Domain of Astral | Feat | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

Remove these ads. Join the Worldbuilders Guild

Domain of Astral

Clerics of the astral domain look to the stars for guidance and wisdom. Many of these clerics spend a lot of time researching the planes of existence and most, if not all, of these clerics are drawn towards the fascination of the Transitive Planes, which include the Astral Plane and the Ethereal Plane. Clerics of the astral domain worship deities who are similarly worshiped by clerics of the knowledge domain. The only real difference is that clerics of the astral domain delve a little deeper into nature deities    

Spell Chart

Level Spell
1st Detect Magic, Sanctuary
3rd Augury, Prayer of Healing
5th Blink, Clairvoyance
7th Arcane Eye, Divination
9th Contact Other Plane, Scrying
 

Astral Blessings

At 1st level, you learn two languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion. Your proficiency bonus is doubled for any ability check you make that uses either of those skills.    

Channel Divinity: Plane Shift

At 2nd level, you can use your Channel Divinity as a reaction when a creature hits you with an attack roll to temporarily shift part of your body into the Astral Plane. While in the Astral Plane in this way, your body remains in the Material Plane, but it dims, and you become transparent. You gain resistance to all damage types, except psychic damage, until the start of your next turn. In addition, all attacks against you have disadvantage until the start of your next turn with the exception of the attack that you use this reaction against.    

Channel Divinity: Ethereal Projection

At 6th level, you can use your Channel Divinity as part of the action used to cast the blink spell. When you cast this spell while using your Channel Divinity, you vanish into the Ethereal Plane on a roll of 6 or higher rather than 11 or higher. In addition, the duration of the spell is doubled.    

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.    

When Stars Align

At 17th level, you learn from your deity how to perform a ritual that will enhance your spells and grant you greater power. During a short or long rest, you can perform a one-hour ritual using the same material components as that of the symbol spell, but those components are not consumed. If you perform this ritual during a short rest, you do not gain the benefits of the short rest. After performing the ritual, your body begins to shed bright light in a 20-foot radius and dim light in an additional 20-foot radius and you can see directly into the Transitive Planes. While you are looking into the Transitive Planes, you are able to see the stars form into the symbol of your deity. After one minute, both the light and your ability to see into the planes end. Once you perform this ritual, you cannot do so again until 7 days have passed. After performing this ritual, the following occurs for the next 24 hours:
  • You gain advantage on Intelligence, Wisdom, and Charisma saving throws.
  • You add double your proficiency bonus to any skills with which you are proficient.
  • When you cast a cleric spell that restores hit points to a creature, that creature regains an extra amount of hit points equal to your cleric level.
  • When you expend a use of your Channel Divinity to use Channel Divinity: Plane Shift, you can shift your body fully into the Astral Plane which makes all attack rolls against you an automatic miss.
  • When you cast a cleric spell of 5th-level or lower on a creature that requires them to make a saving throw, you can force that creature to make that saving throw with disadvantage if they are within 20 feet of you.

  • Created by

    Lord Mcberry.

    Statblock Type

    Feat

    Link/Embed