Base Class: Cleric
A Spirit Domain Cleric is a practitioner of the connection between the spirit world and our own. They use their connection to the spirit world to assist on the battlefield, through ritual, visions and soul manipulation. They believe their power was given to them through their deity to guide people and spirits through life, and death.
Divine Trance
Starting when you choose this domain at first level if a creature within 60ft of you makes an attack, use your reaction to call upon a spirit to force them into a trance, imposing them to make a wisdom saving throw (spellcasting DC), on a failed save the creature must choose a new target or forgo the attack or targeted spell.
Spiritual Guide
Starting when you choose this domain at 1st level, you gain the choice of either the guidance or resistance cantrip.
Channel Divinity: Spirit Bond
Starting at 2nd level, you can use your Channel Divinity to touch one creature and form a spiritual bond with them.
This bond allows the user to cast touch spells targeting that creature from up to 30 feet away. This effect lasts one hour and can be used up to half your cleric level times per long rest (minimum 1)
Spiritual Assist
Beginning at 6th level, the spirits can listen to your and come forward to help you during battle. Using the attack action on a turn you can call for a assist from a Benevolent (Good) or Malevolent (Bad) spirit.
Good Spirit: Target a creature within 30 feet of you and Heal them for 5 + your cleric level
Evil Spirit: Target a creature within 30 feet of you and deal Half your cleric level d6 necrotic damage
This feat can be used up to 2 times per long rest.
Guided Souls
Once per day you take one hour to set up and hold a ritual for up to 6 creatures. Linking each of their souls to yours, lasting 8 hours.
During this time if one of the linked creatures rolls an attack roll, ability check or saving throw within 30ft of you and fails, you can call upon your soul bond and add 1d8 their roll
Once you do, you cannot call forth an assist with that target until the effect ends.
At 14th level the die becomes 2d8
Totem of the Spirit World
Starting at 17th level, you can use an action to summon forth the Totem of the Spirit World. All creatures who are affected by guided souls within 60 feet of the totem gain resistance to all non magical slashing piercing and bludgeoning damage plus an additional resistance of your choice, which can be changed on subsequent turns using your bonus action.
Additionally all guided creatures gain an additional 1d8 radiant damage on all melee and ranged weapon attacks if the target is within the radius of the totem.
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