Spirit Domain (Cleric)
Hit Points
Hit Dice: d8 per Spirit Domain (Cleric) level
Hit Points at first Level:
Hit Points at Higher Levels:
Proficiences
Armor:
Weapons:
Tools:
Saving Throws:
Skills:
Overview & Creation
Clerics of the Spirit Domain do not worship a specific deity, but are devoted to the ancestors of their community. They are usually spiritual healers who rid the world of dark energy and evil spirits. Some, however use this connection to the spiritual world to cause harm in others. What's true for all of them, is they rely on the ancestors wisdom to guide them through challenges put before them. This wisdom may come in many forms, in a dream, as a sign from nature or even a visit from the spirits themselves.
Class Features
Spirit Domain Spells
Cleric Level |
Spells |
1st |
hex, protection from evil and good |
3rd |
healing spirit, lesser restoration |
5th |
life transference, remove curse |
7th |
aura of purity, guardian of nature |
9th |
contact other plane, dispel evil and good |
Bonus Proficiency
At 1st level, you gain proficiency with the herbalism kit and woodcarver's tools.
Ritual Savant
At 1st level you gain the ability to cast cleric spells with a ritual tag as rituals even if you don't have them prepared. They still require material components.
Channel Divinity: Ancestors' Insight
Starting at 2nd level, you can use your Channel Divinity to percieve the world as the spirits of your ancestors do for a short duration. You gain truesight within 60 feet for up to 10 minutes. This requires concentration (as if you were concentrating on a spell), but is not negated by being blinded.
Spirit Shepherd
Starting at 6th level, you can send out spirits by creating spiritual idols which turn the fate of your allies or enemies. During your long rest, you can create wooden idols. You can make a number of idols equal to your wisdom modifier each long rest. Every successfully carved idol is represented by a d4. You can either make these idols generic or, if you know who you'll use them on, you can make them specifically for those creatures.
As an action, you can turn the fate of a creature. Pick an effect table below. The creature has to make a charisma saving throw which is reduced by a d4 against your spell save DC. On a failed save the target is affected by an effect from either table below, determined by the same d4. On a successful save it has no effect. If you made an idol specifically for a creature, the saving throw still gets reduced by the d4, but you get to choose the effect. These are magical effects and can be dispelled by the dispel magic spell.Harmful Effects
d4 |
Effect |
1 |
They become frightened for 1 minute. They can repeat the saving throw at the end of each of their turns. |
2 |
They lose resistance to any damage type that is dealt to them for 1 minute. |
3 |
They cannot regain hit points or temporary hit points for 1 minute. |
4 |
They reduce every attack roll and saving throw by an amount equal to your wisdom modifier for 1 minute. They can repeat the saving throw at the end of each of their turns. |
Helpful Effects
d4 |
Effect |
1 |
They become immune to the frightened condition or any curses that are affected by the remove curse spell for 1 minute. |
2 |
They gain resistance to the next damage type that is dealt to them for 1 minute. |
3 |
They gain temporary hitpoints equal to your cleric level. These last until the next short or long rest. |
4 |
They can add half your proficiency bonus to any attack roll or saving throw for one minute. |
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Spirit Master
Starting at 17th level, you can cast
astral projection on yourself without expending a spell slot or providing material components. You can use this feature once per long rest.