Base Class: Cleric
The moon, the sun, the stars, the endless void. And regardless of mortal intervention, the fates and the heavens constantly ebb and flow at the will of their deities. And as a Cleric of the Astral Domain, you can draw upon their power to see more than what is present and potentially twist fate yourself.
Domain Spells
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5th |
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7th |
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9th |
Celestial Boons
The cycle of the heavens grants you various boons at different times. During the day, you have advantage on Perception checks and a +1 to rolls that restore hit points. During the night, you have advantage on Insight checks and a +1 to damage rolls.
Consult the Cards
As a gift for your devout worship, you receive a Mystical Tarot Deck from your deity and can use it to alter the fates in wondrous ways.
Channel Divinity: Cosmic Convergence
Starting at 2nd level, you can use your Channel Divinity to alter fate at just the right moment. As a reaction, you present your holy symbol when a creature within 30 feet of you makes an ability check, attack roll, or saving throw. That roll gains either advantage or disadvantage.
Written in the Stars
Beginning at 2nd level, you have officially become an Oracle of the Cosmos and thus can gain small glimpses into potential futures and the ability to potentially change them.
When you finish a long rest, roll 2d20, and record the number rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of this foretelling roll. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.
At higher levels, your Oracle Sight grows stronger allowing you to roll even more Omen Dice. At 8th level, you can roll 3d20. At 14th level, you can roll 4d20. And at 20th level, you can roll 5d20.
Each Omen Die can be used only once. When you finish a long rest, you lose any unused foretelling rolls.
Starry Eyed
Starting at 6th level, your eyes twinkle with the shine of the cosmos as you are blessed with Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. If you already have darkvision from some other source, add 30 feet to your original darksight range.
As a reaction, you can use the Starstruck ability. This ability allows you to gaze into the eyes of a creature that you can see is attempting to hit you with a melee attack and attempt to thwart their attack. That creature makes a Constitution saving throw against your spell save DC. On a failure, it is blinded for 1 minute. A creature blinded by this ability repeats the saving throw at the end of each of its turns, ending the effect on a success.
You must finish a short rest before you can use the Starstruck ability again.
Heavenly Blessing
Starting at 8th level, the celestial constellations guide your hand. Once on each of your turns, when you hit a creature with a weapon attack, you can cause the attack to deal an additional 1d6 radiant damage. Also, once on each of your turns, when rolling dice to determine hit points restored by healing magic, you can roll an additional 1d6 to determine the amount of hit points restored. When you reach 14th level, the additional damage dealt increases to 2d6 radiant damage, and the additional hit points restored increases to 2d6.
Child of the Stars
Starting at 17th level, you are all but one with the stars. You gain immunity to radiant damage and enemies who hit you with a melee attack must make a Constitution saving throw or be blinded until the end of your next turn.
Additionally, you can cast Contact Other Plane to communicate with celestials without needing to make an Intelligence saving throw as the celestials shield your mind from the horrors of their plane.
Once you use this feature, you cannot use it again until you finish a long rest.
Previous Versions
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