Base Class: Cleric
The Soul Domain is a relatively new outlook on how the gods of death bestow their gifts. Clerics of gods who hold dominion over death are often teetering on the line of good or evil. Those of the Death Domain are seen as necromancers, disturbers of the dead, and tainters of souls. Clerics who find themselves as part of the Grave Domain are often graves watchers, cemetery men and women who take care and protect the deceased. In between these two opposite spectrums is the newfound Soul Domain where necromantic abilities are used in correlation with manipulation of the soul. Clerics of this faith master a spectrum of abilities that allow them to peer into the border plane and work to bring the ghostly souls that live there to peace. If necromancers are the defilers of death, and grave watchers are the protectors of death, then soul harvesters are the herders of death.
Preacher
You are practiced at speaking to those who need help whether if they ask it or not.
At 1st level, you learn a single language of your choice. You also become proficient in your choice of two of the following skills: Deception, Insight, Intimidation, Performance, or Persuasion.
Medium
For as long as you can remember you have been able to see and speak to ghosts: the souls of the dead.
Starting at 1st level, as an action you gain Ethereal Sight out to a range of 60 feet and become able to speak to ghosts that you can see on the Ethereal or your current plane. In order to converse with a ghost, it must speak a language you can speak, be non-hostile, and willing. This effect lasts for a duration of 10 minutes once used.
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.
Channel Divinity: Spectral Horde
Starting at 2nd level, you can use your Channel Divinity to cause a horde of harmless spectral ghosts to appear.
As an action, you bring forth a horde of harmless spectral ghosts that race towards all creatures of your choice within 30 feet of you. Each creature of your choice must succeed a Wisdom saving throw against your Spell Save DC or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This has no effect on constructs or undead.
At 17th level, your Spectral Horde's range is increased to 60 feet.
Channel Divinity: Cry of the Banshee
Starting at 6th level, you can use your Channel Divinity to release a cry similar to that of a banshee.
As an action, you let out a blood curdling cry directed at a single creature of your choice within 30 feet that can see or hear you. This creature must make a Constitution saving throw against your Spell Save DC. On a failure, the creature is stunned until the end of its next turn and takes 3d6 psychic damage. On a sucess the creature takes half as much damage and is not stunned. This has no effect on constructs or undead.
At 17th level, your Cry of the Banshee begins to deal additional damage equal to your cleric level.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Soul Harvester
Starting at 17th level, you can harvest the lingering souls around you allowing them to temporarily possess and invigorate you.
- When you deal necrotic damage with a cantrip you regain hit points equal to half the amount of necrotic damage the target takes.
- Your Channel Divinity: Spectral Horde increases from a range of 30 feet to a range of 60 feet.
- Your Channel Divinity: Cry of the Banshee now deals extra damage equal to your level.
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