Base Class: Cleric
Spirit Domain Clerics serve as conduits for spirits caught between worlds — not to bind or control them, but to guide them toward purpose. Some are honored mediums of ancestral halls, others peaceful tenders of battlefield dead. Spirit Domain clerics soothe the restless, rally unseen guardians, and make use of lingering spirits to support their allies.
Level 3: Lingering Presence
When you cast a spell that restores hit points to a creature, they also gain resistance to the next instance of damage they take before the end of their next turn.
Level 3: Spirit Domain Spells
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Spirit Domain Spells table, you thereafter always have the listed spells prepared.
Cleric Level | Prepared Spells |
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3 | Sanctuary, Bless, Detect Evil and Good, Cure Wounds |
5 | Mass Healing Word, Revivify, Warding Bond |
7 | Healing Spirit, Spirit Guardians |
9 | Greater Restoration, Commune |
Level 3: Channel Spirits
As a Magic action, you call forth echoes of those who came before. Choose up to a number of creatures equal to half your Cleric Level (rounded up) that you can see within 30 feet. Each chosen creature gains a Channel Spirit— a lingering blessing represented by a 1d4 die.
- When a creature with a Channel Spirit makes an attack roll or a saving throw, they can roll the die and add the result to the roll.
- If the roll still fails, the Channel Spirit is not expended, and the creature retains the die for the next time it makes an attack roll or saving throw.
- A creature can only have one Channel Spirit at a time, and the effect lasts for 1 minute or until used successfully.
Level 6: Spectral Intercession
At 6th level, your bond with protective spirits allows you to redirect magical harm away from your allies. When a creature within 60 feet of you is targeted by a spell that only targets one creature, you can use your reaction to have the spirits intercede, causing the spell to target you instead.
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You must be a valid target for the spell (i.e., if the spell can't affect you due to range, creature type, etc., you can't redirect it).
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You must be aware of the spell being cast (you can see or hear the caster or the intended target).
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You can use this feature a number of times equal to your Wisdom modifier (minimum 1), and you regain all expended uses when you finish a long rest.
Level 8: Soul Tag
At 8th level, you gain the ability to tag your enemies with relentless spirits. As a bonus action, you can tag a target you damaged with a cleric spell of level 1 or higher.
- A tagged target emits a 10ft radius of dim-light. Attacks you make on them are made at advantage while tagged.
- As long as the tagged creature is on the same plane of existence as you, and is within a 1 mile distance, you are aware of their exact location.
- Only one creature can be under the effect of Soul Tag at a time.
This effect lasts for 1 hour unless ended at will.
Level 17: Protection of the Veil
At 17th level, your bond with the spirits has reached its peak. They stand watch over you and your allies, intervening in moments of great need.
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Your Channel Spirits die becomes a d6.
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Once per short or long rest, when you or a creature holding a Channel Spirit fails a saving throw, you can use a reaction to choose to treat the result as a success instead, as the spirits momentarily shield the mind or body.
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If an ally fails a saving throw and they currently hold a Channel Spirit, you can choose to use this feature on them instead of yourself, no action required.
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