Base Class: Cleric
The Wisps of the whispering wood are a manifestation of life when no intelligence is near to bare witness. The wisps often find themselves silently guarding those who would be of benefit to the silence. A cleric who takes this subclass may find that the haunting whispers of the floating intangible jellyfish are more beneficial than they are unsettling. As time goes on you may even get used to the tiny little voices or maybe you won't. As you gain strength so too will the desire of other wisps to flock to you, granting you a weightless feeling you had not possessed before. Eventually these tiny flickering lights will show you their true potential and connect you and a few friends directly to the power of the whispering wood.
In game you may continually hear whispers which tell you random, seemingly ghostly, thoughts. Your DM determines the nature of this information however the content is almost always unsettling. Good luck.
"Sweet thing, let us take you to the place where the first whisper fell. There we will show you what true silence means. We sincerely hope that your mind survives... It hurts the wood so painfully to hear screams of those who fail us." - A Chorus of Wisps
Domain Spells
You gain domain spells at the cleric levels listed in the Wisp Domain Spells table. See the Divine Domain class feature for how domain spells work.
Wisp Domain Spells
Cleric Level |
Spells |
1st |
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3rd |
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5th |
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7th |
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9th |
Wisps
Starting at 2nd level when you choose this subclass, you gain two wisps which are intangible and float around you. The wisps speak to you in a soft whisper that only you can discern, warning you of any dangers you may not see. As long as you have at least 1 wisp, you have advantage on initiative rolls.
Healing Whisper
As a bonus action you may expend one of your wisps to heal any creature you can see within 60ft for 1d12 plus your Wisdom modifier. If you roll a natural 12 on the die while using this feature, you may choose to end any conditions which are currently affecting the creature as if you had cast a Lesser Restoration spell.
The number of wisps increases to 3 at 7th level, 4 at 12th level, and 5 at 17th level. All wisps are replenished after a long rest.
Channel Divinity: Better Together
Starting at 2nd level, the cleric can use Channel Divinity to amplify your divine power using your wisps.
When you hit a creature with a cantrip as an attack which targets a single creature, you may use channel divinity to pour divine energy into each of your wisps and in turn have them recast the cantrip against the target as if the wisps were first level spell casters. The wisps use your stats to cast the spell but do not benefit from cantrips which gain power at higher levels. If the spell requires an attack roll you must roll to hit with each wisp.
If you have no wisps when you cast this ability you instead replenish your wisps up to your maximum amount.
Tranquil Flight
Starting at 6th level, the wisps which follow you grant you their ethereal essence and in turn give you flight speed based on the maximum number of wisps you can have. You must have at least 1 wisp in order to fly using this feature.
The flight speed granted by this feature is equal to 5 ft/wisp. You begin with 10ft of flight and this increases by 5ft at levels 7, 12, and 17. You are able to fly while wearing any armor type and you do not need your hands to be free. This feature does not stack with other flight abilities such as racial bonuses, class features, or spells. In a case where multiple bonuses are available, simply use the feature with the highest value.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine 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 cold or radiant damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.
Shroud of Serenity
Upon reaching 17 level, your divine energy can now connect you directly to your allies. After taking a long rest, you may spend a minute communing with the wisps which allows you to choose up to five creatures within 60ft of you and gift them a single wisp to watch over them without affecting your own wisp pool. You and each of the creatures which now have a wisp can communicate over any distance as long as you are on the same plane. You each know the general location of other wisp holders. When you deal damage with your "Divine Strike" ability, you may use half of the damage dealt by that feature as a pool of healing which you can distribute among the wisp holders as you like.
A creature is no longer under the effects of this feature if it falls Unconscious or if it transports to a plane separate from you. All creatures lose the effects of this feature if you fall Unconscious and when you take a short or long rest. You may use this feature once and can use it again after a long rest.
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