Cleric
Base Class: Cleric

The spirit domain is fascinated with the afterlife. Clerics that choose this path are often accused of being obsessed with death, and that is sometimes true, however Spirit Clerics understand that spiritualism linger in both life and death. After all, to be born is to begin a new journey.      

Clerics of the Spirit Domain preside over both funerals and births. Loving all facets of where spirits travel. Both gods of death and life commonly have a Spirit domain.

Spirit Domain Spells

 

Cleric Level

Spells

1st

False Life, Ceremony

3rd

Spiritual Weapon, Healing Spirit

5th

Animate Dead, Spirit Guardians

7th

Guardian of Faith, Death Ward

9th

Raise Dead, Hallow

 
 
 
 
 
 

Spirit Sense

At 1st level, you gain advantage on Perception checks to detect any creature with a soul. Undead for this purpose can be sensed.

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with Perception

Channel Divinity: Fleeting Grasp

Starting at 2nd level, you can use your Channel Divinity to temporarily control a creature who is reduced to 0 or lower hp as a reaction within 100 ft. Even at 0 or lower hp you control them for one action, bonus action, and movement. Then they fall unconscious, as normal. A creature being controlled in this way can not use magic of any kind or speak. This feature can only be used on the same creature once every 24 hours.

Spectral Summons

Starting at 6th level, creatures raised by the Animate Dead spell become spectral. They gain resistance to all non-magical attacks and gain an additional 1 hit point/ class level. Additionally, as an action you can have your dead enter the ethereal plane or call them back from it.

Ghost Walk

At 8th level, as a bonus action you gain the ability to assume an ethereal form temporarily. For a number of rounds equal to your wisdom bonus, you gain resistance to all non-magical attacks and can move through other Creatures and Objects as if they were Difficult Terrain. You take 1d10 force damage if you end your turn inside an object.

Master of the Afterlife

Starting at 17th level, when you cast a spell that revives the dead it does not gain the usual -4 penalty and spell components are not consumed. You may use this feature twice per long rest.

Cleric: Spirit Domain Image

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