve cosmic powers of travel, hope, destiny, and companionship. They are not destroyers of worlds or wielders of singularities, they are the lights that help others find their way home.

Where other clerics call upon gods of war or death, Astro-Domain clerics channel the energy of constellations, celestial pathways, and distant suns.

This subclass is heavily focused on support, healing, positioning, buffs, and protecting allies.

As long as you are outside and can see the sky you always know:

Which direction is north.
The current time.
Your location relative to any place you've previously visited on the same planet.

You can also spend 10 minute studying the stars to determine if an extraplanar portal, celestial phenomenon, or major magical disturbance exists within 10 miles.

Level 1: Cosmic Lantern

Your presence shines like a guiding star.

You gain the Light cantrip if you don't already know it. This cantrip doesn’t count against the number of cleric cantrips you know. This spell is always cast with the target 'Self.'

You and friendly creatures within 10 feet of you have advantage on saving throws against being frightened.

Level 1: Guardian Star

As a bonus action, choose a creature within 30 feet. A tiny star begins orbiting that creature. The star lasts for 1 minute.

Once before the effect ends, when the creature is hit by an attack or fails a saving throw

The star flares and grants the following:
+2 AC against the triggering attack
Temporary hit points equal to 1d8 + your Wisdom modifier

The star then vanishes.

You can create a number of Guardian Stars equal to your proficiency modifier per long rest

Level 2: Channel Divinity — Constellation Ward

As an action, you present your holy symbol and trace a glowing constellation in the air.

Choose up to six creatures you can see within 60 feet.

Each chosen creature gains temporary hit points equal to twice your cleric level.

For 1 minute, whenever one chosen creature takes damage, another chosen creature may use its reaction to reduce that damage by 1d8 as the constellation redistributes the harm among the stars.

Level 6: Celestial Bond

Whenever a creature affected by one of your cleric spells regains hit points, you can select another ally of your choice within 30 feet of that creature regains hit points equal to your Wisdom modifier (minimum 1).

Level 8: Constellation Step

Whenever you cast a spell that restores hit points to a creature, you may immediately teleport either yourself or the healed creature up to 15 feet to an unoccupied space you can see.

You can use this feature once on each of your turns up to your proficiency bonus, this feature is restored after a long rest.

Level 17: Living Constellation

As a bonus action, you can assume the form of a Living Constellation for 1 minute. Once you use this feature, you cannot do so again until you finish a long rest.

While transformed, you gain the following benefits:

Stellar Flight

You gain a flying speed of 60 feet and can hover.

Cosmic Connection

Friendly creatures within 60 feet of you gain:

A +2 bonus to AC.
Advantage on saving throws.
Resistance to radiant damage.
Resistance to force damage.

Celestial Recovery

At the start of each of your turns, choose one friendly creature within 60 feet. That creature regains hit points equal to your Wisdom modifier + your proficiency bonus.

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