Base Class: Cleric
A cloaked figure raises its hand. The ground beneath quakes and cracks as a spectral warrior, glowing and ghastly, rises from the earth ready to serve. A hero prepares himself to storm the hold of an evil tyrant, accompanied by the souls of those the tyrant has slain. At his right hand, a towering spectral warrior awaiting his command. A priest raises his voice in praise to his deity in an empty chamber. Dozens of voices seemingly everywhere but nowhere join the worship, reinvigorating the priest.
Pierce the Veil
At 1st level, your connection to the Ethereal Plane has given you greater understanding of undeath. You may affect undead creatures with restorative magic as though they were not undead. This function cannot return an undead creature to life. You may also affect undead with spells that could not normally target them. Additionally, you have the ability to communicate in a limited manner with undead. They can understand the meaning of your words, and you can understand them in return. You have advantage on all Charisma checks you make to influence undead that cannot innately speak.
Spectral Shawl
At 1st level, spirits from the Ethereal Plane protect you from harm. At the end of a short or long rest, you gain temporary hit points equal to your Cleric level plus your Wisdom modifier. While under the effects of the Spectral Shawl, you ignore resistance to necrotic damage.
Channel Divinity: Guardian Spirit
At 2nd level, you learn to use your magic to create a powerful bond with a protective spirit from the Ethereal Plane.
With 8 hours of work and the expenditure of 50gp worth of rare herbs and incense, you call forth a Guardian Spirit.
At the end of the 8 hours, your spirit companion appears and gains all the benefits of your Guardian's Bond ability. You can only have one Guardian Spirit at a time.
If your Guardian Spirit is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 25gp worth of rare herbs and incense.
Guardian's Bond
Your Guardian Spirit gains a variety of benefits while it is in your service.
The Guardian Spirit obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own, but you still control it.
Your Guardian Spirit has abilities and game statistics determined in part by your level. Your Guardian uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, your Guardian adds your proficiency to its AC and to its damage rolls.
Your Guardian gains proficiency in two skills of your choice. It also becomes proficient with all saving throws.
For each level you gain after 2nd, your Guardian Spirit gains an additional hit die, and increases its hit points accordingly.
Whenever you gain the Ability Score Improvement class feature, your Guardian's abilities also improve. Your Guardian can increase one ability score of your choice by 2, or it can increase two ability scores by 1. As normal, your Guardian cannot increase an ability score above 20 using this feature unless specified otherwise.
Your Guardian shares your alignment, and has a personality trait and flaw that you can roll for or select from the tables below. Your Guardian shares your ideals and its bond is always "The Cleric who I serve is a worthy master whom I would gladly give my life for".
Customizing your Guardian Spirit
Think of how your Guardian Spirit's form and personality might be influenced by your character's religious creed, history, and aesthetics. Is your Guardian a long-lost ancestor bound to protect and guide you? Is your guardian a lost soul bound into your service as a protector? Does your Guardian have a name? What does your Guardian think of you?
Guardian Personality Tables
D6 | Trait |
---|---|
1 | I never acknowledge people other than my master. |
2 | I bear a hatred for other undead and fight against them ferociously. |
3 | I have a mischievous sense of humor, and play harmless tricks on my master. |
4 | I often forget that I am undead. |
5 | I believe it to be destiny that I am in service of my master |
6 | I am intrigued by curious things that I find, and ask my master to collect them for me. |
D6 | Flaw |
---|---|
1 | I am convinced that my time as a Guardian Spirit is punishment for past deeds, and that I deserve whatever happens to me. |
2 | I was a coward in life, and my old ways often get the better of me. |
3 | I enjoy violence, and have trouble calming down after a fight. |
4 | Once my master gives me a command, I become obsessed with it to the detriment of everything else. |
5 | I resent protecting people other than my master. |
6 | I made a terrible mistake in life that cost many people their lives, and I would do anything to keep my history a secret. |
Shared Shawl
At 6th level, the Specters protecting you begin to grow in number. Your Guardian Spirit also gains equal temporary health from Spectral Shawl whenever you do. Additionally, whenever you gain temporary hit points from your Spectral Shawl feature, you can choose a number of creatures you can see equal to your proficiency modifier that also receive the same amount of temporary hit points.
Vigilant Guardian
Beginning at 8th level, your Guardian Spirit is able to fight in accordance with your commands more diligently. When you cast a Cleric spell that deals damage to a creature, your Guardian Spirit may use its reaction to make one weapon attack.
Guardian Mastery
Beginning at 17th level, whenever you use your Channel Divinity: Guardian Spirit class feature to summon or revive a Guardian Spirit, you can summon two instead of one. Both Guardians act on the same Initiative count, and each benefit from your Shared Shawl and Vigilant Guardian class features.
It uses the homebrew creature Guardian Spirit. You can find it in the hombrew monsters section by search for the phrase "Guardian Spirit (Spirit Domain)".
Sorry for the confusion on this matter.
What stat block is the spirit suppose to have....? Like you can’t use the class really at all without a stat block for that.