Cleric
Base Class: Cleric

The Psychopomp Domain represents the natural passage that all life must make as death eventually takes us. Though many cultures push these truths at a distance, everyone faces them at the end of their days. Psychopomp Clerics meditate on undoing and eventual endings as they serve their gods.

Psychopomp Clerics believe that matters of life distract the living from what is ultimately important. Instead of focusing on preparing for their next lives, they lose themselves in frivolities and passing whims. Those who support these distractions and who defile the dead, must be searched out and destroyed, while those who live good lives in preparation of the next must be protected at all costs.

Psychopomp Domain Spells

Cleric Level

Spells

1st

Fog Cloud, Silent Image

3rd

Invisibility, Phantasmal Source

5th

Phantom Steed, Slow

7th

Hallucinatory Terrain, Phantom Killer

9th

Cone of Cold, Hold Monster

Bonus Cantrip

When you choose this domain at 1st level, you gain the Dancing Lights cantrip if you don't already have it.

Channel Divinity: Safe Passage

Starting at 2nd level, you can use your Channel Divinity to ease a creature into death. You may target any creature who is unconscious and dying and cause them to immediately die. Any creature targeted by this ability appears to have died of natural causes by any investigation, magical or otherwise.

Eyes of the Underworld

Starting at 6th level, you gain two familiars of the same type and of CR 0 or lower. Unlike familiars summoned by a find familiar spell, these are normal animals for a creature of their type. These familiars act independently of you but always obey your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.

While your familiar is within 1,000 feet of you, you may communicate with it telepathically. It can communicate with you in simple sentences and understands questions that you ask.

If your familiar dies, you gain a new one as a gift from your deity after 1d7 days.

Potent Spellcasting

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

Atmosphere of Death

Starting at 17th level, you can use your action to create an aura of negative energy that lasts for 1 minutes or until you dismiss it with a bonus action. You emit a chilling pall in a 60-foot radius. Your enemies within the aura have disadvantage on Will checks and saving throws, and they may not be healed by an magical or non-magical methods.

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