Cosmos Domain

Clerics of the Cosmos Domain reach out to deities that oversee the stars and realms beyond terrestrial boundaries, some even tapping into the Collective Conscious of the multiverse. They are more focused on esoteric observance and pursuit of the occult, leading them to be scholars of rare lore and theories.

Cosmos Domain Features
Cleric LevelFeature
1stDomain Spells, Knowledge of the Heavens, Stardust
2ndChannel Divinity: Starlight
6thCelestial Guard
8thPotent Spellcasting
17thUnifying Feature

Domain Spells

1st-level Cosmos Domain feature

You gain domain spells at the cleric levels listed in the Cosmos Domain Spells table. See the Divine Domain class feature in the Player’s Handbook for how domain spells work.

Each spell is in the Player’s Handbook, unless it has a dagger, in which case it is in chapter X under spells.

Cosmos Domain Spells
Cleric LevelSpell
1stdissonant whispers, faerie fire
3rdaugury, moonbeam
5thdaylight, tongues
7thconfusion, Evard’s black tentacles
9tharcane motes, contact other plane

Knowledge of the Heavens

1st-level Cosmos Domain feature

You gain proficiency with one language of your choice and one cantrip from any spell list which must be a divination, enchantment, or illusion spell. The cantrip counts as a cleric spell for you, but it doesn’t count against the number of cantrips you can know.


1st-level Cosmos Domain feature

As an action, you bathe a target within 60 feet of you that you can see in sparking light for 1 minute. For the duration, the target can’t benefit from invisibility and is fully visible in darkness, including magical darkness.

You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest.

Channel Divinity: Starlight

2nd-level Cosmos Domain feature

As an action, you can bathe an area within 60 feet of you in ethereal light by using your Channel Divinity. The area occupies a cylinder that is 100 feet high with a radius equal to five feet times your proficiency bonus. The area is bright light, and each hostile creature within the area when it is created, or which enters or reenters the area, must succeed on a Wisdom saving throw against your spell save DC or become unsettled for 1 minute. If the target is already unsettled when it fails its save, it becomes poisoned as long as it remains within the light.

In addition, allies within the light suffer no ill effect from the unsettled condition, but the effect is not removed and can be applied as normal, affecting an ally the moment it exits the area of the light.

Celestial Guard

6th-level Cosmos Domain feature

While you are concentrating on a spell and hit by an attack, you can use your reaction to increase your AC by an amount equal to your Wisdom modifier (minimum of +1 to AC) against that attack, possibly turning a hit into a miss. If the attack still hits you, you regain the use of your reaction at the end of the turn.

Potent Spellcasting

8th-level Cosmos Domain feature

You add your Wisdom modifier to the damage you deal with any cleric cantrip.

Shooting Stars

17th-level Cosmos Domain feature

Stellar flares rain down randomly within the light of your Starlight feature. Each hostile creature that starts its turn within the light rolls a d6. On a 1 or 2, it must make a Dexterity saving throw against your spell save DC. The creature takes 2d6 radiant damage on a failed save or half as much damage on a successful one. If the creature fails its Dexterity saving throw by 5 or more, it is also blinded for one minute. A creature blinded by this feature makes a new Wisdom saving throw at the end of each of its turns. On a successful save, it is no longer blinded by this feature.