Base Class: Cleric
These clerics are rare, being empowered with the ability to manipulate the cycle of life and death through a special boon given to you by gods like Kelemvor, Wee Jas, Hades, the Raven Queen, and Anubis. You are able to directly influence the flow of souls and life energy, using it to destroy or create. You're not adherent to the cycle of life and death as some clerics would be, and you're not completely obsessed with snuffing out life-forces.
Your god has given you the control to alter the cycle the way you see fit, trusting you to overcome whatever challenge that defies their authority. You are arbiter and executioner, meting out justice to bring order to the disruption of soul energy wherever it may be.
Domain Spells
You gain domain spells at the cleric levels listed in the Soul Domain Spells table. See the Divine Domain class feature for how domain spells work.
| CLERIC LEVEL | SPELLS |
|---|---|
| 1st | false life, inflict wounds |
| 3rd | prayer of healing, ray of enfeeblement |
| 5th | life transference, vampiric touch |
| 7th | death ward, sickening radius |
| 9th | circle of power, reincarnate |
Bonus Proficiency
When the cleric chooses this domain at 1st level, he or she gains proficiency with either martial weapons or heavy armor (their choice).
Harbinger
At first level, the cleric learns one necromancy or evocation cantrip of their choice from any spell list that deals necrotic or radiant damage. When the cleric casts a spell that deals radiant or necrotic damage, the damage it deals depends on the creature’s alignment: necrotic for good, radiant for evil, your choice for neutral.
Channel Divinity: Succor and Senescence
Starting at 2nd level, the cleric can use Channel Divinity to restore or destroy another creature’s life force by touch. The cleric can touch a creature to heal it for 5 + twice their cleric level, as well as removing the blinded, deafened, and poisoned conditions. Any nonmagical disease they’re suffering is also ended as well.
Conversely, when the cleric hits a creature with a melee attack, the cleric can use Channel Divinity to deal extra necrotic damage to the target. The damage equals 5 + twice their cleric level.
Inescapable Judgement
Starting at 6th level, the cleric’s ability to channel the forces of life and death becomes more potent. After finishing a long rest, they can choose either the necrotic damage or the radiant damage they deal with their cleric spells and Channel Divinity. This damage ignores resistance until you finish a long rest.
Divine Strike
At 8th level, the cleric gains the ability to infuse his or her weapon strikes with the purity of life and the decay of death. Once on each of the cleric’s turns when they hit a creature with a weapon or spell attack, the cleric can cause the attack to deal an extra 1d8 necrotic or radiant damage to the target. When the cleric reaches 14th level, the extra damage increases to 2d8. Whether the attack deals radiant or necrotic damage depends on the damage type chosen with the cleric’s Inescapable Judgement feature.
Arbiter of Life and Death
Starting at 17 level, you can drain the soul energy of a dying creature and use it to either heal your allies or smite your foes. When a creature you can see within 30 feet of you is reduced to 0 hit points, you can use your reaction to cause them to fail all their death saving throws. You then cause one creature of your choice you can see within 30 feet of you to either regain hit points or take necrotic damage equal to the drained creature’s number of hit dice.
You can use this feature a number of times equal to your {{modifier:wis}} Wisdom modifier (a minimum of once). You regain any expended uses when you finish a long rest.
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