Astral Herald Clerics wield the power of the stars. They draw upon celestial magic to heal, protect, and guide their allies, using the constellations to channel potent spells. These clerics are revered for their ability to illuminate the path in times of darkness, offering hope and wisdom through their connection to the cosmos.
Players who choose the Astral Herald Cleric enjoy a unique blend of healing and cosmic power. Their star-themed abilities provide both support and offensive options, making them versatile and impactful in any party. This class is perfect for those who appreciate a mystical, celestial theme and the role of a guiding light in their adventuring group.
At 1st level, Your healing spells & features heal for an additional 5% of missing life rounded up.
In addition, you gain the Cosmic Balance spell, and you can cast it without expending spell points, upcasting still costs spell points as normal.๏ปฟ
At 3rd level, When you land a spell or attack on an enemy the next attack on that creature is done so with advantage and the attacker heals for (PM)d4 + your cleric level.
At 7th level, (Recharge 4-6) As a reaction to taking damage, you can choose an ally within 60 feet of you to shroud in a veil of stars. While shrouded they gain 2 levels of resistance to bludgeoning, slashing, and piercing damage.
At 9th level, You can roll 2 additional damage die when you use a Lunar, Cosmic, or Solar feature or spell.
In addition, you gain a flying speed.
At 12th level,
(Recharge 6) You gain the ability to teleport short distances by stepping through the astral plane. As a bonus action, you can teleport to an unoccupied space you can see within 60 feet; or teleport up to 30 feet, and cast a touch spell on an ally or enemy returning to your normal position unharmed.
After you teleport, you gain resistance to all damage until the start of your next turn.
At 14th level, You can cast same action spells while Channeling. This does not allow you to cast to channeling spells at the same time.
At 17th level, (Recharge 6) You can manipulate gravitational forces to control the battlefield. As an action, choose a point within 60 feet. All creatures within a 30-foot radius of that point must succeed on a Reflex saving throw or be pulled 10 feet towards the center and take (PM)d8 Cosmic damage.
Creatures that succeed on the save take no damage and are not pulled.
At 19th level, You can call upon the cosmos for favors. Gain 3 intervention dice. You can use these die to automatically grant yourself or an ally a critical success, or you can grant an enemy a critical failure.
You get your dice back after you complete a long rest.