Star Domain

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.

Holy Symbol

Unsurprisingly enough, the holy symbol of a star domain cleric usually pertains to the cosmos in some way. A painting of a star or constellation on a shield, an amulet in the shape of a radiant star, etc.

Virtues

As a whole, the stars have very few unifying goals. The nigh-infinite individuality of mortal lives are reflected in the stars themselves, in their infinite uniqueness. Despite this, one singular objective is held by the stars; to defend the realms and lives of mortals from threats beyond. The creatures of the Far Realms and their kin are a constant threat to the individuality of mortals, and so as well to the individuality of the stars themselves.

Star Domain Spells

Cleric Level Spells 1st fog cloud, guiding bolt 3rd moonbeam, levitate 5th fly, fireball 7th starfall*, banishment 9th contact other plane, creation

Stardust Invigoration

Starting at 1st level, your form becomes invigorated by starlight, granting you the following benefits when you are beneath a clear night sky:

At the beginning of each of your turns, you gain temporary hit points equal to half your cleric level, rounded up.

Once per turn, your weapon attacks and damaging spells deal an additional 1d4 radiant damage.

Examples of a clear sky include a thin forest canopy, a skylight in a mansion, or the light that filters through clear water.

Bonus Proficiencies

At 1st level, you gain proficiency with martial weapons and cartographer's tools. When you make a check to navigate or create a map beneath a clear night sky, you add double your proficiency modifier to the check.

Channel Divinity: Vault of Heaven

Beginning at 2nd level, you can use your Channel Divinity to project the sky above your location.

Use of this feature requires that you are indoors, or under a similarly obscured location. As a bonus action, you channel divine energy through your holy symbol, projecting a reflection of the sky directly overhead in a 50 foot radius. The sky is projected as it would be visible from your current position, including weather and time of day, though without any other obstructions that may be overhead. If used during the daytime, the projection creates magical daylight within its area. If used during the nighttime, the projection creates an image of the stars, granting you all of the benefits you otherwise gain from being beneath a clear night sky.

Using your Channel Divinity to perform this feature grants you charges equal to half your Wisdom modifier - expending a charge sustains the projection for one minute, and expending additional charges sustains the projection for a number of minutes equal to the charges expended.

All charges of this feature disappear upon taking a short or long rest.

In addition, your Channel Divinity: Turn Undead and Destroy Undead features also function on aberrations.

Cosmic Gaze

Starting at 6th level, your eyes shine with the light of the cosmos. You gain darkvision out to a range of 120 feet. If you already have darkvision from some other source, you add 60 feet to your original darkvision range. Also, you treat the dim light created by stars as bright light for the purposes of sight.

In addition, you may cast augury and clairvoyance, each once per long rest, without expending spell slots or material components.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with the light of myriad 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 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.