Cleric
Base Class: Cleric

While most Clerics devote themselves to one deity, Spirit Domain Clerics seek the guidance of spirits and draw power from their devotions. These Clerics do not just rely on these spirits to cast spells, but they also honor their devotion to the divine as well as their craft or passions in life. These Clerics show devotion to a variety of deities that care for the spirits they call on and befriend, giving them greater versatility both on and off the battlefield.

 

Level 3: Long Lost Mastery

The spirits you call on can use their skills in life to guide you. You learn the Guidance spell, and you can cast it when you finish a Short or Long Rest to gain Proficiency in 2 Skills of your choice until your next Short or Long Rest. If you make an ability check using either of these Skills while under the effect of Guidance you may roll an additional 1d4. 

 

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.

Spirit Domain Spells
Cleric Level Prepared Spells
3 Unseen Servant, Shield, Misty Step, Pass Without Trace, True Strike
5 Fly, Phantom Steed
7 Dimension Door, Arcane Eye
9 Wall of Force, Contact Other Plane

 

Level 3: Spiritual Boon

You have received the guidance of a long departed Cleric and have chosen to honor their divine devotion as they did. You gain the effects of a feature from another Cleric Domain that uses your Channel Divinity. Chose from the options below. When you gain a level in this class you can change your choice. 

Domain Feature
Life Preserve Life
Death Touch of Death
Light Radiance of the Dawn
Twilight Twilight Sanctuary

 

Level 6: Wrathful Spirits

You have mastered fighting alongside the spirits of departed warriors. You learn the Spirit Guardians spell and always have it prepared. When you cast Spirit Guardians you can modify it to not require Concentration. When you modify the spell in this way you cannot do so again until you finish a Short or Long Rest.

In addition, if you make an attack using your action while Spirit Guardians is active you can command a spirit to make a melee attack against a creature within the emanation as part of the same action. This attack uses your spell attack modifier for the attack roll and does Radiant or Necrotic damage equal to 2d6 plus your Wisdom modifier. This damage increases to 2d12 plus your wisdom modifier when you reach Level 11 in this class. The damage type of this attack depends on the damage type of Spirit Guardians.

 

Level 17: Long Lost Power

You can channel on the power of a powerful spirit who was once a champion of magic or warfare. When you finish a Long Rest you choose one of the following benefits, which lasts until your next Long Rest.

Forgotten Magic. You learn 1 spell from the Wizard, Druid, Bard, or Warlock spell list and can cast it with a spell slot. This spell counts as a Cleric spell for you.

Forgotten Might. You gain a +3 bonus to all attack rolls and you can use the melee attack from your Wrathful Spirits feature twice when you make an attack with your action. 

If you die you can sacrifice the benefit you have to instantly revive with half of your maximum Hit Points but you will be unable to do so again until you have finished 1d6 Long Rests.

 

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Spiritual Boon Options

Spiritual Boon allows you to choose one of the following features from other Domains. 

Death Domain: Touch of Death

You can use Channel Divinity to destroy another creature's life force by touch. When you hit a creature with a melee attack, you can expend a use of your Channel Divinity to deal extra Necrotic damage to the target. The damage equals 5 + twice your Cleric level.

 

Life Domain: Preserve Life

As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to evoke healing energy that can restore a number of Hit Points equal to five times your Cleric level. Choose Bloodied creatures within 30 feet of yourself (which can include you), and divide those Hit Points among them. This feature can restore a creature to no more than half its Hit Point maximum.

 

Light Domain: Radiance of the Dawn

As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to emit a flash of light in a 30-foot Emanation originating from yourself. Any magical Darkness—such as that created by the Darkness spell—in that area is dispelled. Additionally, each creature of your choice in that area must make a Constitution saving throw, taking Radiant damage equal to 2d10 plus your Cleric level on a failed save or half as much damage on a successful one.

 

Twilight Domain: Twilight Sanctuary

As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to cause a sphere of twilight to emanate from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits:

  • You grant it Temporary Hit Points equal to 1d6 plus your Cleric level.
  • You end one effect on it causing it to be Charmed or Frightened.

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