Cleric
Base Class: Cleric

In your devotion to the stars and space above, you heard a calling to the great beyond.  Be it from a cosmically focused deity or space itself, your fervor and belief in something greater than you has manifested abilities that reflect the cosmos above you.

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with martial weapons.

Star Reading

At 1st level, your god gives you the ability to encourage the outcome of others and create miniature heavenly bodies.  You gain the guidance and dancing lights cantrips if you don’t already know them, which don't count against the number of cleric cantrips you know.

Channel Divinity: Cometfall

Starting at 2nd level, you magically call down a portion of a comet onto a 5-foot-radius, 20-foot-high cylinder centered on a point within 30 feet of you.  Each hostile creature in the cylinder (that doesn't have total cover) must make a Dexterity saving throw.  A creature takes 1d10 bludgeoning damage plus half your cleric level and 1d10 cold damage plus half your cleric level on a failed saving throw (both rounded up), and half as much damage on a successful one.

Channel Divinity: Fate Reading

At 6th level, when a creature within 30 feet of you makes an attack roll, saving throw, or ability check, you can use your reaction to force that creature to roll again and use the second roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM determines the outcome.

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 cold, fire, or radiant damage (your choice) to the target.  When you reach 14th level, the extra damage increases to 2d8.

Celestial Body

At 17th level, you gain resistance to cold, fire, and radiant damage.

Previous Versions

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