Base Class: Cleric
The Spirit Domain represents those who draw their power not from deities, but from the spirits of the world: ancient guardians, forgotten echoes, and living essences of nature. These clerics act as bridges between the seen and unseen, offering reverence to the old powers that dwell in forest groves, misty hills, abandoned roads, and even household shrines.
In Obojima, spirits are not omnipotent nor immortal, but they are ever-present—gentle whispers in the tall grass, laughter in the creekbed, warning winds on the cliffside. Clerics of the Spirit Domain are called not by thunderous visions, but by subtle signs: a crow that watches too long, a dream that lingers, a stone that hums when touched.
Where others might see coincidence, Spirit Clerics feel intention. They become caretakers, translators, and defenders of the world’s hidden balance. Though they wield divine magic, their role is often more humble than exalted. They are honored not because they command spirits, but because they listen.
Level 1: Domain Spells
-Cleric Level Spells-
1st: Faerie Fire, Pacify Person*
3rd: Healing Spirit, Spell Signature*
5th: Conjure Animals, Leomund’s Tiny Hut
7th: Pacify Monster*, Banishment
9th: Festival King*, Submerge*
* = Spell found in the Obojima: Tales From the Tall Grass book.
Level 1: Bonus Proficiencies
You gain proficiency in the Insight skill and in one of the following of your choice: Nature or Survival. You learn the Druidcraft cantrip if you don’t already know it. Addtionally, you learn the ability to speak, read, and write Torum, the language of the spirits. If you already know Torum, you may choose another language to learn instead.
Level 1: "Hey, Listen!"
When you cast a cleric spell of 1st level or higher, you can summon a Spirit Wisp as a free action. Choose one of the following effects, targeting a creature within 30 feet:
- Guardian Wisp: The target gains temporary hit points equal to your Wisdom modifier plus Cleric level at the start of their turn.
- Watcher Wisp: The next attack roll against the target before the start of your next turn has advantage.
The Spirit Wisp floats visibly near the creature for 1 minute or until you summon a new one and the effects persist.
You can use this feature a number of times equal to your Proficiency modifier per long rest.
Additionally, you may move a Spirit Wisp using a bonus action during your turn.
At 6th level, whenever this ability is used, you may summon two Spirit Wisps instead of one.
Level 2: Channel Divinity: Spirit Guide
You can call upon a greater spirit to guide you or another in a moment of need. As an action, you choose a creature within 30 feet of you. For 1 minute, they are shrouded in a spectral aura and gain the following benefits:
Advantage on Wisdom and Dexterity checks and saving throws.
Upon making an attack roll, skill check, or saving throw and failing, the affected creature may end the duration of this ability to instead succeed with the minimum roll required to do so.
The spirit appears in the form of the casters patron spirit.
Level 6: Whispering Winds
You can sense and interpret the subtle messages of the spirit world. You can cast Augury or Speak with Animals without expending a spell slot or material components. Once you cast either spell this way, you can’t do so again until you finish a long rest.
Additionally, you can always tell the direction to the nearest spiritually significant location (such as a shrine, ancient grave, or slumbering spirit).
Level 8: Potent Spirit
Your connection to the spirits strengthens your magical attacks. You add your Wisdom modifier to the damage you deal with any cleric cantrip.
Level 17: Avatar of the Spirit Realm
You can become a vessel for a great spirit, radiating otherworldly presence. As an action, you transform for 1 minute. While in this form:
- You have resistance to all damage.
- When you cast a healing spell, it restores the maximum possible number of hit points.
- You can see into the Spirit Plane and speak with spirits and invisible creatures.
- As a bonus action on your turn, you can teleport up to 30 feet to an unoccupied space you can see.
Once you use this feature, you must finish a long rest before you can do so again.
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