Base Class: Cleric
Whether they desire to bring death or find it, protect their allies or just watch them hit things hard, these clerics alter the landscape of battle and enthrall others to fight it out. Rather than being shy or fearful of a fight or violence, Spiritual Battle Clerics seek out the resolution of conflict through the most direct route. While they keep their heads cool in the heat of battle, they want evil and good to come to a head and let one conquer the other in the truest trial of wills without retreat or quarter. Spiritual Battle Clerics can be devoted to any deity, but they tend to be gods of war, protection, death, or valor. Making use of this spiritual power, these clerics enhance a small group of spells to become a great protector, exorcist, and spiritual director.
Domain Spells
Spiritual Battle Domain Spells
Cleric Level Spells
1st Shield, Armor of Agathys
3rd Spiritual Weapon, Healing Spirit
5th Spirit Shroud, Spirit Guardians
7th Guardian of Faith, Guardian of Nature
9th Raise Dead, Contact Other Plane
Spiritual Armor
At 1st level, you lose proficiency with all weapons and armor (you can still wield a shield) and gain natural armor equal to the 10+your wisdom modifier+PB. You know the chill touch and the mage hand cantrip (manifests spectral hand).
Spirit's Blessing
At 1st level, you are protected by the spiritual realm. As an action, you can gain advantage on the next saving throw you make and may roll with proficiency with that saving throw (this does not stack if you are already proficient). This benefit ends immediately after the roll, if you use this feature again, or as the day ends. You may use this a number of times per day equal to your Wisdom modifier.
Spirited Away
Whenever there is an initiative roll, after any surprise rounds if surprised but before anything else, you and one ally may move up to your movement speed.
Channel Divinity: Spiritual Battlefield
At 2nd level, you can use your Channel Divinity to fill the battlefield with two conflicing spiritual armies.
As an action, you present your holy symbol, and a surge of spiritual soldiers appear in a sphere centered on you, with a 15-foot radius, and is filled with dim light that emanates from the soldiers. The sphere moves with you, and it lasts for 1 minute or until you drop to 0 hit points or die. All creatures (including creatures hostile to you) in this space are drawn to battle and have immunity to fear and all creatures (including your allies) must make a wisdom throw against your spell save DC to leave the sphere by any means except forced movement or you moving away from them. If a creature is large or larger, it is considered in the sphere as long as it occupies one full or partial square in its area.
When you channel divinity in this way, you may expend a spell slot of 3rd level or higher and the sphere gains the effects of the spell Spirit Guardians as if cast at that level, no concentration required and it cannot be dispelled.
Solidarity in War
Starting at 6th level, you can share the spirit of battle with others. Whenever you cast Spiritual Shroud (or another spell with a range of self that isn't Spirit Guardians) and you have your Spiritual Battlefield active you may share the spell with a number of your allies equal to ⅓ of your PB (rounded down).
Zealous Guardian
At 8th level, whenever you cast the Guardian of Faith spell, it stands over you, moving with you and sharing your space and providing you half cover, and also deals damage to any hostile creature within range whenever you are hit, it can stay until it has dealt 120 damage. When you reach 14th level, it provides 3/4 cover and can stay until it has dealt 240 damage.
Spiritual Ascendance
At 17th level, whenever you cast Astral Projection, you and your allies' bodies are covered in a shroud. Their physical bodies are invisible and have half cover and resistance to all damage except necrotic damage. Your silvery chord cannot be cut.
Previous Versions
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9/10/2023 5:27:45 AM
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Coming Soon
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5th Spirit Shroud, Spirit Guardians
These are redundant. Replace 1 with a Druid or wizard spell.