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One day when Uk was just a wee lil goblin, a storm was brewing not but a mile or two from his family hovel. It was a storm unlike any other he had seen. The gods of the great sky seemed to reach down to the earth with some sort of twisting vortex of destruction. From the entrance of his cave, Uk and his mama watched as the twisting and howling pillar of might landed on a nearby human village. The village was torn to shreds, humans and cattle alike seemingly picked up twirled around, and yeeted into oblivion. Uk thought, this is what I want to be when I grow up! Ever since that storm, Uk has been training his spinning, he tried every weapon in his twirls, eventually settling for the extra reach of whips. Uk was born to be a disaster, and simply wants to adventure and build his strength to fulfill his dream.

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Glasswork Golem
Medium construct, Unaligned
Armor Class 13 (natural armor)
Hit Points 36 (8d8)
Speed 30 ft.
STR
13(+1)
DEX
10(+0)
CON
10(+0)
INT
1(-5)
WIS
10(+0)
CHA
1(-5)
Saving Throws DEX +2, CON +2, WIS +2
Damage Immunities Poison, Psychic
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned,
Senses Blindsight 60 ft. (Blind beyond this radius), Passive Perception 10
Languages ----
Challenge 2 (450 XP)
Proficiency Bonus +2

False Appearance. If the golem is embedded in a window and motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the golem move or act, that creature must succeed a DC 18 Intelligence (investigation) check to discern that the golem is animate. 

Immutable Form The Golem is immune to any spell or effect that would alter its form. 

Regeneration The Golem regains 10 hit points at the start of its turn. IF the golem takes bludgeoning or thunder damage, this trait doesn't function at the start of the golem's next turn. The golem is destroyed only if it starts its turn with 0 hit points and doesn't regenerate. 

Unusual Nature The Golem doesn't require air, food, drink, or sleep.

Actions

Multiattack. The golem makes two Glass Sword attacks.


Glass Sword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage.

Bonus Actions

Dazzling Light. (Recharge 5-6) Magical, colored light springs from the golem in a 15-foot cone. Each creature in the cone must succeed on a DC 10 Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 

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As an Astral Cleric your god grants you similar power over space to their own. Open portals, teleport, call upon the celestial bodies that aren't angelic/godly in nature.

Astral Domain Spells

Cleric LevelSpells
1stmagnify gravity, jump
3rdimmovable object, silence
5thblink, melf's minute meteors
7thdimension door, gravity sinkhole
9thbanishing smite, contact other plane

Knowledge of Beyond

When you choose this domain at 1st level, you gain the Dancing Lights cantrip, you become proficient in Intelligence(Arcana) and at 5th level your Channel Divinity: Turn/Destroy Undead feature also effects Aberrations.

Channel Divinity: Spacial Shift

At 2nd level, you brandish your holy symbol for one minute and concentrate on your god's power over space. You will yourself and up to 10 other creatures within 10 feet of you to teleport to any location you have visited in the last month.

At 13th level, you can use this Channel Divinity in the same manner as a Plane Shift spell without need of the tuning fork material component. You can only use Channel Divinity: Plane Shift once per long rest.

Spatial Flux

At 6th level whenever you cast a spell on yourself or an ally, those who received the spell effect may teleport up to 60 feet as a bonus action so long as that spell remains active on them. If you heal someone they may use this teleportation effect as their Reaction.

Potent Spellcasting

At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Bishop of the Void

At 17th level, you gain more spells that count as Domain Spells. Like your other domain spells, they are always prepared and count as cleric spells for you.

Astral Domain Spells

SPELL LEVELSPELLS
6tharcane gate, gravity fissure
7threverse gravity, crown of stars
8thmaze, dark star
9thmeteor swarm, gate
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Instigator
Copper

Striking a deal with Copper you are now bound in a pact with him. 

He agreed to keep an eye out for the ones who took the magical essence that made up your golem in exchange for you to tell him of anything interesting that you have found. 

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