Cleric Domain Variant - The Cosmos
Far Across the Astral Sea.
Through and beyond space, time and the universe, there are creatures, beings and various forms of formless intelligence that exist. They drift through the universe, forever exploring the depths and marvelling at the wonder of creation.
They are not gods, but they are god-like. Never forcefully imposing their will upon the planes of existence, these powerful beings lend their knowledge and power to the few who discover their presence.
Peace through Power
A Cleric following the tenets of the Cosmos domain will often be a peaceful one until absolutely necessary.
They may sometimes only fight when directly threatened, content to watch fate unfold before them.
Some may actively utilise their deities' power for the greater good, traveling the world to make their world a better place.
Others might join a group of adventurers, revelling in the prospect of discovering more of their home world.
Though rare, a Cleric of the Cosmos domain can sometimes be drawn in by the power granted to them, taking on a much more evil path.
Willful Ignorance
A Cosmic deity will never force their devotees down a particular path. They will watch and sometimes openly disagree with decisions the Cleric has made, contacting them through a vision or communion to express this. Otherwise, Clerics of the Cosmos domain are free to act as they please.
Long-lived and Curious
Many Cosmic creatures have existed since the height of the god Ao's sovereignty. From that time forward, they have learned to look in wonder and awe at all of creation. War, race, sex and religion are of no interest to a Cosmic creature. They look only to explore and experience the universe as it is.
A Cleric of the Cosmos domain innately believes in this too, though the creeds of mortals often taint the purity of this conviction. Though they are kept in check by their connection to their Cosmic deity, a Cleric of the Cosmos domain will often seek out knowledge within libraries and other sources of information to learn more about the universe instead of letting it happen naturally.
A Cosmic being may include one of the legendary Space Whales, a sentient Nebula, a star at the beginning of its lifetime, or perhaps aone of the legendary Time-lords (yes, really).
Astral Damage
This damage type replaces any kind of Radiant damage you are capable of dealing.
It always takes the form of a brilliant deep-blue colour but otherwise has the same effects as Radiant damage.
Cosmos Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | Guiding Bolt, Detect Magic |
| 3rd | Calm Emotions, Zone of Truth |
| 5th | Clairvoyance, Astral Guardians (Spirit Guardians) |
| 7th | Locate Creature, Banishment |
| 9th | Planar Binding, Greater Restoration |
| 13th | Plane Shift |
| 15th | Mordenkainen's Magnificent Mansion |
Domain Features
Astral Knowledge
At 1st level, your deity teaches you Celestial, the closest language to its own.
You also become proficient in your choice of either Arcana, History or Religion.
When you make an ability check for the chosen skill, you may double your proficiency bonus.
Channel Divinity
Astral Presence. Starting at 2nd level, your deity allows you to tap into a small portion of its own power.
When an undead, fiend, demon or evil-aligned creature is within 30ft of you, you can use your Channel Divinity and the creature makes a Wisdom saving throw.
On a failure, it is pacified until the start of your next turn while it stares in wonder at a vision you give it of the Cosmos.
On a success, it cannot use reactions until the start of your next turn, but can otherwise act normally.
If the creature takes damage from you or an ally for the duration, it is pulled from its pacified state and can act as normal.
Channel Divinity: Synchronicity
At 6th level, when you use an action that would damage a creature, you can use your Channel Divinity as part of this action.
Make the required rolls against the target creature. On a hit, you may choose another creature within 30ft of you that you can see, that creature suffers psychic damage equal to the amount you dealt to your original target.
Astral Strike
At 8th level, you gain the ability to infuse your weapon strikes with Cosmic energy. 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 Astral (radiant) damage to the target.
At 14th level, this damage is increased to 2d8.
Planar Jaunt
At 17th level, you gain the ability to enter the Ethereal Plane for a short duration.
You can use Planar Jaunt a number of times equal to your Wisdom modifier + your proficiency bonus. This recharges after a long rest.
Combat
As a bonus action or a reaction to a spell or attack striking you, you can open a small portal into the Ethereal Plane, which you step through.
A spell or attack triggering Planar Jaunt as a reaction fails to affect you, but still occurs as though you were there (ex. Fireball still detonates). At the end of your turn, you step back through the portal and appear in a space up to 15ft within line of sight from the position you used Planar Jaunt.
Out of Combat
As an action, you can use Planar Jaunt to allow up to six other creatures including yourself to step through the portal and reappear one round (six seconds) later in a space up to 30ft away within your line of sight. During this six seconds, you are all in the Ethereal Plane.
You and all creatures who entered the portal exit it in the same formation as when you entered it.
If the creatures who entered the portal cannot fit in the area that the exit portal appears in, they must all make Constitution saving throws with a save DC of 16. On a failure, a creature takes 4d10 thunder damage and is deafened for six seconds as the magic sustaining the portal detonates in a 30ft radius with a resounding audial explosion.
On a success, a creature takes half damage.