Base Class: Cleric
Spirit Domain
Not all clerics draw their power from a divine source, some venerate the spirits of the outer planes. Drawing on the strength of their Guardian Spirit these clerics form a bridge between worlds. And in combat, they can be deadly up close, especially those who have formed a close bond with their Guardian Spirit.
Work with your DM to choose a theme for your spiritual connection. This choice determines the appearance of your spirit themed abilities. You might have a connection to the plane of fire, and have a fire elemental guardian. Or you might choose to have an undead guardian, with a focus on necromancy. You might even be a devout priest who has a celestial guardian. This choice is purely thematic and has no effect on game statistics. Witch Doctors, Shaman, and Witches are classic examples for a Spirit Domain Cleric
Spirit Domain Spells
Cleric Level | Spells |
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1st |
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3rd |
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5th |
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7th |
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9th |
Bonus Proficiencies
You gain proficiency with martial weapons. You also gain access to the spell find familiar. Your familiar is a tiny spirit, the type of which is your choice (fey, fiend, undead, celestial, aberration, elemental, construct). Work with your DM to determine what fits your character and setting best.
Summon Guardian Spirit
2nd-level Spirit Domain feature
As an action, you can summon a guardian spirit bound to your service.
The spirit appears in an unoccupied space of your choice that you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a Dexterity saving throw against your spell save DC or take 1d6 force damage.
The spirit is friendly to you and your companions and obeys your commands. See this creature’s game statistics in the Guardian Spirit stat block, which uses your proficiency bonus (PB) in several places. You determine the spirit’s appearance.
GUARDIAN SPIRIT
Medium creature
Armor Class 13 (natural armor)
Hit Points 5 + five times your cleric level
Speed 30 ft.
Condition Immunities charmed, frightened, grappled, prone, restrained
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak
Challenge — Proficiency Bonus (PB) equals your bonus
Actions
Multiattack. The guardian spirit makes two slam attacks.
Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d6 + PB force damage.
In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the spirit can take any action of its choice, not just Dodge.
The spirit manifests for 1 minute, until it is reduced to 0 hit points, until you use this feature to summon the spirit again, or until you die. You can use this feature a number of times per day equal to your Wisdom modifier
Channel Divinity: Spiritual Torrent
Starting at 2nd level, as a bonus action, you can use your Channel Divinity to summon a powerful vortex to slow down your enemies for 1 minute. When you use this feature, a swirling torrent of spiritual energy forms around you in a 15-foot radius. Any creature of your choice that starts its turn within that radius must succeed on a Strength saving throw or have their movement speed reduced by half until the start of their next turn.
Your Spiritual Torrent may take on any appearance you feel fits best. You may have waves crash around you from the plane of water, or perhaps ghostly hands reach out from the ground to grasp at your foes.
Guardian Invocations
Your summoned Guardian Spirit gains new abilities.
Beginning at 6th level, you choose to learn two Guardian Invocations. Your invocation options are listed at the end of this domain description. You gain an additional invocation at 11th level and 14th level.
Additionally, when you complete a long rest, you can choose one of the invocations you know and replace it with another invocation that you can learn.
You only gain the abilities associated with each invocation while your Guardian Spirit feature is active.
If a guardian invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.
Barrage
Your Guardian Spirit can now attack three times when using it's multiattack feature.
Burrower
You and your Guardian Spirit gain a burrow speed of 30 ft.
Climber
You and your Guardian Spirit gain a climb speed of 30 ft.
Empowered Spirit
Once per turn when your Guardian Spirit hits a creature, you can expend a cleric spell slot to deal an extra 1d6 force damage to the target, plus another 1d6 per level of the spell slot.
Extraplanar Resistance (Acid)
You and your Guardian Spirit gain resistance to acid damage.
Extraplanar Resistance (Cold)
You and your Guardian Spirit gain resistance to cold damage.
Extraplanar Resistance (Fire)
You and your Guardian Spirit gain resistance to fire damage.
Extraplanar Resistance (Lightning)
You and your Guardian Spirit gain resistance to lightning damage.
Extraplanar Resistance (Poison)
You and your Guardian Spirit gain resistance to poison damage.
Extraplanar Resistance (Thunder)
You and your Guardian Spirit gain resistance to thunder damage.
Flier
You and your Guardian Spirit gain a fly speed of 30 ft.
Powerful Spirit
Your Guardian Spirit's size category changes to Large. And it's slam attack now deals 2d6 + PB force damage
Raging Spirit
Your Guardian Spirit gains resistance to bludgeoning, piercing, and slashing damage from non-magical sources.
Reach
Your Guardian Spirit's Slam attack becomes a ranged weapon attack with a short range of 30 ft. and a long range of 90 ft.
Regeneration
As long as it has at least 1 hit point, your Guardian Spirit regains 5 hit points at the start of your turn.
Spell Delivery
When you cast a spell, you can choose to cast it as though you were in your Spirit Guardian's space, but you must use your own senses.
Swimmer
You and your Guardian Spirit gain a swim speed of 30 ft.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with spiritual energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 force damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Rebuke
At 17th level, while your Spiritual Torrent Feature is active, the spirits attempt to drag your enemies down as a reaction whenever a creature enters or exits your melee range. The creature takes 1d10 force damage and must succeed a Strength saving throw or be knocked prone.
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