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Subclass Cleric Astral Domain

yoonmoonsik edited this page Aug 19, 2026 · 15 revisions

AstralDomain

What Is the Astral Domain?

The Astral Domain is built around control of battlefield positioning — force damage, displacement, and teleportation.

At Level 3 you gain Create Void — a Channel Divinity that deals force damage and pushes enemies with gravitational force — and Planar Reach, a toggle that lets your touch-range spells be cast at range instead. At Level 6, Spatial Exchange lets you swap positions with any character on the battlefield as a Bonus Action, but it draws from the same Channel Divinity pool as Create Void.

Class Features

Progression Overview

LEVEL FEATURE
3 Astral Domain Spells, Create Void, Planar Reach
5 Astral Domain Spells (expanded)
6 Spatial Exchange
7 Astral Domain Spells (expanded)
9 Astral Domain Spells (expanded)

Level 3 Features

Astral Domain Spells

Your Domain grants an expanding spell list that is always prepared and doesn't count against your limit:

CLERIC LEVEL SPELLS ADDED
3 Blur, Guiding Bolt, Invisibility, Longstrider, Starry Wisp
5 Blink, Slow
7 Banishment, Dimension Door
9 Dispel Evil and Good, Wall of Stone

11 spells total — a toolkit built around speed, evasion, and spatial control. Blink at Level 5 phases you in and out of the Ethereal Plane. Slow at the same level cuts speed, AC, and actions across a group. Dimension Door at Level 7 teleports you and one ally across the battlefield. Wall of Stone at Level 9 reshapes the terrain outright.

Create Void — Channel Divinity

Your Channel Divinity option at Level 3. As a Bonus Action, you create a gravitational void at a point you choose, affecting everything in a 5 m radius. Each creature there makes a Dexterity saving throw against your spell save DC.

  • Failed save: 1d8 + your Cleric level Force damage, and the creature is dragged 4 m toward the centre of the void.
  • Successful save: half damage, and no movement.

The damage scales with Cleric level, so at Level 10 a failed save takes 1d8+10. The pull is worth the most in corridors or near ledges, and it packs enemies together for a follow-up area spell.

Planar Reach

A hotbar toggle. While it is on, your touch-range spells are cast at 9 m instead, and each such cast spends one Planar Reach charge on top of the spell's normal cost.

You have one charge, plus another at each of Wisdom 14, 16, 18, 20, 22, and 24 — up to seven at Wisdom 24. Charges come back on a Long Rest. It is a separate pool from Channel Divinity, so using it never competes with Create Void or Spatial Exchange.

Level 6 Features

Spatial Exchange

The defining Level 6 feature of the Astral Domain. As a Bonus Action, and for one Channel Divinity use, you swap positions with any character you can see — ally or enemy. The swap works across elevation differences.

Level 6 also adds Misty Step to your spells.

Spatial Exchange can pull a downed ally out of danger, drag an enemy out of cover, or drop an enemy caster next to your martials. It draws from the same Channel Divinity pool as Create Void, so each turn is a choice between the two.

Playstyle Summary

The Astral Domain is a spatial controller built around repositioning both allies and enemies.

Your combat identity:

  1. Create Void — open combat by pulling clustered enemies toward a central point, dealing force damage and disrupting their positioning
  2. Astral Domain spells — Blur for personal defense, Slow for multi-target speed reduction, Blink for tactical evasion
  3. Spatial Exchange at Level 6 — use it whenever a position swap would change the fight's dynamics, but remember it shares your Channel Divinity pool with Create Void, so you can't spam both every turn
  4. Planar Reach — toggle on when you need to deliver a touch-range spell without walking into melee first
  5. Dimension Door at Level 7 — always prepared; extract yourself and an ally from any situation instantly
  6. Wall of Stone at Level 9 — permanently reshape the physical battlefield; create corridors, seal exits, split enemy formations

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