Base Class: Cleric
Deities execute their divine agenda through the Clerics of the Spirit Domain, allowing their power to flow through the mortal soul to exact holy justice.
Domain Spells
You gain domain spells at the cleric levels listed in the Spirit Domain Spells table. See the Divine Domain class feature for how domain spells work.
Spirit Domain Spells
Cleric Level | Spells |
---|---|
1st | guiding bolt, sanctuary |
3rd | prayer of healing, warding bond |
5th | beacon of hope, mass healing word |
7th | guardian of faith, resilient sphere |
9th | hallow, mass cure wounds |
Healing Spirit
You dedication to the divine grants you extra healing energy to expend on those deserving of it.
When you cast a healing spell, add an extra d4 to the roll.
At Higher Levels: When you level up in the Spirit Domain, your Healing Spirit grows, becoming a d6 at Level 3, d8 at Level 7, d10 at Level 10 and d12 at Level 15.
Spiritual Radiance
The divine shines brightly within you, and you can cause it to shine outwardly as well.
As an action, you can cast the light cantrip with a radius of 40 ft. that also highlights all undead in it's scope, whether they are behind cover or not.
Channel Divinity: Spiritual Protectors
Starting at 2nd level, you can use your Channel Divinity as an action to summon Spiritual Protectors to guard you and your allies.
These protectors can take any form you want that symbolizes your allegiance to your faith and deity. 3 ethereal forms surround you on all sides for 5 ft. and move with you. They do not occupy a space, but their aura causes any hostile creature to make a Wisdom saving throw or be shunted to the nearest available space outside the aura.
These protectors can guard you and your allies by blocking incoming attacks. As a reaction, you may send up to all 3 of your Spiritual Protectors to block damage from an incoming attack that hits you or your allies, each able to absorb 5 hit points before being destroyed. Any additional damage to the target succeeds.
At Higher Levels: At Levels 9 and 15 you gain an additional Protector.
Smiting Spirit
The wrath of the gods is mighty and flows through you when you imbibe their power into your attacks.
Whenever you deal any damage other than Radiant with an attack or spell, add 1d8 radiant damage to it.
Guardian Spirit
You embody the holy protection the gods grant to their most faithful servants.
You may choose to form a holy bond and suffer in solidarity with one of your allies in range. As a bonus action, you can send forth a part of your soul to take damage for them, which is transferred onto you instead. You can take half the damage of an attack that hits the bonded ally as long as your connection remains.
You can create this bond once per long rest.
Death Spirit
Starting at 17th Level, you instinctively know the balance of life and death in your enemies, and are able to tip the scales when they are badly injured.
You call the Spirit of Death itself upon your enemies and it drains their life force. Roll 10d10; the total is how many hit points of creatures this spell can affect. Creatures within 30 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points, subtract hit points from them until they reach 0. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. Unless each creature in turn is brought to 0 by this feature, they are not affected and do not lose any hit points.
You can use this feature once per long rest.
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