Priest - Vocation of the Stars
Hit Points
Hit Dice: d6 per Priest - Vocation of the Stars level
Hit Points at first Level:
Hit Points at Higher Levels:
Proficiences
Armor:
Weapons:
Tools:
Saving Throws:
Skills:
Overview & Creation
The Priests who look to the skies for guidance find energies beyond the land to empower them. They tend to think in wondrous ways, and seek knowledge beyond the material plane. Some may see them as absent-minded or full of themselves, while they simply think differently. Some Priests of the Starts specialize in shadows and light, while others prefer to think of the stars above as guides that bring them towards their destiny. Whatever it may be, the Priest follows. These divine leaders tend to be wanderers, moving from town to cit, teaching what followers they meet what they can.
Class Features
Vocation Features
Starborn
At 1
st level, you are empowered by the night and stars. You gain darkvision at a range of 60 feet, or increase your darkvision by 30 feet if you already do. While you are under the night sky, you can see in dim light and darkness with perfect clarity, rather than in shades of grey.
Channel Divinity: Constellation
Starting at 2nd level, you can use your Channel Divinity to harness the might of the stars as a boon for your allies and a bane to your enemies.
As an action, you present your holy symbol and burst forth a dazzling constellation in a 30-foot radius centered on you. Hostile creatures within the area must make a Constitution saving throw, taking 2d10 + your Priest level as radiant damage and becoming blinded until the end of your next turn on a failed save, while each allied creature of your choice within the area gains temporary hit points equal to the damage roll.
Until the end of your next turn, you are considered under the night sky while within the lingering radius of this feature.
Power Word: Radiance
Speaking this Word as an action, you choose a point within 60 feet of you that you can see and create a mote of shining starlight for one minute. The light gives bright light in a 10 foot radius, and other creatures within the light must make a Constitution saving throw at the start of their turn or the first time they move into the light on their turn, becoming blinded as long as they are within the light. A successful save makes a creature immune to the current cast.
Starsurge
At 3
rd level, you can channel the might of a star to help or harm. As an action on your turn, you make a ranged spell attack against a creature within 60 feet that you can see. An allied creature can choose to be hit. On a hit, you deal 1d8 Radiant damage or restore hit points of the same amount. The damage or healing of this ability increases by 1d8 at 6
th level, and again at 10
th, 14
th, and 18
th level. You may use this ability a number of times equal to your Intelligence modifier, regaining any expended uses after a long rest.
Stellar Display
At 6
th level, you can create an awe-inspiring display of starlight. As an action on your turn, you create a 30 foot radius shower of stars up to 60 feet above you for up to one minute, or until you lose concentration (as if concentrating on a spell). Creatures of your choice that can see this display must make a Wisdom saving throw at the start of their turn, becoming charmed or frightened by you (your choice) for the duration. A creature may make a Wisdom saving throw at the end of its turns to resist the effect. A creature that is not directly underneath the display has advantage on the saving throw. While this display is up, you are considered underneath the night sky for the purposes of your abilities.
As part of this action, you may expend a spell slot to place the display at any point within range. The radius of the display increases by 5 feet for every spell slot level above 1
st.
Guiding Stars
At 10
th level, you are always reassured by the stars. While you are under the night sky, you may cast
Locate Object or
Locate Creature at will. You also always know which way is North, and you know your exact location relative to places you already know.
Starfall
At 14
th level, you can call forth the power of the sky itself. If you are under the night sky, you may use your action to call down motes of energy on a number of creatures equal to your Priest level within 60 feet of you. Those creatures take Radiant damage equal to your Priest level + your Intelligence modifier, and must make a Constitution saving throw. On a failed save, they are also blinded until the end of your next turn.
You may use this ability twice, regaining any expended uses after a short or long rest.
Shooting Star
At 18
th level, you may bestow a bless from the stars onto another. As an action on your turn, you may choose a creature that you can see within 60 feet, granting them advantage on attack rolls, ability checks, and saving throws for the next hour. Only one creature may benefit from this ability at a time, and you can only use this ability while under the night sky.
Spell Level | Vocation Spells |
---|
Cantrips | Dancing Lights, Prestidigitation |
1st | Color Spray, Sleep |
2nd | Locate Object, Moonbeam |
3rd | Hypnotic Pattern, Fly |
4th | Arcane Eye, Locate Creature |
5th | Dream, Commune |
6th | Sunbeam |
7th | Crown of Stars |
8th | Sunburst |
9th | Wish |