domain of THE STARS Seeking guidance for the near future, a half-elf casts her eyes to the night sky, seeking answers in the countless sparkling lights above. Her request is answered with a cacophany of speech in her mind, one she's learned to discern individual voices from and heed their advice. A rather cautious star whispers a warning of treachery, leading her to be particularly mindful of her companion's behaviors and actions in anticipation of the betrayal that was foretold. Having lost their way through an ancient and accursed wood, a drained party of adventurers finally breaks free into a clearing, lit an eerie bluish hue by the moon's light. A tabaxi stumbles forth from the rear of the group, pulling down their hood to gaze longingly at the skies above - how long it had been since they could seek the comfort of their divine protector's light. Taking a moment to trace an imaginary line between the stars that formed their bonded constellation, their shaky heartbeat settled, and they found true calm despite their injuries. Bolstered by the divine cosmic light of those luminous beings, they began to weave a spell of healing starlight; soothing the party's wounds and bringing peace to their ailing minds. Self-seeking Stargazers Those who become followers of the stars are usually social or societal outcasts, or those who struggle to find their place in the world. Finding comfort in the brilliant lights that adorn the night sky, those misfits end up communing with the stars, one way or another. Star domain Cleric as designed by @mirakurutaimu!

Holy symbol Unsurprisingly enough, the holy symbol of a star domain cleric usually pertains to the cosmo in some way. A painting of a star or constellation on a shield, an amulet in the shape of a radiant star, etc. Constellations While it's normal for clerics of the stars to learn the names and positions of most stars in the night sky, they usually form a bond with or associate themselves with a particular constellation. This could be a traditional constellation, or one they've defined on their own. Through communing with this constellation, they can gather a variety of information - telling a fortune for the days to come, gathering knowledge on certain subjects, seeking guidance for travel or advice for tackling tasks, et cetera. A star cleric usually chooses a new name based on a star in their chosen constellation that resonates with them the most - this doesn't have to be anything more than gut feeling. The star that a cleric is named after is one they especially revere and treasure, feeling a close bond to it on a personal level. The other stars in the constellation are then used for communing and channeling 'divine' effects through magic. Communing What it means when a star cleric 'reads the stars' differs from individual to individual, but it usually involves staring at their chosen constellation for an extended period of time. Some may hear the voices of the stars, or feel their emotions. Others may experience visions; flashes of color, actual prophetic 'visions' such as future sight and flashbacks, or others. The differences in communing methods is just as varied as the sorts of folk who revere the stars. Understanding these messages, though, is a different story - the cleric will have to spend extended periods of time studying and reflecting to truly understand what the stars are telling them. Virtues The stars have no particular inherent virtues or goals besides guiding those chosen by their light to their places in the world. It isn't any kind of 'destiny', per se, as the stars won't simply point to a single course of action or abandon someone for 'straying from a path'; rather, the stars will stick with a person through thick and thin, giving guidance regardless of their actions. This individuality is a large contributor to the lack of a centralized structure for star clerics - rather than forming temples throughout the land, they prefer to wander alone. A meeting with a fellow stargazer could make for an interesting night of exchanging ideas, stories, and readings, but ultimately clerics of the stars are each unique - unifying under a centralized banner such as a clergy or cult with a clear-cut set of rules and regulations doesn't quite suit them. Star domain Cleric as designed by @mirakurutaimu!

Domain Spells You gain domain spells at the cleric levels listed in the Star Domain Spells table. See the Divine Domain class features for how domain spells work. Star Domain Spells Cleric Level Spells 1st lucky star, shield of faith 3rd falling star, locate object 5th starlight sonata, beacon of hope 7th stardust, divination 9th supernova, greater restoration 18th starship, night sky ★ Splendor of Starlight At 1st level, if you are directly beneath a clear night sky, your magic is empowered by starlight, granting you the following benefits: You get a +2 bonus to your spell save DC and your spell attack modifier.

Any time you roll a die to restore hitpoints, add your proficiency bonus in addition to the original total. A clear night sky is ultimately defined by the DM, but a few examples are a thin forest canopy, a skylight in a mansion, or being under clear water. Astral Almanac ★ At 1st level, you can study the stars to gain knowledge on a variety of subjects. During a long or short rest where you have access to the stars, choose one of the following options: You choose one skill of your choice from any of the following: Arcana, History, Religion, or Nature. You gain proficiency with that skill, or if you already have proficiency in the skill, you gain advantage on all checks for that skill until your next rest.

You may benefit from the effects of the augury spell. You may use a feature option once each. You regain any expended uses when you finish a long rest.



Additionally, you cannot get lost if navigating by the stars, and you can tell what calendar day it is by the stars' positions. Your star-based navigation cannot benefit you under effects such as maze. Projected Sky Starting at 2nd level, you can use your Channel Divinity as a bonus action to project the sky above your surroundings. Using this feature requires that you are indoors or otherwise somewhere where the sky is not available (such as a cave, thick forest, or other similar situation). The sky is projected along a ceiling or other similar surface in a 50 foot radius as it would be visible from your current location (including weather and time of day) without obstructions. If used in the daytime, the affected area will be lit with magical daylight. If used to view a clear night sky, you gain all the benefits that you would from a regular night sky for the effect's duration. The projection lasts for one hour, unless dispelled. Starry Eyed Starting at 6th level, your eyes twinkle with the shine of the cosmos. 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 look into the eyes of a creature that you can see that is attempting to hit you with a melee 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 this ability again. Constellation Strike At 8th level, you gain the ability to infuse your melee attacks with the shape of the stars. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d6 radiant damage to your target. Then, you can choose a creature within 5 feet of the first creature. If your attack roll would hit that creature's AC as well, they take 1d4 radiant damage. Up to four creatures can be hit with the second part of this attack, starting from the creature last hit by it. A creature cannot be affected by this ability twice in the same turn. When you reach 14th level, the damage of this ability increases to 2d6 and 2d4 respectively.

Wish Upon a Star Your namesake star reveals to you a ceremony you can perform in order to open a conduit between it and yourself, drawing upon its power to unleash reality-altering effects. Starting at 17th level, you gain the ability to perform a ritualistic prayer to your star, beseeching it to grant you a wish. Attempting to make a wish involves a 10-minute ceremonial prayer with access to the night sky. This prayer is treated as though it were a Concentration spell - if you fail a Concentration saving throw while reciting the prayer, you must start over. You can attempt this process as many times as you like, but it will always fail if you've successfully made a wish in the last month.

The contents of the wish must be confirmed before you roll the d20, including the exact wording offered in the prayer; no take-backs. Roll a d20. On an 18 or above, your wish is granted. This roll cannot benefit from bonuses such as guidance, be re-rolled through any ability, or given advantage except through Inspiration, if your game is using it or a similar rule.

The wish can still go awry depending on the wording, as explained in the second-to-last paragraph in the spell's description.

The wish, however, does not detriment your spellcasting or Strength scores as the last paragraph in the spell's description states - these negative effects are instead applied to your namesake star upon a successful wish, leading you to be unable to attempt another wish for one month.

Over-using your namesake star's wishes may cause it to temporarily drain its divine power. Making a successful wish four months in a row will cause your namesake star to lie dormant and powerless for the next year.

On a failed roll, the failed attempt at establishing a conduit between you and your namesake star form rips in space-time, allowing malevolent forces in the void of space to slip through into your plane, posing a threat to you and those nearby. These 'invasions' grow more severe the more failed attempts you make in a row.

What exactly is summoned from these rifts is ultimately up to the DM, but there is a sample list of creatures provided in the postscript page of this document for reference. Star domain Cleric as designed by @mirakurutaimu!

Spells Lucky Star ★ 1st-level divination Casting Time: 1 action

1 action Range: Self

Self Components: S, V

S, V Duration: Concentration, up to 1 minute You create a small star that circles around your head. You can choose to expend a star before you roll an attack roll, an ability check, or a saving throw, to roll an additional d20. You choose which of the d20s is used for the attack roll, ability check, or saving throw. You can also expend one star when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours. At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you create one additional star for each slot level above 1st. Falling Star 2rd-level enchantment Casting Time: 1 action

1 action Range: Self

Self Components: V

V Duration: Instantaneous When making an attack with a bludgeoning weapon, a prayer to the stars is answered by your weapon gleaming with a singular bright white light. As part of casting this spell, make a melee weapon attack against a creature within range, adding your spellcasting modifier to the attack roll. If this attack is successful, the target of your attack must make a Strength saving throw. On a failed save, the target takes an additional 3d8 radiant damage and is knocked prone, taking half damage and remaining standing on a successful save. Starlight Sonata 3nd-level conjuration Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: S, V

S, V Duration: Concentration, up to 1 minute You summon a dim twinkling star centered on a point within range, hovering 10 feet in the air. This star sheds dim white lite in a 15 foot radius and gently hums a haunting yet comforting tune. Any friendly creature that ends its turn in the light and can hear the star's song regains hit points equal to 1d6 + your spellcasting ability modifier. Enemies may make attacks against the star. Its AC is equal to your spell save DC. On a successful hit, the spell ends. Stardust ★ 4th-level conjuration Casting Time: 1 action

1 action Range: Self

Self Components: S

S Duration: Instantaneous You become enveloped by a thin, glittery substance called Stardust. After casting, this cloud of stardust clings to you and is visible to others as a faint glittery twinkling in the air around you. This spell produces enough stardust for five "uses" of the spell. The spell ends either upon your next short or long rest, or until all of the stardust has been used. As a bonus action on your turn, you can use the field of stardust in one of the following ways: Coating: Touching a weapon blankets it with a shimmering stardust coating. It deals an additional 1d6 radiant damage for 1 minute.

Coalescence: You summon a miniature version of a star above, providing light and guidance even in the darkest reaches of the world. Creates a small hovering star centered on a point within 30 feet that sheds bright light in a 15 foot radius and dim light another 15 feet after that. As a bonus action, you can command the mini-star to move; it has a flying speed of 30'.If the star occupies the same space as a creature, it shatters into a hail of shimmering confetti. That creature makes a Constitution saving throw. On a failure, it is blinded until your next turn and takes radiant damage equal to 1d6 + your spellcasting modifier. It takes half damage on a successful saving throw. A creature blinded by this ability repeats the saving throw at the end of each of its turns, ending the effect on a success.

Caressing: You cause a creature you can see within 30 feet to have calming, healing starlight rained upon them. That creature regains hit points equal to 1d4 + your spellcasting modifier + its constitution modifier, minimum of 1.

Creation: Motes of stardust pile together to form a solid object. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical under scrutiny, requiring a successful Investigation check to discern, and vanishes after 8 hours or until manually dispelled. Star domain Cleric as designed by @mirakurutaimu!

Supernova 5th-level evocation Casting Time: 1 action

1 action Range: 25ft radius centered on self

25ft radius centered on self Components: S

S Duration: Instantaneous You grow with the bright, dimming light of a dying star before the energy coalescing around you collapses in a magnificent explosion. Every creature in a 25ft radius around you must make a Dexterity saving throw. On a failed save, a target takes 8d10 radiant damage and is blinded, taking only half damage on a successful save. You gain one point of exhaustion. A creature blinded by this spell makes a Constitution saving throw on the end of each of its turns. On a successful save, it is no longer blinded. Starship 9th-level enchantment Casting Time: 1 minute (ritual)

1 minute (ritual) Range: Touch

Touch Components: S, V

S, V Duration: Until dispelled You touch a seafaring vessel, boat or otherwise, on which you are standing. It levitates above the ground and gains a flying speed of up to 80 miles per hour. An invisible barrier forms around the vessel, within which air is treated as it is normally, regardless of conditions outside the barrier. You can use thoughts to command the ship to move freely in three-dimensional space, including its speed, trajectory, and avoiding collisions. The ship's physical form is fortified, allowing it to sustain much more damage than it usually would be able to. If the vessel sustains its maximum speed for a full minute, you can choose to cause it to break through the barrier between worlds, leading to a precise point on a different plane of existence. There must be enough space at the destination to fit the entire vessel without it colliding with any physical objects, otherwise, the transportation fails. You may end the spell by choosing to dispel it with a thought, at which point the vessel will benefit from the effects of feather fall until it lands on solid earth or water. This spell can otherwise end if you are knocked unconscious or incapacitated in a similar fashion, or if you cast the spell on a second vessel. You may only enchant one vessel at a time using Starship. Star domain Cleric as designed by @mirakurutaimu!