Cleric
Base Class: Cleric

"The stars are not distant lights. They are the first fires ever kindled, and every soul shines beneath their judgment."

The heavens of Iazigar are more than celestial bodies, they are living scripture. The constellations are the footprints of forgotten gods, cosmic beasts, and eternal heroes whose stories shape fate itself. Clerics of this domain learn to channel these celestial archetypes, invoking different constellations to guide, protect, or destroy.

Whether serving a deity of prophecy, navigation, knowledge, fate, or the night sky, these clerics become living avatars of the cosmos.

Clerics of the Domain of Constellations draw divine power from the celestial heavens. They see the stars not merely as distant lights, but as eternal patterns that embody forces, virtues, and mysteries beyond the mortal world.

These clerics chart the movements of the heavens, interpreting celestial patterns as divine scripture. Through their connection to the cosmos, they can call upon the power of constellations, channel the destructive force of falling stars, and temporarily embody celestial archetypes known as Celestial Aspects.

Whether serving a god of the night sky, venerating the cosmos itself, or simply recognizing the divine order written among the stars, these clerics believe that every mortal life is part of a greater celestial pattern.

Level 3: Celestial Aspects

Celestial Aspects

At 3rd level, your study of the heavens allows you to embody the power of different celestial archetypes. Each Aspect represents a different constellation or celestial force, granting you abilities based on its nature.

As a Bonus Action, you can assume one of your Celestial Aspects. The Aspect lasts for 1 minute, until you have the Incapacitated condition, or until you choose to end it (no action required).

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Only one Celestial Aspect can be active at a time. If you activate another Celestial Aspect while one is already active, the previous Aspect immediately ends.

You gain the following Celestial Aspects:

Guardian

The Guardian constellation embodies protection and steadfastness.

While this Aspect is active, you and your allies within 15 feet of you gain a +1 bonus to Armor Class.

In addition, whenever an ally within 15 feet of you starts its turn, that creature gains Temporary Hit Points equal to your Wisdom modifier.

Hunter

The Hunter constellation represents pursuit, precision, and the relentless tracking of prey.

Once per turn when you deal damage to a creature with an attack, you can deal extra Radiant or Force damage to that creature equal to your Wisdom modifier.

In addition, your attacks ignore Half Cover.

Voyager

The Voyager constellation embodies exploration, freedom, and the endless journey through the heavens.

While this Aspect is active, your Speed increases by 15 feet, and you ignore the effects of Difficult Terrain.

In addition, Opportunity Attacks made against you have Disadvantage.

Sage

The Sage constellation represents knowledge, wisdom, and the mysteries written among the stars.

You add your Wisdom modifier to Intelligence (Arcana), Intelligence (History), and Intelligence (Investigation) checks.

In addition, you and your allies within 15 feet of you gain a 1d4 bonus to Wisdom and Intelligence saving throws.

Beacon

The Beacon constellation represents guidance and the illuminating light of the heavens.

While this Aspect is active, you shed Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.

Invisible creatures within the Bright Light of this feature become visible.

In addition, magical Darkness within the Bright Light is suppressed.

Comet

The Comet constellation represents sudden destruction, blazing momentum, and celestial impact.

While this Aspect is active, your melee attacks deal an extra 1d6 Fire damage on a hit.

You can use your Wisdom modifier, instead of Strength or Dexterity, for the attack and damage rolls of your melee weapon attacks.

In addition, whenever you reduce a creature to 0 Hit Points, you can move up to half your Speed without provoking Opportunity Attacks.

Frost Moon

The Frost Moon constellation represents the cold silence and inexorable stillness of the void.

While this Aspect is active, you have Resistance to Cold damage.

Once per turn when you hit a creature with a melee attack, you can reduce that creature's Speed by 15 feet until the start of your next turn.

In addition, the area within 10 feet of you is Difficult Terrain for hostile creatures.

Nebula

The Nebula constellation represents uncertainty, obscurity, and the ever-changing nature of the cosmos.

Whenever you cast a spell, you can choose one creature affected by that spell. That creature must succeed on a Wisdom saving throw against your Cleric spell save DC or have Disadvantage on the next attack roll it makes before the start of your next turn.

Pulsar

The Pulsar constellation represents immense celestial energy released in focused bursts.

Whenever you cast a Cleric spell, you can choose one creature within 30 feet of you. That creature can immediately move up to 10 feet without provoking Opportunity Attacks.

In addition, once per turn when you deal damage with a spell, you can deal an extra 1d6 Force damage to one creature damaged by the spell.

Eclipse

The Eclipse constellation represents the meeting of light and darkness and the suppression of celestial power.

Hostile creatures within 10 feet of you have their Speed reduced by 10 feet.

In addition, while you are in Dim Light or Darkness, you have Advantage on Dexterity (Stealth) checks.

Finally, hostile creatures within 10 feet of you can't make Opportunity Attacks.

Level 3: Constellation Domain Spells

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

 

Constellation Domain Spells
Cleric Level Prepared Spells
3 Guiding Bolt, Faerie Fire
5 Moonbeam, Fly
7 Aura of Life, Hypnotic Pattern
9 Divination, Wall Of Force
11 Legend Lore, Cone Of Cold

Constellation Convergence

Constellation Convergence

At 3rd level, the celestial forces within you can briefly converge, allowing you to draw greater power from the stars.

Whenever you activate a Celestial Aspect, you and your allies within 30 feet of you gain the following benefits for the duration of that Aspect:

  • Celestial Speed. Your Speed increases by 10 feet.

  • Starlit Resolve. You and your allies have Advantage on saving throws to avoid or end the Charmed or Frightened conditions.

  • Cosmic Protection. You gain Resistance to Fire, Cold, Radiant, and Force damage.

In addition, once on each of your turns when you deal Fire, Cold, Radiant, or Force damage to a creature, you can choose one of the following effects:

  • Starlight's Gift. One creature of your choice within 30 feet of you gains Temporary Hit Points equal to your Wisdom modifier.

  • Celestial Momentum. One ally within 30 feet of you can move up to half its Speed without provoking Opportunity Attacks.

You can use only one of these additional effects on a turn.

Level 6: Shifting Constellations

Shifting Constellations

At 6th level, your connection to the celestial heavens allows you to shift between constellations as the battle unfolds.

Whenever you cast a Cleric spell of 1st level or higher, you can immediately change your active Celestial Aspect to another Celestial Aspect without expending a use of Celestial Aspects or taking a Bonus Action.

In addition, once per turn when a creature other than you within 30 feet of you makes an attack roll, ability check, or saving throw, you can use your Reaction to add your Wisdom modifier to the roll after seeing the roll but before knowing whether it succeeds or fails.

You can use this Reaction a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Stellar Manifestation

Stellar Manifestation

At 8th level, the power of your Celestial Aspects begins to manifest directly through your magic and attacks.

Once on each of your turns, when you hit a creature with a weapon attack or deal damage to a creature with a Cleric cantrip, you can cause the power of your active Celestial Aspect to erupt through the attack. The target takes an extra 1d8 damage.

The damage type is determined by your active Celestial Aspect:

Celestial Aspect Damage Type
Guardian Radiant
Hunter Force
Voyager Cold
Sage Radiant
Beacon Radiant
Comet Fire
Frost Moon Cold
Nebula Force
Pulsar Force
Eclipse Cold


If you have no Celestial Aspect active, you choose the damage type from Fire, Cold, Force, or Radiant when you deal the extra damage.

Level 17: Avatar of the Night Sky

Avatar of the Night Sky

At 17th level, you can fully embody the celestial power that has guided you throughout your life, becoming a living manifestation of the night sky.

As a Bonus Action, you can assume your Avatar of the Night Sky for 1 minute. The transformation ends early if you have the Incapacitated condition or if you choose to end it (no action required).

While your Avatar of the Night Sky is active, you gain the following benefits:

  • Celestial Flight. You gain a Fly Speed equal to your Speed and can hover.

  • Starlit Form. You shed Bright Light in a 30-foot radius and Dim Light for an additional 30 feet.

  • Cosmic Resilience. You have Resistance to all damage except Force damage.

  • Constellation's Blessing. Your active Celestial Aspect affects your allies within 30 feet of you as though they were within its normal range.

  • Celestial Radiance. Once on each of your turns, when you cast a Cleric spell that restores Hit Points to a creature or deals Radiant damage to a creature, you can choose another creature within 30 feet of you. That creature either regains 2d8 Hit Points or takes 2d8 Radiant damage.

Once you use this feature, you can't use it again until you finish a Long Rest. Alternatively, you can use it again by expending a spell slot of 5th level or higher.

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