Cleric of Celestian
lerics of Celestian are rare, and of those all expended uses when you finish a long rest.
C
that do exist, there would only be a handful Judgement from the Stars
on Oerth at any time. The main job of a
Celestian cleric is to investigate the At 8th level, as an action, you can call down a
mysteries of the planes and space to ensure concentrated vertical beam of radiant starlight from the
that those profound mysteries do not fall into heavens in a location you specify. Each creature in a 10-
the hands of those who would abuse that foot radius, 40-foot-high Cylinder centered on a point
knowledge. Dressed all in black, these clerics have within range must make a Dexterity saving throw. A
silvery eyes and pale skin. creature takes a number of 1d6 radiant damage equal to
Cleric of Celestian Bonus your proficiency bonus on a failed save or half as much
damage on a successful one.
Spells You can use this feature a number of times equal to
Starting at 1st level, you learn an additional spell when your Wisdom modifier (a minimum of once). You regain
you reach certain levels in this class, as shown in the all expended uses when you finish a long rest.
Cleric of Celestian Spells table. The spell counts as a Radiant Form:
cleric spell for you, but it doesn’t count against the
number of cleric spells you know. As an action, you, along with everything you are wearing
and carrying, transform into radiant energy. You remain
New Cleric spells by Level The chart shows at which level the in this form for a number of rounds equal to your
spell is availiable to the Cleric. Proficiency bonus before reverting back to your normal
form. You also revert to your normal form when you
1st Level: Color Spray, Expeditious Retreat reach 0 hit points. While in radiant form, you gain the
3rd Level: Moonbeam, Vortex Warp
5th Level: Hypnotic Pattern, Magic Circle
following benefits:
7th Level: Dimension Door, Freedom of Movement
You can not be hit by non-magical weapons.
9th Level: Flame Strike, Planar Binding
You gain a fly speed of 40 feet. You can’t fall and
remain hovering in the air even when stunned or
Bonus Cantrips otherwise incapacitated.
You are intangible and can move through objects and
At 1st level, you gain the cantrips Dancing Lights, Word other creatures and objects as if they were difficult
of Radiance. terrain. Coming to rest inside another creature, or
One With the Stars passing through them, will inflict 2d10 radiant
damage.
Starting at 1st level you are immune to radiant damage. You shed light (bright light in a 30-foot radius and
dim light another 15 feet).
Channel Divinity: Fortune in A creature that touches or hits you with a melee
the Stars attack and is within 5 feet of you takes 1d8 radiant
At 2nd level, as an action, you can use your Channel damage.
Divinity to imbue your allies with the foresight of diving You are also subject to these drawbacks.
their future actions. Within the next ten rounds, they You are intangible and cannot pick up or hold items.
can make one roll with advantage. Having this Your form will hurt anyone that comes in contact
advantage only allows choosing between the two rolls with you, a friend or foe.
for your result. It does not activate abilities such as a All necrotic damage done to you is doubled.
rogues sneak attack for having advantage.
Nova Blast
At 6th level, as a bonus action, you can summon a flash
of a nova’s light between yourself and an attacking
enemy. When you are attacked by a creature within 30
feet of you that you can see, you can use your reaction to
impose disadvantage on their attack roll. An attacker
that can’t be blinded is immune to this feature. If the
creature is within 5ft of you, when you use this ability,
they also take 1d4 points of radiant damage.
You can use this feature a number of times equal to
your Wisdom modifier (a minimum of once). You regain