Base Class: Cleric
When choosing this domain your God grants you a spiritual entity that takes the form of whatever you choose it to be. This entity can help aid you on your journey as a cleric. As you bond with your entity it becomes stronger and more powerful. As you level so does your entity. Your spiritual entity has a few non battle related things it can do like walk through walls and retrieve small items, and battle related things as well. Much like praying to your God you need to make that spiritual connection less you want your spiritual entity to become distant and less likely to summon and aid you. This summon last until time is up or HP drops to 0. A long rest is needed to resummon your spiritual entity.
Birth of the spirit
Starting at first level you can summon your spiritual entity and have it walk through walls pick up small items and do things outside of battle dm choice. Your entity is level 1 and gains levels based on your level, it's HP is rolled same as the cleric, and has an AC equal to 3 quarters the clerics AC. Summon last for 1 hour or until HP drops to 0.
Awakened of the spirit
At level 2 your spiritual entity has grown and with all the neat things it can do, it can now assist you in battle. While you're entity is summoned during fights it gains a movement, action, and bonus action during your turn. your entity has an unarmed strike and can deal 1d4 of 1 of 2 damage types radiant if good, necrotic if evil, your choice if neutral. This damage increases to a d6 at level 6, a d8 at level 8, and a d10 at level 17. It can now cast cantrips and up to 3rd level spells 2 cantrips and 2 slots per level. see cleric chart for when spell levels are learned. Summon last for 5 hours.
Channel Divinity Empowered of the spirit
At level 6 when you summon your spiritual entity it can use 1 channel Divinity based on your gods alignment that last for 5 hours.
Good alignment: your spiritual entity is now empowered. Your entity grants you or itself the following based on your alignment.
Neutral: add your Spellcasting ability score for spell damage.
Lawful: add 1d8 radiant damage to spell damage.
Chaotic: entity add an additional 1d8 fire or lightening when making an attack.
Neutral alignment: your spiritual entity gives off an arua of great strength. Your entity grants you or itself the following based on your alignment.
True: add a +3 to your Spellcasting ability.
Lawful: add an additional spell slot to 1 spell level of 1st to 3rd.
Chaotic: entity gains a +2 to there AC.
Evil alignment: your entity is more sinister. Your entity grants you or itself the following based on your alignment.
Neutral: add a +5 to damage rolls.
Lawful: your spiritual weapon gains and additional 1d8 necrotic damage.
Chaotic: your entity gains hit points when it deals damage.
This summon last for 10 hours.
Spiritual Divine Strike
At 8th level, your spiritual entity gain the ability to infuse your weapon strikes with divine energy giving it radiant if good or necrotic if evil your choice if neutral. 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 radiant or necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Your summon is now permanently with you.
True form of the spirit
At level 17 your spiritual entity has reached the peak of it's power as a action your spiritual entity can cast any spells you can cast using your spell slots. You must be within 60ft range and line of sight. You're spiritual entity adds an additional d10 radiant or necrotic damage your choice if neutral.
Previous Versions
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9/18/2019 11:35:55 AM
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