Base Class: Cleric
While many mortals shrink from the silent footfall of Lims-Kragma, Goddess of Death and Winter, her Soul Shepherds understand that death is not an ending to be feared, but a natural passage, a necessary transition in the great, unending cycle of existence. These clerics are not morbid or cruel; rather, they are solemn, compassionate figures who minister to the dying with gentle hands, ensure the ancient rites of passage for the departed, and stand as vigilant guardians against those who would unnaturally prolong suffering or desecrate the sanctity of death through the vile arts of necromancy and the creation of the unholy undead. They offer comfort to the bereaved, counsel to those facing their final journey into her quiet realm, and bring a swift, merciful end to those whose suffering has become an unbearable burden. Their magic often involves gentle transitions, protective wards for lingering spirits, the cold, clean embrace of winter that brings all things to rest, and the righteous, chilling fury against those who would bind souls or raise them into an unholy mockery of life. They are the calm in the face of mortality, the bringers of peaceful endings, and the fierce enemies of all that is unquiet in the grave.
Domain Spells
You gain domain spells at the cleric levels listed in the Grave Domain Spells table. See the Divine Domain class feature for how domain spells work.
Grave Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | Detect Evil and Good, Sleep |
| 3rd | Gentle Repose, Pass without Trace |
| 5th | Speak With Dead, Spirit Guardians(as Ancestral Protectors) |
| 7th | Guardian of Faith, Death Ward |
| 9th | Antilife Shell, Hallow |
Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency in two of the following skills of your choice: Insight, Medicine, Persuasion, or Religion.
Shepherd's Vigil
From 1st level, you learn the Spare the Dying cantrip if you don't already know it. For you, its range is 30 feet, and you can cast it as a bonus action.
- Additionally, you have advantage on Wisdom (Perception) checks made to detect undead creatures and on Wisdom (Insight) checks to discern if a creature you can see within 30 feet is close to death (if it has 0 hit points or fewer than a quarter of its maximum hit points remaining).
Channel Divinity: Passage of Peace / Rebuke the Defilers
Starting at 2nd level, you can use your Channel Divinity for one of the following effects:
- Passage of Peace: As an action, you present your holy symbol. Choose one willing creature within 30 feet of you that is at 0 hit points and dying, or a humanoid creature that has died within the last minute whose soul might linger. If the creature is dying, it immediately stabilizes and regains 1 hit point. If the creature is recently deceased, its soul is guided peacefully from the mortal coil, and it cannot be raised as an undead creature by any means short of a Wish spell for the next 24 hours.
- Rebuke the Defilers: As an action, you present your holy symbol. Each undead creature or fiend within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
Guardian of Souls
Starting at 6th level, when you or a friendly creature within 30 feet of you is reduced to 0 hit points but not killed outright, you can use your reaction to cause that creature to immediately drop to 1 hit point instead. The first time that creature takes any damage before the start of your next turn, it has resistance to that instance of damage.
- You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Shepherd's Intervention
Starting at 8th level, your divine connection to the cycle of life and death allows you to intervene at critical moments, guiding souls or chastising those that linger unnaturally. You gain one of the following intervention options, which you can use once per turn:
- Soothing Passage: When a humanoid creature you can see within 60 feet of you drops to 0 hit points, you can use your reaction to immediately stabilize them and grant them temporary hit points equal to your Cleric level + your Wisdom modifier. These temporary hit points last for 1 minute. The soul of the creature is also warded, granting it advantage on its next death saving throw if it should fall unconscious again within the next hour.
- Weight of Mortality: When you or an ally hits an undead creature or a fiend with an attack, you can use your reaction to imbue the strike with Lims-Kragma's chilling authority. The target takes an additional 2d8 necrotic or cold damage (your choice), and it must succeed on a Wisdom saving throw against your spell save DC or have its speed halved until the end of its next turn as the unnatural energies sustaining it falter.
Shepherd of the Lost Gate
At 17th level, you become a true conduit between life and death.
- When you use your Passage of Peace Channel Divinity on a recently deceased creature, you can ask its departing spirit one question (as if you had cast Speak with Dead, requiring no material components). The spirit answers truthfully to the best of its knowledge before it passes on.
- When you deal radiant, cold, or necrotic damage with a cleric spell or your Divine Strike feature to an undead creature or a fiend, you can choose to deal maximum damage instead of rolling. You can use this ability a number of times equal to your Wisdom modifier (minimum of once), and regain all expended uses when you finish a long rest.
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