Cleric
Base Class: Cleric

1st Lvl: Circle of Mortality
You gain the ability to manipulate the balance between life and death, granting you the following benefits:

Pull of Death. Once per turn, when you cast a spell or hit with an attack roll and deal damage to a creature with half or fewer of its HP remaining, that creature takes an extra 1d4 Necrotic damage.

Return to Life. When you would normally roll one or more dice to restore Hit Points to a creature at 0 Hit Points with a spell or Channel Divinity, don’t roll those dice for the healing; instead use the highest number possible for each die. For example, instead of restoring 2d4 Hit Points to a creature at 0 Hit Points with a spell, you restore 8.

In addition, you learn the spare the dying cantrip, which doesn’t count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.

Vigilant Blessing
The night has taught you to be vigilant.

As an action, you give one creature you touch advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll, if you use this feature again, or at dawn. You can do this a number of times per day equal to your proficiency bonus.

Soul-Stitcher Domain Spells
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Soul-Stitcher Domain Spells table, you thereafter always have the listed spells prepared.

2nd Lvl: Channel Divinity: Twilight Sanctuary
You can use your Channel Divinity to refresh your allies with soothing twilight.

As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to emit an aura of soothing twilight filled with dim light in a 15-foot Emanation (expands to 30-ft. at Lvl. 9) originating from yourself. This effect lasts for 1 minute or until you lose concentration as if concentrating on a spell. (You may still cast a spell requiring concentration while maintaining this aura.) Whenever a creature ends its turn in the aura, you can grant that creature one of these benefits:

You grant it temporary hit points equal to 1d6 plus your Wisdom modifier (increases to 2d6 plus your Wisdom modifier at Lvl. 13).

You end one effect on it causing it to be charmed or frightened.

6th Lvl: Sentinel at Death’s Door
When you or a Bloodied creature you can see within 30 feet of yourself is hit with an attack roll, you can take a Reaction to halve that attack’s damage. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a Long Rest.

8th Lvl: Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.


17th Lvl: Visions of the Past
Starting at 17th level, you can tap into memories of past cycles a soul has completed, if you hold an object they owned or are in an area where the memories took place. You spend at least 1 minute in meditation and prayer, then receive dreamlike, shadowy glimpses of remembered events. You cannot control which cycle you are viewing. You can meditate in this way for a number of minutes equal to your Wisdom score and must maintain concentration during that time, as if you were casting a spell.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Object Reading. Holding an object as you meditate, you can see visions of the object in the owner's previous cycle. After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner.

Area Reading. As you meditate, you see visions of events that affected the subject in a past cycle in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube). For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.

Level 3: Vigilant Blessing

At 1st level, the night has taught you to be vigilant. As an action, you give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again.

Level 3: Domain Spells

Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Soul Stitcher Domain Spells table, you thereafter always have the listed spells prepared.

Soul Stitcher Domain Spells
Cleric Level Spells
1st bane, sleep
3rd warding bond, aura of vitality
5th beacon of hope, mass healing word
7th guardian of faith, death ward
9th antilife shell, commune

Level 3: Circle of Mortality

At 1st level, you gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.

In addition, you learn the Spare the Dying cantrip, which doesn't count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.

Level 6: Sentinel at Death's Door

At 6th level, you gain the ability to impede death’s progress. As a reaction when you or an ally that you can see within 30 feet of you suffers a critical hit, you can turn that attack into a normal hit. Any effects triggered by a critical hit are canceled.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.

Visions of the Past

Starting at 17th level, you can tap into memories of past cycles a soul has completed, if you hold an object they owned or are in an area where the memories took place. You spend at least 1 minute in meditation and prayer, then receive dreamlike, shadowy glimpses of remembered events. You cannot control which cycle you are viewing. You can meditate in this way for a number of minutes equal to your Wisdom score and must maintain concentration during that time, as if you were casting a spell.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Object Reading. Holding an object as you meditate, you can see visions of the object in the owner's previous cycle. After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner.

Area Reading. As you meditate, you see visions of events that affected the subject in a past cycle in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube). For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.

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