Cleric
Base Class: Cleric

Domain Features

Cleric Level Feature
1st Domain Spells, Deck of Spirits
2nd Channel Divinity: Spirit Binding
6th Pact Builder
8th Potent Spellcasting
17th Greater Spirit Pact

Domain Spells

You gain domain spells at the cleric levels listed in the Spiritbinder table. These spells are always prepared and don't count against the number of spells you can prepare each day.

Cleric Level Spells
1st shield of faith, unseen servant
3rd aid, magic weapon
5th Spirit guardians, protection from energy
7th guardian of faith, fabricate
9th Greater restoration, commune

Deck of Spirits (1st Level)

At dawn, roll a d100 to determine which spirits accompany you for the day. You may roll twice and keep both results. Each spirit grants a unique infusion, which you can apply to a creature or object.

  • Each infusion lasts until your next long rest or until replaced.

  • Infusing an object requires a 10-minute ritual or the use of a 1st-level spell slot or higher.

  • You may maintain two active infusions at a time. At 17th level, you may maintain three active infusions instead.

Refer to the full Spirit Infusions table (see below) for effects.


Channel Divinity: Spirit Binding (2nd Level)

As an action, you may bind a spirit directly to an ally or object within 30 feet for 1 minute. Choose one of the following effects:

  • Deflecting Spirit: The target reduces damage from a single source by 2d10 + your cleric level.

  • Echoform: Target may take an additional reaction this round.

  • Rooting Spirit: Target is immune to forced movement, grapples, and being knocked prone.

You may use this feature once per short or long rest.


Pact Builder (6th Level)

Your bond with spirits deepens, allowing you to forge longer-lasting agreements with them through small rituals, charms, or offerings. These pacts can imbue allies or objects with spiritual energy in more flexible and useful ways.

You gain the following benefits:

  • Remote Infusion: You may infuse a willing creature or nonmagical object within 60 feet of you as an action by expending a spell slot of 1st level or higher.

  • Enduring Bind: Spirit infusions you apply now last 24 hours or until you complete a long rest, whichever is longer. Infusions can also now survive being passed between wielders.

  • Bound Charm: Once per long rest, you may create a spirit charm during a short or long rest. This is a small token (feather, mask, carved stone, etc.) infused with a dormant spirit. Any creature may activate the charm as a bonus action to gain one of the following for 1 minute:

    • +1 AC

    • Advantage on one saving throw of their choice

    • Resistance to one damage type (your choice upon crafting)

You may only have one active spirit charm at a time. It loses power at the end of your next long rest.


Potent Spellcasting (8th Level)

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


Greater Spirit Pact (17th Level)

Once per long rest, you may call forth a major spirit to physically manifest in a 20 ft. radius aura around you for 1 minute. Choose one:

  • Lantern-Titan Guardian: Allies in the aura deal +1d8 radiant damage on weapon attacks.

  • Ember Fox Avatar: Allies gain +1 AC and advantage on Dexterity saving throws.

  • Echo Giant: All healing and temporary HP you grant is maximized for the duration.

The aura moves with you. It counts as a spiritual projection—visible but intangible to most.

Additional Language

When you choose this domain at 1st level, you gain the ability to understand torum

Draw of Whispers

At dawn, roll a d100 to determine which spirits accompany you for the day. You may roll twice and keep both results. Each spirit grants a unique infusion, which you can apply to a creature or object.

Each infusion lasts until your next long rest or until replaced.

Infusing an object requires a 10-minute ritual or the use of a 1st-level spell slot or higher.

You may maintain two active infusions at a time. At 17th level, you may maintain three active infusions instead.

Refer to the full Spirit Infusions table (see below) for effects.

Spirit Infusions by d100 Roll

Each morning, roll on this table to determine a spirit you can bind and use for infusions. At higher levels, you may roll multiple times and choose your favorites. These effects last until your next long rest unless otherwise noted.

d100 Spirit Name Infusion Effect
001 Ember Fox Infused weapon deals +1d4 fire damage and sheds dim light in 10 ft.
002 Lantern Wisp Infused item sheds bright light in 30 ft. +5 to Perception in dim light.
003 Old Bell Goat Infused object rings when hostile creatures are within 15 ft. +5 passive Perception.
004 Sootleaf Spirit Infused cloak or armor grants advantage on Stealth in smoke or urban terrain.
005 Jade Ant Infused tool gains advantage on all related checks. Counts as magical.
006 Whistling Thread Weapon gains the thrown property (30/60 ft.) and returns after being thrown.
007 Saltbell Frog Bearer has resistance to poison and immunity to the poisoned condition.
008 Mist Latchling Once per day, bearer becomes incorporeal for 1 round.
009 Echo-Child Once per day, bearer may reroll a failed saving throw.
010 Bone-Eater Moth Bearer gains darkvision 60 ft. or extends existing darkvision by 30 ft.
011 Glasswing Widow Bearer can cast mirror image once per day.
012 Willow-Harp Shade You may speak, read, and write Sylvan for 24 hours.
013 Dappled Cricket Bearer gains +10 ft. to their movement speed.
014 Thorn-Browed Ape Bearer gains a climbing speed equal to walking speed.
015 Glimmering Marrow Weapon inflicts an extra 1 psychic damage on hit.
016 Rattlejar Spirit Once per day, impose disadvantage on a Wisdom saving throw.
017 Lantern Biter Your torch or lantern sheds daylight in a 15 ft. radius.
018 Veil-Dweller Bearer has advantage on saving throws against illusions.
019 Bristleback Cub Gain +1 to initiative and advantage on the first attack roll in combat.
020 Inkfeather Raven Once per day, send a silent message up to 1 mile.
021 Grinning Twigjack Target gains advantage on saves vs. being frightened.
022 Skyroot Mender Bearer can cast mending at will.
023 Pale Bell Singer Bearer can emit a tone that grants allies within 10 ft. advantage on Stealth.
024 Charcoal Imp Once per day, deal +2d6 fire damage with a spell.
025 Totem of Moths Bearer is immune to magical darkness for 10 minutes.
026 Singing Cattail Once per day, the bearer can cause all plant life in a 15 ft. radius to bloom.
027 Dustwalker Cub Bearer ignores difficult terrain caused by natural environments.
028 Sap-Soaked Owl Gain tremorsense 10 ft.
029 Driftwood Echo Bearer may mimic any voice they've heard in the last 24 hours.
030 Crescent Lantern Light cast by this item reveals invisible creatures.
031 Lavender Skulk Advantage on Dexterity (Stealth) checks while in natural foliage.
032 Melting Mask Once per day, cast disguise self.
033 Gloam-Eyed Ferret Advantage on checks to detect lies or illusions.
034 Siltkin Dreamer Bearer doesn’t need to sleep to gain the benefits of a long rest.
035 Bramble Warden Once per day, cast entangle.
036 Candlelimb Bough Bearer can ignite or extinguish a flame within 60 ft. as a bonus action.
037 Mudglaze Tortoise Bearer gains resistance to bludgeoning damage for 1 minute.
038 Bellvine Shaker Shakes when someone speaks a lie within 10 ft.
039 Mask of the Red Moon You can see in magical darkness.
040 Blooming Bramble Once per day, heal 2d4 hit points when in direct sunlight.
041 Hollow Antler Advantage on checks to track or forage.
042 Milkroot Hopper Bearer can jump double distance.
043 Woven Spindle Can cast web once per long rest.
044 Gladebell Spirit Restores 1d6 HP when touched to a dying creature once per day.
045 Smokeveil Gnat Bearer can hide as a bonus action once per day.
046 Cragspike Cub +1 AC while in rocky or mountainous terrain.
047 Murkmouth Snapper Weapon deals +1d4 acid damage.
048 Lantern Beetle Can light or dim magical light as a bonus action.
049 Velvet-Eyed Gloom Grants darkvision 120 ft.
050 Timber Rattle Once per day, frighten one creature within 10 ft. (Wisdom save)
051 Sunroot Spider Grants immunity to the charmed condition for 1 hour.
052 Clay-Mask Owl Can cast detect thoughts once per long rest.
053 Bellowbark Shade Increases your voice’s volume tenfold for 1 minute.
054 Whisperseed Record up to 25 words and release them later.
055 Marrowglow Deer You are immune to being paralyzed for 1 minute.
056 Chimecap Mouse Grants advantage on initiative rolls.
057 Crookroot Badger You can burrow through soft earth at 10 ft. speed.
058 Rustpetal Thrush Item gains resistance to rusting/corrosion effects.
059 Flarecap Imp Once per day, cast faerie fire.
060 Bellwood Wyrmling Grants advantage on Arcana checks.
061 Tidewhistle Finch Cast feather fall once per long rest.
062 Spindle-Reed Eel Gain a swim speed equal to walking speed.
063 Husked Embercat Bearer can speak Ignan for 24 hours.
064 Thorn-Winged Gnat Weapon causes minor bleeding: 1 damage at start of target's turn for 1 round.
065 Drifting Muzzlebat Advantage on saving throws against deafening effects.
066 Candlecoil Serpent Weapon sheds light in a 20 ft. radius and deals +1 radiant once per turn.
067 Hollow-Root Mask Once per day, become invisible for 1 minute when motionless.
068 Quartzback Hare Resistance to thunder damage.
069 Gloamhorn Foal You can see through thick fog or mist without penalty.
070 Inkleaf Spider Write or draw perfectly on any surface.
071 Patchhide Shambler Ignore the effects of exhaustion for 1 hour.
072 Witchbloom Kit Cast identify once per day without a spell slot or material components.
073 Hollow-Eyed Minnow Breathe underwater for 10 minutes.
074 Spirit-Twine Falcon Advantage on Survival checks for hunting.
075 Mosswhistle Cub Gain resistance to cold damage.
076 Rattleroot Witch Cast bane once per long rest.
077 Wicker Lantern Can trap a Tiny spirit or elemental for 1 hour (DC 13 Cha save).
078 Flicker-Tongue Lark Cast message at will.
079 Mistroot Piper Grants 1d4 temporary HP to allies when you play an instrument.
080 Stonethread Spider Climb difficult surfaces without needing to make checks.
081 Coralbloom Sprite You may speak with aquatic animals for 10 minutes.
082 Mycelial Weaver Advantage on saves vs. poison and disease.
083 Loambinder Mask You may shape 5 ft. of earth or clay as an action (no damage).
084 Oakwisp Banshee Once per day, scream to deafen one creature for 1 round.
085 Glint-Eyed Gecko Advantage on Acrobatics checks.
086 Dunecreeper Cub Ignore the effects of wind and sand-based terrain.
087 Emberglass Shrike Weapon crits on 19–20 while under direct sunlight.
088 Stitchvine Ferret Mend one piece of nonmagical gear as an action (once per short rest).
089 Wyrmroot Sentinel Gain tremorsense 5 ft.
090 Smokeveil Vulture You may hide even when lightly obscured.
091 Spirit-Touched Urchin Once per day, turn invisible for 1 round after taking damage.
092 Gliderbranch Bat Reduce falling damage by 30 feet.
093 Ashroot Lynx Weapon gains +1 to hit while fighting alone.
094 Frostpetal Owl Gain resistance to cold damage.
095 Bristlebark Beast Your AC increases by 1 while not wearing armor.
096 Echo-Willow Shade Bearer can communicate silently with one ally within 30 ft.
097 Lantern-Mouth Newt Once per day, cast light that reveals invisible writing or glyphs.
098 Glowspore Pangolin Gain immunity to sleep effects.
099 Shardhide Viper Weapon deals +1d4 piercing damage to armored targets.
100 Wildcard Spirit Roll twice on this table. Gain both effects for the day.

 

Channel Divinity: Spirit Binding

Starting at 2nd level, you can use your Channel Divinity to bind a nearby spirit to shield or empower an ally in the moment of need.

As an action, you present your holy symbol and choose one creature or object within 30 feet. You bind a protective spirit to them for 1 minute, granting one of the following benefits:

  • Deflecting Spirit. The target reduces damage from a single source by 2d10 + your cleric level.

  • Echoform. The target may take one additional reaction before the start of their next turn.

  • Rooting Spirit. The target becomes immune to forced movement, grapples, and being knocked prone for the duration.

You may use this feature once per short or long rest.

 

 

Pact Builder

Beginning at 6th level you gain the following benefits:

  • Remote Infusion: You may infuse a willing creature or nonmagical object within 60 feet of you as an action by expending a spell slot of 1st level or higher.

  • Flexible Binding: Infusions you create no longer fade when transferred to another creature. You can hand off infused items or swap bearers freely.

  • Bound Charm: Once per long rest, you may create a spirit charm during a short or long rest. This is a small token (feather, mask, carved stone, etc.) infused with a dormant spirit. Any creature may activate the charm as a bonus action to gain one of the following for 1 minute:

    • +1 AC

    • Advantage on one saving throw of their choice

    • Resistance to one damage type (your choice upon crafting)

You may only have one active spirit charm at a time. It loses power at the end of your next long rest.

Blessed Strikes

Starting at 8th level, when a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.

Greater Spirit Pact

Once per long rest, you may call forth a major spirit to physically manifest in a 20 ft. radius aura around you for 1 minute. Choose one:

  • Lantern-Titan Guardian: Allies in the aura deal +1d8 radiant damage on weapon attacks.

  • Ember Fox Avatar: Allies gain +1 AC and advantage on Dexterity saving throws.

  • Echo Giant: All healing and temporary HP you grant is maximized for the duration.

The aura moves with you. It counts as a spiritual projection—visible but intangible to most.