Base Class: Cleric
Priests of the Sacred Archer Domain are exorcists, wardens, and spiritual demon hunters that either defend shrines as miko and priests or roam demon infested lands hunting those who threaten villages and communities. They channel divine magic through bow and arrow, striking down corruption from afar while protecting artifacts or temples devoted to their god. Their faith is expressed not through sermons, but through precision, resolve, and spiritual clarity.
Level 3: Sacred Archery
You gain proficiency in Longbows, Shortbows, and woodcarver tools as long as you are aren't wearing medium, heavy, or light armor or a shield. You lose proficiency, class abilities, or cast spells when you equip armor and shields. During combat, you can choose your archery stance with a bonus action. As a reaction when you roll for initiative and start combat, you can get into a stance.
Elegance. You can use your wisdom modifier instead of your base ability modifier for attack and damage rolls, but lose half your movement speed.
Unwavering. You can add your wisdom modifier for ac and dexterity saving throws, but cannot have advantage on attack rolls.
Level 3: Level 3: Sacred Archer Domain Spells
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Sacred Archer Domain Spells table, you thereafter always have the listed spells prepared.
| Cleric Level | Prepared Spells |
|---|---|
| 3 | Guiding Bolt, Hunter's Mark, Lesser Restoration, Shining Smite |
| 5 | Spirit Guardians, Daylight |
| 7 | Banishment, Guardian of Faith |
| 9 | Summon Celestial, Hallow |
Level 3: Level 3: Channel Divinity: Purifying Arrow
As an action, you can imbue a nonmagical arrow with divine power and make a ranged attack. On a hit, the target takes normal weapon damage plus (proficiency bonus)d10 radiant damage if you are good aligned, necrotic damage if you are evil aligned, and force damage if you are neutral aligned. The target must succeed on a Wisdom saving throw against your spell save DC or suffer one of the following effects (your choice):
Exorcise. If the target is charmed, possessed, or under magical control, the effect ends. If you choose this option, the damage is instead turned into healing.
Seal. The target’s speed is reduced to 0 for a minute. At the end of each of their turns, they can remake the save to resist the seal.
Expose. The target sheds dim light and cannot benefit from invisibility for a minute. At the end of each of their turns, they can remake the save to resist exposure.
Level 6: Level 6: Spellshot Invocation
Spellshot Invocation. When you cast a cleric spell of 1st level or higher with a single target and a range other than Self, you may deliver it through an arrow as a magic action. Make a ranged weapon attack with your bow against a creature and on a hit, the arrow deals normal damage and the spell affects the target and the target only. If it requires concentration, you must still hold concentration on it. If the spell makes a spell attack, it automatically hits if the arrow hits. On a miss with a spellshot, the spell slot is not expended, but the spellshot invocation action is lost. You can use this feature a number of times equal to your Wisdom modifier per long rest (minimum of 1).
Blessed Arrows. Once on each of your turns when you hit with a bow attack, you deal an extra 1d8 radiant damage that can be added on top of Blessed Strikes. At 14th level, this increases to 2d8 radiant damage. This extra damage doesn't apply to humanoid creature types or constructs.
Level 17: Level 17: Oni and Yokai Hunter
Your spirit and archery becomes perfectly calm and an unshakable anchor of faith.
Dengshanshi. You gain advantage on Concentration checks and you are immune to being frightened or charmed.
Blessed Invocation. When you hit a creature with a Spellshot Invocation, you may choose to maximize the spell’s damage dice once per long rest. If the target is a fiend or undead creature type and you know their name, it doesn't cost a long rest charge if you combine it with Purify Arrow (still requires channel divinity). If it requires a saving throw, you can give the creature disadvantage on the saving throw.
Timber Seal. When you reduce a fiend, undead, or possessed creature to 0 HP with a bow attack and they are next to a tree or wooden structure, it is purified and pinned to that wooden structure, gaining the effects of the spell Imprisonment. At the cost of a Divine Intervention, you can use this ability as a reaction when they reach 0HP and can manifest a tree or wooden structure nearby (if there is ground for it), though it still requires a hit and the Divine Intervention charge is used.
Previous Versions
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