In the mystical realm of Alavir, Astral Heralds are revered clerics who have formed a deep connection with the celestial realms. They are often found in the Capital City's grand temples or the secluded monasteries of the Central Province, where they study the celestial tapestry that adorns the night sky. Their powers are believed to be gifts from the Sky Cities of Altaris, where celestial beings reside.
The Astral Heralds trace their origins to ancient scholars who first deciphered the movements of celestial bodies. Over time, their understanding evolved into a form of divine communion, allowing them to tap into celestial energies. They have played crucial roles in Alavir's history, particularly during the dark times when the Demonfang Peaks were particularly active, using their celestial magic to fend off demonic invasions.
Astral Heralds form strong bonds with celestial beings, often serving as their emissaries in the mortal realm. They also have close ties with the Alaviri royal dynasty, providing celestial auguries that guide the kingdom. Their artifacts, often staves adorned with miniature constellations or amulets infused with star essence, are crafted by the dwarves of Duc Volp.
In Alavir, Astral Heralds serve as beacons of light and wisdom. They are often consulted by the rulers and common folk alike for their abilities to predict future events and unravel the intricacies of fate. They are especially revered in the Capital City and are considered valuable assets in the ongoing struggle against the forces that seek to disrupt celestial harmony.
At 1st level, when you land an attack roll on an enemy the next attack on that creature is done so with advantage and the attacker heals for 1d4 + your cleric level.
When you cast a spell, you can make an
Insight
skill check (once per round).
At 3rd level, your healing spells & features heal for an additional 5% of missing life rounded up.
๏ปฟIn addition, you gain the Cosmic Balance spell, and you can cast it without expending spell points, upcasting still costs spell points as normal.
At 7th Level, on your turn, you can choose an ally within 60 feet of you to shroud in a star veil. While shrouded they have an additional level of resistance to bludgeoning, slashing, and piercing damage.
At 11th level, once every 3 rounds, you can call upon the stars for a blessing granting you advantage on your next skill check or death saving throw. ๏ปฟIf you succeed, you heal yourself for an amount equal to your cleric level.
At 15th level, you can call upon your divine beings for favors. Gain 3 intervention dice. You can use these die to automatically grant yourself or an ally a natural 20, or you can grant an enemy a natural 1.
You get your dice back after you complete a long rest.
Standard Starting Class Equipment
2 health potions.
A backpack with 10 rations, tent & bedroll, cooking utensils, mess kit, tinderbox, 3 torches, roper and a waterskin.
Constellation Bracers: (Accessory) Your touch spells have 60 foot range. This Talisman also is an arcane focus, adding +1 to Otherworldly attack rolls & spell save DC.
Robes
Choose a Caster Weapon.