Space Domain

by SpaceAce

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Space Domain


Clerics of the Space Domain are often curious wayfarers who dared to delve further than mortal reach, making contact with extraplanar deities who orchestrate the movement of the cosmos and bless those who were daring enough to find them with the ability to travel and explore every corner of the material plane and beyond.


Domain Spells


1st-Level Space Domain feature


You gain domain spells at the cleric levels listed in the Space Domain Spells table.


Space Domain Spells
Cleric Level Spells
1st magnify gravity, zephyr strike
3rd immovable object, rope trick
5th blink, pulse wave
7th banishment, find greater steed
9th Bigby’s Hand, steel wind strike

Bonus Proficiencies


1st-Level Space Domain feature


You gain proficiency with martial weapons and heavy armor.


Astral Guidence


1st-Level Space Domain feature


Also starting at 1st level, you always know the number of hours left until the next sunset or sunrise, you always know where North is, and you cannot become lost unless by magical means. You also gain Darkvision out to a range of 60 ft, and if you already have darkvision, it instead increases by 30 ft. While under the starlit sky, you can see as if you were in bright light.


Fold Space


1st-Level Space Domain feature


Additionally at 1st level, you can momentarily fold the fabric of space. When you cast a spell that has a range of touch, you can target a creature within 30 feet of you that you can see instead. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest. Cantrips used this way do not expend any uses of this ability.










































































Channel Divinity: Planar Reach


2nd-Level Space Domain feature


At 2nd level, you can create holes in space to pull allies out of harm’s way. As a reaction when you or an ally within 30 ft of you is hit with an attack, you can create a momentary gate around them and teleport them to a space within 60 feet of you. Immediately after teleporting, the creature who gets teleported can make a melee or cantrip attack against a target within range. When attacking this way, they can deal extra radiant damage equal to your Wisdom modifier.


If the space that the creature is teleported to is occupied, the creature occupying that space can choose to switch places and teleport to the space that the teleported creature was, but cannot benefit from the additional attack. Unwilling creatures in the occupying space must succeed on a charisma saving throw against your cleric spell save DC or be teleported, and if they succeed the saving throw, the teleporting creature is instead shunted to a randomly chosen unoccupied space within 5ft of them and takes 1d10 force damage.


Once you reach 6th level, you can use this feature to instead teleport yourself or an ally to an open Celestial Gate within 100 ft of you. When used this way, the additional radiant damage is doubled.


Celestial Gateways


6th-Level Space Domain feature


At 6th level, you can summon a pair of larger, more permanent wormholes in the fabric of space. As an action, you can summon 1 or 2 gates in an unoccupied space you can see within 60ft of you or against a flat surface. The gates are 10 feet in diameter and remain for 24 hours or until you dispel them as a bonus action. You can see through one gate as if looking through the other. Any creature or object entering one of the wormholes exits from the other gate as if the two were adjacent to each other.


If you summon a gate underneath a creature unwilling to travel between them, they must succeed on a Dexterity saving throw equal to your cleric spell save DC or fall through the gate.


You can summon the gates a number of times equal to your Wisdom modifier (minimum of once) and regain all expended uses after finishing a long rest.


Divine Strike


8th-Level Space Domain feature


At 8th level, you gain the ability to infuse your weapon strikes with the power of the cosmos. 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 or force damage to the target. When you reach 14th level, the extra damage increases to 2d8.


Cosmic Warrior


17th-Level Space Domain feature


Starting at 17th level, cosmic energy suffuses your entire being granting you the following effects.


  • As an action or bonus action, you can magically teleport to an unoccupied space within 60 feet of you. You can take one willing creature and any objects they are carrying or wearing with you when using this feature. Attempting to take more than one creature will cause the teleportation to fail.


  • When you make a melee weapon attack, your reach is increased by 15 ft, and enemies you hit must succeed on a constitution saving throw against your cleric spell save DC or become blinded until the end of your next turn.


  • You can now have up to 3 Celestial Gateways active at once, and allies who use them can choose which gate they emerge from.


  • Once per long rest, you can cast either the demiplane or Mordenkainen’s Magnificent Mansion spell, channeling it through one of your Celestial Gateways.


 

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