Spirit Domain Cleric

by AngelVaruh

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Divine Domain

Spirit Domain

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.

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 spiritual idols. The maximum number you can have is equal to your proficiency bonus. 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 destroy an idol and send a spirit to either help or harm a creature within 60 feet of you. An unwilling creature has to make a charisma saving throw, which is reduced by a d4, against your cleric spell save DC or suffer an effect from one of the tables 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.
   Applying the same effect to the same creature only refreshes the duration of the effect. These are magical
effects and can be dispelled by dispel magic and any further saving throws are made without reduction from this feature.

d4 Harmful 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 the next 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 half your proficiency bonus for 1 minute. They can repeat the saving throw at the end of each of their turns.
d4 Helpful 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 hit points equal to twice 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.

Angel Varuh | Art by: Takeda11
 

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