1st. Faerie Fire, Sleep
3rd. Darkvision, Suggestion
5th. Dispel Magic, Remove Curse
7th. Conjure Woodland Beings, Dimension Door
9th. Dream, Reincarnate
Meta'ai. Surora'stralis
Shattered Kings. Kanitus
You have been ordained with the power to harness but a small power of the celestial entities that soar over the night sky.
You gain the cantrip, Moonfire.
Level. Cantrip Casting Time. 1 Action Range. Self
Components. V, S Duration. 10 Minutes School. Conjuration
A cool but potent light resembling moonlight permeates from your hand.
The moonlight remains for the duration, and harms neither you nor your equipment. The light produced by Moonfire shines light in a 10ft. radius and dim light there after for another 10ft. You may end this spell and it's effect by dismissing it as an action, or by attacking with the Moonfire.
When you cast this spell, or as an action on a later turn, you can manifest the moonlight as an orb from your hand and hurl it at a creature within 30 ft. of you. Make a ranged spell attack. On a hit, the target takes 1d8 radiant damage.
This spell's damage increases depending on the level.
Level 5. 2d8
Level 11. 3d8
Level 17. 4d8
You are often found walking the streets at night, with only the cool light of the moon and the warm glow of the auroras to light your way, interesting things happen at night in the quiet hours, and you have seen much.
Choose two from the following skills to gain proficiency in. Arcana, Deception, Insight or Stealth.
Throughout history, many rituals have a certain time that they must be performed, be out of superstition or quantifiable cause and effect, you too have been taught how to cast and discern these rituals.
You gain the Ritual Caster feat. Your spell casting ability for spells cast with this feat is always your Cleric Spellcasting ability.
From sunset to sunrise, you gain the ability to spend your Channel divinity and enter a concentration for the next 10 minutes. You cannot use this feature indoors, and must be in direct line of sight to a celestial body.
Your vision leaves your body, and enters an orb of star light falls from the sky, and hovers above the surface at some distance from the ground. To the common man this appears as if a shooting star, or any other celestial body that travels across the sky.
As the orb produces light and shines on the ground below, you see what it hits with some clarity, but you cannot see indoors unless you can find an angle of sight to peer through an opening. You may move this orb at twice your normal speed per turn. Whilst concentrating on this orb, you may speak freely and hear to those around you, but you are effectively incapacitated. You may cancel this as a an action, but you are blinded for the next 3 rounds as your vision adjusts.
Most sentients will not notice anything odd with the orb of starlight, but those experienced with arcana or the night sky may make a check to determine if this orb is artificial, and they must make a DC 15 Intelligence (Arcana) check, if they succeed they know that the Orb is artificial and will react accordingly.
During a cloudy night, this feature is still possible, but your vision is treated as if viewing something from afar or looking through dim light with normal eyes.
Your exposure to the connection with your celestial patron has changed you and given you a uncanny perception of the world.
You gain the Keen Mind feat, this allows you the following.
You may have seen ritual, but were never given the manuscript or instructions on how to perform it or it's ingredients. Given your amazing memory from the Keen Mind feat, this may grant you the ability to copy it as if you had a manuscript and saw enough of the ritual to understand it. This will require applicable checks, but enables you to remember with amazing accuracy within the last month.
Your enhanced memory of Keen Mind would also allow you greatly increased abilities with factors that would be applicable to your experiences, for example. If you had seen and explored a building in the last month, you would have some form of photographic memory of the area, and would greatly enhance your ability to deal with traps or obscured features that you may have come across in your time previously in the building. Such as if a obscured feature required a 15 to be able to find, you'd likely only have to roll a 5, and get advantage on that roll to be able to navigate such an obscurity if you had dealt with it in the last month. You'd also likely be excellent and drawing up a floor plan.
You have been given the privilege and the responsibility to unleash the power of the stars to fight for your celestial's intentions and carry out your mission with cleansing and wrathful Starfire.
You gain the spell Starfire, and may use it a number of times without effecting your spell slots per day equal to your Wisdom modifier (atleast 1), this does not spend a spell slot if cast at base level, but expends as spell slot if you chose to add additional damage to this spell. You always have Starfire prepared, and you may cast Starfire as a Level 5 spell as per normal once you have used up your free charges.
Level. 5th Casting Time. 1 Action Range. 120 feet
Components. V, S, M (a crystal filled with phosphorescent material that has absorbed the light of the stars)
Duration. 10 Minutes School. Evocation
From a star in the sky above, a scorching ray of Starfire slams into your target, bathing the it, and the area around it, in a vibrant and blinding pillar of white and opalescent flames. The target, must make a constitution saving throw, else be knocked prone. All creatures within 10 ft. radius of the target, apart from the Cleric, must make a Dexterity saving throw, taking half damage on a success. The spell deals 4d12 damage to all effected, and continues to slam into the targeted area for 1 minute, if a creature would end their turn in the spell's area of effect, or enter the area of effect during their movement, they take 4d12 damage and must roll a Dexterity saving throw, taking half damage on a success. The caster is nor harmed by these flames, and make walk through the pillar without harm.
When casting this spell without access to the sky, the radius is instead 5ft. and no longer knocks the target prone, and the room is fully lit with bright light as a star manifests at the roof of the enclosure.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage is increased by 1d12 for each slot above 5th level.
Based on the Star domain by samwise7