Gods of the Astral Plane are as lost to time and space as the realm they reign over. The Astral Plane fills the gaps between the planes of existence and is an important balancing force in the cosmic ecosystem of the multiverse. Practitioners of this domain see the absence of anything as something and consider the Astral Plane as the ultimate destination of all things. These acolytes follow the ultimate path to their destination, and help shepherd others along their way in a grand mission of entropy. Clerics of the Astral Domain are chaotic by nature, but typically choose to destroy evil where they find it and hasten its inevitable journey to the Astral Plane.
Each domain has a list of spells—its domain spells—that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.
If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.
| Cleric Level | Astral Domain Spells |
|---|---|
| 1st | Guiding Bolt, Longstrider |
| 3rd | Blur, Invisibility |
| 5th | Blink, Slow |
| 7th | Banishment, Dimension Door |
| 9th | Teleportation Circle, Wall of Force |
You can create and reach through brief holes in the fabric of reality. When you cast a spell that has a range of Touch, you can make the spell's range 30 feet instead. You can use this feature a number of times equal to your Intelligence, Wisdom or Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
As a Bonus Action, you can use of your Channel Divinity to open a planar tear at a point you can see within 60 feet of you, creating a powerful vacuum in a 15-foot-radius Sphere centered on that point. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes Force damage equal to 1d8 plus your Cleric level and is pulled up to 15 feet toward the point. On a successful save, a creature takes half as much Force damage only. The tear then vanishes.
You always have the Misty Step spell prepared. You can cast it by expending your Channel Divinity rather than a spell slot. When you cast it in this way, you can choose a space within 30 feet of yourself that is occupied by a creature. If that creature is willing, you both teleport, swapping places; this effect fails if there isn't enough room for you or the creature to teleport there.
Starting at 8th level, you add your Intelligence, Wisdom or Charisma modifier to the damage you deal with any cleric cantrip.
Your Spatial Exchange feature improves in the following ways:
-Whenever you cast Misty Step, you can swap places with a willing creature, even if you cast it using a spell slot instead of your Channel Divinity.
-When you cast Misty Step using your Channel Divinity, you can now choose a space within 30 feet of yourself that is occupied by an unwilling creature, swapping places with it as normal. If the creature succeeds on a Charisma saving throw against your spell save DC, this effect fails and that use of your Channel Divinity is wasted.
-Whenever you successfully swap places with another creature using your Channel Divinity, you can cast a level 0-5 spell with a range of Touch as part of that Bonus Action. The spell must have a casting time of an action or a Bonus Action, and it must target the creature you're swapping places with. The spell takes effect as you and the other creature appear in your new spaces.
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