Cleric: Spirits Domain

by driftvvood

Search GM Binder Visit User Profile

Image|Ghost Thief|Kim Sokol

Cleric: Spirit Domain

To honor those that have passed gracefully from the world of the living to the land of the dead is a holy thing. The dead know more than us living, as they have lived a lifetime. It is a blessing to be able to use and pass on their knowledge.

Clerics of this domain tend towards good, lawful, and/or neutral alignments as they see themselves as both judges and guides for the dead, dying, undead, and those between life and death; gods that reflect this are many, including Kelemvor, Osiris, Hades, Hel, etc. These clerics also deal with conserving wisdom, as the dead hold so much that has been lost. Gods that lend their skills and aid through guidance readily take on followers from this domain, these deities include Oghma, Laozi, Quetzalcoatl, Saraswati, etc.

Spirit Domain Spells

You gain domain spells at the cleric levels listed.

Cleric Level Spells
1st bless, unseen servant
3rd borrowed knowledge, enhance ability
5th gaseous form, summon undead (ghostly only)
7th death ward, divination
9th commune, holy weapon

Buried Past

At 1st level, you can receive guidance when needed, just by listening to those that have passed. You have a pool of d6s that can be used to improve your skills. The number of dice in the pool equals 1 + your cleric level. Whenever you make an ability check or saving throw, before or after the roll but prior to the DM stating the result, you may expend a d6 from your die pool and add the roll to the total.

Additionally, upon finishing a long rest, choose a language, skill, tool, and weapon to gain proficiency with until you finish a long rest again.

Channel Divinity: Spirit Guide

At 2nd level, you can use your Channel Divinity, you can summon a Spirit Guide, a ghostly specter intent on giving aid. As an action, you summon a spirit that appears in an unoccupied space of your choice that you can see within 10 feet of you. The Spirit manifests until they are reduced to 0 hit points, you use your action to dismiss them, or you die.

The spirit is friendly to you and your companions and obeys your commands. See this creature's game statistics in the Spirit Guide stat block, which uses your proficiency bonus (PB) in several places. The Spirit's appearance should be determined through discussion between you and the DM. The Spirit might be an ancestor, someone you knew when they were alive, a spirit bound to the location that they were summoned, or a servant of your deity sent to guide you. The Spirit might change each time they are summoned or you may summon the same one each time. If you are within 100 feet of your Spirit, you may communicate images, emotions, and simple ideas with each other.

In combat, the Spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the Spirit can take any action of its choice, not just dodge.

You may use a bonus action to expend a spell slot to empower your Spirit. For a minute, when the spirit takes the attack action, the target takes extra radiant damage equal to a number of d6s times the level of spell slot expended.

Wisdom to Others

At 6th level, you may use a bonus action and expend a dice from your Buried Past pool to allow a willing creature to hear guidance from the spirit world. Once in the next minute, the target can add a d6 plus your Wisdom modifier to an ability check, attack roll, or saving throw prior to rolling.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Not Your Time

At 17th level, you act as your deity's avatar, empowered as the judge of life and death. Once per long rest, you may use your reaction when an ally you can see within 30 feet of you drops to 0 hit points due to unnatural causes, to heal them for 50 hit points.

Spirit Guide

Small undead, any alignment
Armor Class 12 + PB (natural armor)
Hit Points 5 + five times your cleric level
Speed 0 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA
4 (-3) 14 (+2) 10 (+0) 6 (-2) 15 (+2) 10 (+0)

Damage Resistances cold, poison, radiant
Damage Immunities necrotic
Condition Immunities charmed, frightened, grappled, prone, restrained
Senses darkvision 60 feet, passive Perception 12
Languages understands the languages you speak


Ephemeral. The Spirit Guide can’t wear or carry anything.
Incorporeal Movement. The Spirit Guide can move through other creatures and objects as if they were difficult terrain. It takes 1d10 force damage if it ends its turn inside an object.

Actions

Attack. Natural Weapon: your spell attack modifier to hit, range 5 ft., one target you can see. Hit: 1d4 + PB radiant damage.
Spectral Force Cast mage hand a number of times per long rest equal to PB.
Whispered Guidance. A living creature within 30 feet adds a d4 to the next ability check or saving throw they make before the end of their next turn.

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.