Base Class: Cleric
Domain Features
| Cleric Level | Feature |
|---|---|
| 1st | Domain Spells, Deck of Spirits |
| 2nd | Channel Divinity: Spirit Binding |
| 6th | Pact Builder |
| 8th | Potent Spellcasting |
| 17th | Greater Spirit Pact |
Domain Spells
You gain domain spells at the cleric levels listed in the Spiritbinder table. These spells are always prepared and don't count against the number of spells you can prepare each day.
| Cleric Level | Spells |
|---|---|
| 1st | shield of faith, unseen servant |
| 3rd | aid, magic weapon |
| 5th | Spirit guardians, protection from energy |
| 7th | guardian of faith, fabricate |
| 9th | Greater restoration, commune |
Deck of Spirits (1st Level)
At dawn, roll a d100 to determine which spirits accompany you for the day. You may roll twice and keep both results. Each spirit grants a unique infusion, which you can apply to a creature or object.
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Each infusion lasts until your next long rest or until replaced.
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Infusing an object requires a 10-minute ritual or the use of a 1st-level spell slot or higher.
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You may maintain two active infusions at a time. At 17th level, you may maintain three active infusions instead.
Refer to the full Spirit Infusions table (see below) for effects.
Channel Divinity: Spirit Binding (2nd Level)
As an action, you may bind a spirit directly to an ally or object within 30 feet for 1 minute. Choose one of the following effects:
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Deflecting Spirit: The target reduces damage from a single source by 2d10 + your cleric level.
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Echoform: Target may take an additional reaction this round.
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Rooting Spirit: Target is immune to forced movement, grapples, and being knocked prone.
You may use this feature once per short or long rest.
Pact Builder (6th Level)
Your bond with spirits deepens, allowing you to forge longer-lasting agreements with them through small rituals, charms, or offerings. These pacts can imbue allies or objects with spiritual energy in more flexible and useful ways.
You gain the following benefits:
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Remote Infusion: You may infuse a willing creature or nonmagical object within 60 feet of you as an action by expending a spell slot of 1st level or higher.
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Enduring Bind: Spirit infusions you apply now last 24 hours or until you complete a long rest, whichever is longer. Infusions can also now survive being passed between wielders.
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Bound Charm: Once per long rest, you may create a spirit charm during a short or long rest. This is a small token (feather, mask, carved stone, etc.) infused with a dormant spirit. Any creature may activate the charm as a bonus action to gain one of the following for 1 minute:
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+1 AC
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Advantage on one saving throw of their choice
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Resistance to one damage type (your choice upon crafting)
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You may only have one active spirit charm at a time. It loses power at the end of your next long rest.
Potent Spellcasting (8th Level)
You add your Wisdom modifier to the damage you deal with any cleric cantrip.
Greater Spirit Pact (17th Level)
Once per long rest, you may call forth a major spirit to physically manifest in a 20 ft. radius aura around you for 1 minute. Choose one:
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Lantern-Titan Guardian: Allies in the aura deal +1d8 radiant damage on weapon attacks.
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Ember Fox Avatar: Allies gain +1 AC and advantage on Dexterity saving throws.
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Echo Giant: All healing and temporary HP you grant is maximized for the duration.
The aura moves with you. It counts as a spiritual projection—visible but intangible to most.
Additional Language
When you choose this domain at 1st level, you gain the ability to understand torum
Draw of Whispers
At dawn, roll a d100 to determine which spirits accompany you for the day. You may roll twice and keep both results. Each spirit grants a unique infusion, which you can apply to a creature or object.
Each infusion lasts until your next long rest or until replaced.
Infusing an object requires a 10-minute ritual or the use of a 1st-level spell slot or higher.
You may maintain two active infusions at a time. At 17th level, you may maintain three active infusions instead.
Refer to the full Spirit Infusions table (see below) for effects.
Spirit Infusions by d100 Roll
Each morning, roll on this table to determine a spirit you can bind and use for infusions. At higher levels, you may roll multiple times and choose your favorites. These effects last until your next long rest unless otherwise noted.
| d100 | Spirit Name | Infusion Effect |
| 001 | Ember Fox | Infused weapon deals +1d4 fire damage and sheds dim light in 10 ft. |
| 002 | Lantern Wisp | Infused item sheds bright light in 30 ft. +5 to Perception in dim light. |
| 003 | Old Bell Goat | Infused object rings when hostile creatures are within 15 ft. +5 passive Perception. |
| 004 | Sootleaf Spirit | Infused cloak or armor grants advantage on Stealth in smoke or urban terrain. |
| 005 | Jade Ant | Infused tool gains advantage on all related checks. Counts as magical. |
| 006 | Whistling Thread | Weapon gains the thrown property (30/60 ft.) and returns after being thrown. |
| 007 | Saltbell Frog | Bearer has resistance to poison and immunity to the poisoned condition. |
| 008 | Mist Latchling | Once per day, bearer becomes incorporeal for 1 round. |
| 009 | Echo-Child | Once per day, bearer may reroll a failed saving throw. |
| 010 | Bone-Eater Moth | Bearer gains darkvision 60 ft. or extends existing darkvision by 30 ft. |
| 011 | Glasswing Widow | Bearer can cast mirror image once per day. |
| 012 | Willow-Harp Shade | You may speak, read, and write Sylvan for 24 hours. |
| 013 | Dappled Cricket | Bearer gains +10 ft. to their movement speed. |
| 014 | Thorn-Browed Ape | Bearer gains a climbing speed equal to walking speed. |
| 015 | Glimmering Marrow | Weapon inflicts an extra 1 psychic damage on hit. |
| 016 | Rattlejar Spirit | Once per day, impose disadvantage on a Wisdom saving throw. |
| 017 | Lantern Biter | Your torch or lantern sheds daylight in a 15 ft. radius. |
| 018 | Veil-Dweller | Bearer has advantage on saving throws against illusions. |
| 019 | Bristleback Cub | Gain +1 to initiative and advantage on the first attack roll in combat. |
| 020 | Inkfeather Raven | Once per day, send a silent message up to 1 mile. |
| 021 | Grinning Twigjack | Target gains advantage on saves vs. being frightened. |
| 022 | Skyroot Mender | Bearer can cast mending at will. |
| 023 | Pale Bell Singer | Bearer can emit a tone that grants allies within 10 ft. advantage on Stealth. |
| 024 | Charcoal Imp | Once per day, deal +2d6 fire damage with a spell. |
| 025 | Totem of Moths | Bearer is immune to magical darkness for 10 minutes. |
| 026 | Singing Cattail | Once per day, the bearer can cause all plant life in a 15 ft. radius to bloom. |
| 027 | Dustwalker Cub | Bearer ignores difficult terrain caused by natural environments. |
| 028 | Sap-Soaked Owl | Gain tremorsense 10 ft. |
| 029 | Driftwood Echo | Bearer may mimic any voice they've heard in the last 24 hours. |
| 030 | Crescent Lantern | Light cast by this item reveals invisible creatures. |
| 031 | Lavender Skulk | Advantage on Dexterity (Stealth) checks while in natural foliage. |
| 032 | Melting Mask | Once per day, cast disguise self. |
| 033 | Gloam-Eyed Ferret | Advantage on checks to detect lies or illusions. |
| 034 | Siltkin Dreamer | Bearer doesn’t need to sleep to gain the benefits of a long rest. |
| 035 | Bramble Warden | Once per day, cast entangle. |
| 036 | Candlelimb Bough | Bearer can ignite or extinguish a flame within 60 ft. as a bonus action. |
| 037 | Mudglaze Tortoise | Bearer gains resistance to bludgeoning damage for 1 minute. |
| 038 | Bellvine Shaker | Shakes when someone speaks a lie within 10 ft. |
| 039 | Mask of the Red Moon | You can see in magical darkness. |
| 040 | Blooming Bramble | Once per day, heal 2d4 hit points when in direct sunlight. |
| 041 | Hollow Antler | Advantage on checks to track or forage. |
| 042 | Milkroot Hopper | Bearer can jump double distance. |
| 043 | Woven Spindle | Can cast web once per long rest. |
| 044 | Gladebell Spirit | Restores 1d6 HP when touched to a dying creature once per day. |
| 045 | Smokeveil Gnat | Bearer can hide as a bonus action once per day. |
| 046 | Cragspike Cub | +1 AC while in rocky or mountainous terrain. |
| 047 | Murkmouth Snapper | Weapon deals +1d4 acid damage. |
| 048 | Lantern Beetle | Can light or dim magical light as a bonus action. |
| 049 | Velvet-Eyed Gloom | Grants darkvision 120 ft. |
| 050 | Timber Rattle | Once per day, frighten one creature within 10 ft. (Wisdom save) |
| 051 | Sunroot Spider | Grants immunity to the charmed condition for 1 hour. |
| 052 | Clay-Mask Owl | Can cast detect thoughts once per long rest. |
| 053 | Bellowbark Shade | Increases your voice’s volume tenfold for 1 minute. |
| 054 | Whisperseed | Record up to 25 words and release them later. |
| 055 | Marrowglow Deer | You are immune to being paralyzed for 1 minute. |
| 056 | Chimecap Mouse | Grants advantage on initiative rolls. |
| 057 | Crookroot Badger | You can burrow through soft earth at 10 ft. speed. |
| 058 | Rustpetal Thrush | Item gains resistance to rusting/corrosion effects. |
| 059 | Flarecap Imp | Once per day, cast faerie fire. |
| 060 | Bellwood Wyrmling | Grants advantage on Arcana checks. |
| 061 | Tidewhistle Finch | Cast feather fall once per long rest. |
| 062 | Spindle-Reed Eel | Gain a swim speed equal to walking speed. |
| 063 | Husked Embercat | Bearer can speak Ignan for 24 hours. |
| 064 | Thorn-Winged Gnat | Weapon causes minor bleeding: 1 damage at start of target's turn for 1 round. |
| 065 | Drifting Muzzlebat | Advantage on saving throws against deafening effects. |
| 066 | Candlecoil Serpent | Weapon sheds light in a 20 ft. radius and deals +1 radiant once per turn. |
| 067 | Hollow-Root Mask | Once per day, become invisible for 1 minute when motionless. |
| 068 | Quartzback Hare | Resistance to thunder damage. |
| 069 | Gloamhorn Foal | You can see through thick fog or mist without penalty. |
| 070 | Inkleaf Spider | Write or draw perfectly on any surface. |
| 071 | Patchhide Shambler | Ignore the effects of exhaustion for 1 hour. |
| 072 | Witchbloom Kit | Cast identify once per day without a spell slot or material components. |
| 073 | Hollow-Eyed Minnow | Breathe underwater for 10 minutes. |
| 074 | Spirit-Twine Falcon | Advantage on Survival checks for hunting. |
| 075 | Mosswhistle Cub | Gain resistance to cold damage. |
| 076 | Rattleroot Witch | Cast bane once per long rest. |
| 077 | Wicker Lantern | Can trap a Tiny spirit or elemental for 1 hour (DC 13 Cha save). |
| 078 | Flicker-Tongue Lark | Cast message at will. |
| 079 | Mistroot Piper | Grants 1d4 temporary HP to allies when you play an instrument. |
| 080 | Stonethread Spider | Climb difficult surfaces without needing to make checks. |
| 081 | Coralbloom Sprite | You may speak with aquatic animals for 10 minutes. |
| 082 | Mycelial Weaver | Advantage on saves vs. poison and disease. |
| 083 | Loambinder Mask | You may shape 5 ft. of earth or clay as an action (no damage). |
| 084 | Oakwisp Banshee | Once per day, scream to deafen one creature for 1 round. |
| 085 | Glint-Eyed Gecko | Advantage on Acrobatics checks. |
| 086 | Dunecreeper Cub | Ignore the effects of wind and sand-based terrain. |
| 087 | Emberglass Shrike | Weapon crits on 19–20 while under direct sunlight. |
| 088 | Stitchvine Ferret | Mend one piece of nonmagical gear as an action (once per short rest). |
| 089 | Wyrmroot Sentinel | Gain tremorsense 5 ft. |
| 090 | Smokeveil Vulture | You may hide even when lightly obscured. |
| 091 | Spirit-Touched Urchin | Once per day, turn invisible for 1 round after taking damage. |
| 092 | Gliderbranch Bat | Reduce falling damage by 30 feet. |
| 093 | Ashroot Lynx | Weapon gains +1 to hit while fighting alone. |
| 094 | Frostpetal Owl | Gain resistance to cold damage. |
| 095 | Bristlebark Beast | Your AC increases by 1 while not wearing armor. |
| 096 | Echo-Willow Shade | Bearer can communicate silently with one ally within 30 ft. |
| 097 | Lantern-Mouth Newt | Once per day, cast light that reveals invisible writing or glyphs. |
| 098 | Glowspore Pangolin | Gain immunity to sleep effects. |
| 099 | Shardhide Viper | Weapon deals +1d4 piercing damage to armored targets. |
| 100 | Wildcard Spirit | Roll twice on this table. Gain both effects for the day. |
Channel Divinity: Spirit Binding
Starting at 2nd level, you can use your Channel Divinity to bind a nearby spirit to shield or empower an ally in the moment of need.
As an action, you present your holy symbol and choose one creature or object within 30 feet. You bind a protective spirit to them for 1 minute, granting one of the following benefits:
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Deflecting Spirit. The target reduces damage from a single source by 2d10 + your cleric level.
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Echoform. The target may take one additional reaction before the start of their next turn.
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Rooting Spirit. The target becomes immune to forced movement, grapples, and being knocked prone for the duration.
You may use this feature once per short or long rest.
Pact Builder
Beginning at 6th level you gain the following benefits:
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Remote Infusion: You may infuse a willing creature or nonmagical object within 60 feet of you as an action by expending a spell slot of 1st level or higher.
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Flexible Binding: Infusions you create no longer fade when transferred to another creature. You can hand off infused items or swap bearers freely.
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Bound Charm: Once per long rest, you may create a spirit charm during a short or long rest. This is a small token (feather, mask, carved stone, etc.) infused with a dormant spirit. Any creature may activate the charm as a bonus action to gain one of the following for 1 minute:
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+1 AC
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Advantage on one saving throw of their choice
-
Resistance to one damage type (your choice upon crafting)
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You may only have one active spirit charm at a time. It loses power at the end of your next long rest.
Blessed Strikes
Starting at 8th level, when a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.
Greater Spirit Pact
Once per long rest, you may call forth a major spirit to physically manifest in a 20 ft. radius aura around you for 1 minute. Choose one:
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Lantern-Titan Guardian: Allies in the aura deal +1d8 radiant damage on weapon attacks.
-
Ember Fox Avatar: Allies gain +1 AC and advantage on Dexterity saving throws.
-
Echo Giant: All healing and temporary HP you grant is maximized for the duration.
The aura moves with you. It counts as a spiritual projection—visible but intangible to most.