Cleric
Base Class: Cleric

Rather than worship a specific god, you revere the spirits of your ancestors or the spiritual energy of the world itself. The spirits are your close, trusted friends and you can see them wherever you go, even if others cannot. Shamans are usually prominent members of a tribe, but sometimes they take to the road and become loaners, or are adopted into another group.

Your connection to the spirit world allows you to summon a spirit totem to the physical world that aids you in your endeavors. As the need arises, you can call on other spirits for assistance, since each has its own personality and abilities.

Ancestor Domain Features

Cleric Level Feature
1st Domain Spells, Ancestral Teachings, Summon Totem
2nd Channel Divinity: Ancestral Guidance
6th Protection from Beyond
8th Consult Ancestors
17th Spirit Realm Ambassador

Domain Spells

You gain domain spells at the cleric levels listed in the Ancestor Domain Spells table. See the Divine Domain class feature for how domain spells work.

Ancestor Domain Spells

Cleric Level Spells
1st heroism, unseen servant
3rd augury, see invisibility
5th speak with dead, spirit guardians
7th banishmentdeath ward
9th legend lore, rebuke

Ancestral Teachings

The spirits teach you both how to reach out to them for guidance and to sift truth from falsehood. You learn the guidance cantrip.  You also gain proficiency in the Insight Skill.

Summon Totem

Starting at first level, the shaman has the ability to summon totems from the spirit realm.  As an action, you can summon one of the following totems to one five foot spot you can see withing 30 feet: Air, Earth, Fire, Water, Spirit.  The totem lasts for 1 minute.  You may only have one totem out at a time.  You may summon a totem 2 times per short rest.  The totems have the following properties:

Air Totem: Any creature within 5 feet of the totem treats the area as difficult terrain.  As a bonus action, you can cause a blast of razor like wind to strike out at a creature within 30 feet of the totem.  You make a ranged spell attack.  On a hit, the creature takes 1d8 slashing damage.  At 10th level, this damage increases to 2d8.  At 16th level, the damage increases to 3d8.

Earth Totem: Any creature within 10 feet of the totem has disadvantage on strength and dexterity ability checks and saving throws.  As a bonus action, you can cause a tendril of earth to reach out and strike a creature within 10 feet of the totem as a melee spell attack.  If the attack hits, the creature takes 1d6 bludgeoning damage and is restrained until the start of your next turn.  At level 10, the creature also takes 2d6 bludgeoning damage, and at 17 the creature takes 3d6 bludgeoning damage. 

Fire Totem: Any creature entering into or starting their turn within 5 feet of the totem takes fire damage equal to your wisdom modifier.  As a bonus action, a ray of fire springs out from the totem.  You make a ranged spell attack against a single creature within 30 feet.  If the attack hits, the target takes 1d8 fire damage and is set on fire.  If the creature ends its turn on fire, it takes fire damage equal to your wisdom modifier.  It is an action to put out the flames.  The initial damage increases to 2d8 at 10th level, and 3d8 at 16th level.

Spirit Totem: Allies within 10 feet of the Spirit Totem add your charisma modifier (minimum of 1) to saving throws and death saves.  As a bonus action, one creature within 10 feet of the totem heals for your wisdom modifier in healing.  At level 10, this increases 1d4 plus your wisdom modifier.  At level 16, it increases to 2d4 plus your wisdom modifier.

Water Totem: Creatures ending their turn within 5 feet of the totem must make a strength save or be pushed 10  feet on a successful save, they are pushed 5 feet.  As a bonus action, you increase the radius to 10 feet and any creature failing the strength save takes 1d8 bludgeoning damage.  This damage increases to 2d8 at level 10, and 3d8 at level 16.

Channel Divinity: Ancestral Guidance

Starting at 2nd level, you can use your channel divinity to grant you assistance.  When you make an attack roll, ability check, or saving throw, you can use your Channel Divinity to gain a +5 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the roll succeeds or fails.

Protective Spirits

At 6th level, you gain the ability to affect fortunes of others in combat. As a reaction when you or an ally that you can see within 30 feet of you suffers a critical hit, you can turn that attack into a normal hit. Any effects triggered by a critical hit are canceled.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.

Consult Ancestors

At 10th level, you gain the ability to consult with your ancestral spirits. When you do so, you cast the Augury or Clairvoyance spell, without using a spell slot or material components. Rather than creating a spherical sensor, this use of Clairvoyance invisibly summons one of your ancestral spirits to the chosen location.

After you cast either spell in this way, you can’t use this feature again until you finish a short or long rest.

Spirit Realm Ambassador

Beginning at 17th level, you resist necrotic and radiant damage. You can see into the ethereal plane.  You always function as if you had the sanctuary spell active, however it only affects undead. If your actions end the sanctuary effect, it is reinstated at the end of a short rest. Finally, you can use the Etherealness  spell once per long rest.

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