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Subclass Cleric Astral Domain
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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.
| 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) |
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 |
9 spells total — a toolkit built around speed, evasion, and spatial control. Blink at Level 5 lets you phase in and out of the Ethereal Plane. Slow at the same level reduces up to six creatures' speed, AC, and actions. Dimension Door at Level 7 lets you teleport yourself and one ally up to 500 feet. Wall of Stone at Level 9 creates a permanent barrier that reshapes the physical environment.
Your Channel Divinity option at Level 3. As a Bonus Action, you create a gravitational void at a target point within range.
UseCosts: BonusActionPoint:1;ChannelDivinity:1
AreaRadius: 5 meters
SpellRoll: not SavingThrow(Ability.Dexterity, SourceSpellDC())
DamageType: Force
On a failed Dexterity save:
- Deal
1d8 + Cleric LevelForce damage - Apply
Force(-4, TargetToEntity, Neutral)— a directional push toward the void's center
On a successful save:
- Deal
(1d8 + Cleric Level) / 2Force damage - No push effect
Create Void scales with Cleric level — at Level 10, every failed save deals 1d8+10 Force damage plus the knockback effect. The push is most valuable in corridors or near ledges.
The void uses Spiritual Weapon sound and animation assets — the effect is visually dramatic without requiring custom assets.
A hotbar toggle, not a resource that fuels Create Void or Spatial Exchange (both of those cost Channel Divinity, not Planar Reach). While toggled on, any touch-range spell you know is cast as a 9-meter ranged spell instead, at the cost of one PlanarReach charge in addition to the spell's normal costs.
Planar Reach lets you use touch spells from range instead of having to walk into melee to deliver them.
The defining Level 6 feature of the Astral Domain. As a Bonus Action, you swap positions with any character within range — ally or enemy.
Using: TrickstersTransposition (base class)
TargetConditions: Character()
UseCosts: BonusActionPoint:1;ChannelDivinity:1
CastSound: Spell_Cast_Utility_MistyStep_L1to3
SpellFlags: HasVerbalComponent;IsSpell;HasHighGroundRangeExtension;RangeIgnoreVerticalThreshold
Key differences from Trickster's Transposition (the Trickery Domain's version):
-
Target: Any
Character()— ally or enemy, not just your duplicate -
Range: Extended with
RangeIgnoreVerticalThreshold— works across elevation differences -
Flags: Includes
HasVerbalComponentandIsSpell— it is a real spell, not a passive ability
Spatial Exchange can swap a downed ally out of danger, pull an enemy out of cover, or move an enemy caster into melee range of a martial ally.
The Astral Domain is a spatial controller built around repositioning both allies and enemies.
Your combat identity:
- Create Void — open combat by pulling clustered enemies toward a central point, dealing force damage and disrupting their positioning
- Astral Domain spells — Blur for personal defense, Slow for multi-target speed reduction, Blink for tactical evasion
- 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
- Planar Reach — toggle on when you need to deliver a touch-range spell without walking into melee first
- Dimension Door at Level 7 — always prepared; extract yourself and an ally from any situation instantly
- Wall of Stone at Level 9 — permanently reshape the physical battlefield; create corridors, seal exits, split enemy formations
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