Spirit Domain (5e Subclass)
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Spirit Domain
The spirit domain is most often pursued by clerics who worship gods of life and death. By manipulating spirits and vital life force, they project powerful boons to assist them in realizing their ideals. Common gods that spirit clerics worship include - Lathander, Kelemvor, Myrkul, Shar, Pelor, and Wee Jas.
Cleric Level | Spells |
---|---|
1st | find familiar, hex |
3rd | find steed, suggestion |
5th | haste, vampiric touch |
7th | Dimension Door, faithful hound |
9th | awaken, circle of power |
Bonus Proficiencies
Beginning at 1st level you gain proficiency with martial weapons and in Constitution saving throws.
Spiritual Power
Starting at 1st level, whenever a target dies within 30 feet, you may bind their soul or animating energy to you as reaction. You may keep the soul bound to you for up to 8 hours, at which point it dissipates. While you have a soul bound to you, you gain access to the unseen servant spell, and may cast it at will without using a spell slot or components. If you have a bound soul you may summon it as a spirit anywhere within 5 feet of you as a bonus action. If you bind a second soul while one is already bound to you, the older soul must be summoned as a spirit your next turn or it dissipates.
Summoned spirits are chosen from the list below and have an aura with a radius of 30 feet. You may only have two spirits active at one time and you may not have more than one of the same effect active at the same time. Summoned spirits require concentration, as though you were concentrating on a spell. Summoned spirits are invisible, have an AC of 10 and dissipate after 1 minute. A spirit will also dissipate if it take any damage, if you fail a Constitution saving throw made to maintain concentration, or if dismissed as a bonus action. Spirits can take actions as described in the unseen servant spell on your turn. If you summon a spirit while you already have two active, the oldest spirit dissipates. A creature cannot be resurrected while its spirit is bound or summoned.
Channel Divinity: Explosive Summon
At 2nd level, when you summon a spirit you can use your channel divinity to deal 2d8+your Cleric level in radiant damage (if good) or necrotic damage (if evil) to all foes and the same amount in healing to all allies within 10 feet of the spirit.
Spirit guide
Starting at 3rd level you can call upon harmless spirits near by, you can communicate with these spirits and they treat you in a friendly manner, these spirits can be somewhat personalised by the GM i.e. giving them a history, proficiency in a tool and such, these spirits are linked to the world due any number of reasons, however you can help these spirits move on from the world in trade for information from notable people to possibly the location of an item it depends on the GM, you can call upon harmless spirits an amount equal to your wisdom modifier and regain all expended point at the end of a long rest.
Channel Divinity: Soul Rip
Starting at 6th level, you can use your channel divinity to attempt rip part of a spirit out of a target that is within 30 feet of you. The target must succeed on a Wisdom saving throw or have their spirit ripped. The chunk of spirit immediately manifests within 5 feet of the owner with a type of your choice. The owner of the ripped spirit has disadvantage on Wisdom saving throws. The spirit returns to the owner after 1 minute or after it takes any damage. Ripped spirits do not count as summoned spirits and therefore do not count against your two spirit limit, or require concentration. Souls may now stay bound for 24 hours.
Spirit Warrior
Beginning at 8th level, you’re able to better harness the spiritual energies of souls while they are bonded to you. While you have a bound soul you may add your spell casting modifier to your weapon and spell damage. When added to weapon damage you may choose radiant, necrotic, or psychic damage types for the bonus. When added to spell damage it takes the same form as the spell damage. Souls may now stay bound indefinitely.
Spectral Chimera
When you reach 17th level, you can merge bound souls with summoned spirits. If you have a bound soul, instead of summoning a spirit you may bind the soul to an existing spirit instead. This effectively gives a summoned spirit additional effects from the Spirit Types table.
Additionally, your summoned spirits now have a number of hit points equal to your Cleric level and no longer require concentration.
Spirit Types
Harmless Spirit. a Harmless spirit is as its name state harmless, they offer little in the way of combat benefit but they are the spirits of once living creatures that you are able to interact with, these spirits can be personalised by your GM. You can help these spirits move on to the after life in return for information they know, if you are a follower of a good aligned god your deeds will be appreciated by them.
Medicine Spirit. You and number of creatures equal to your Wisdom modifier (minimum one) within range are resistant to poison damage, have advantage on saving throws against poison, and are immune to disease. If you attempt a Wisdom (Medicine) check, you count as being proficient in the Medicine skill and add double your proficiency modifier to the check.
Sage Spirit. You and number of creatures equal to your Wisdom modifier (minimum one) within range are immune to being charmed, resistant to necrotic damage, and cannot have your hit point maximum reduced.
Heroic Spirit. You and number of creatures equal to your Wisdom modifier (minimum one) within range receive a +1 bonus to AC and may reroll any damage die that land on a 1 or a 2.
Inspiring Spirit. You and number of creatures equal to your Wisdom modifier (minimum one) within range receive healing or temporary hit points (if at maximum hit points) equal to your proficiency bonus whenever they deal damage once per round.
Wind Spirit. When you and number of creatures equal to your Wisdom modifier (minimum one) within range are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Guiding Spirit. You and a number of creatures equal to your Wisdom modifier (minimum one) within range receive +1 to your proficiency bonus and all saves.
Howling Spirit. A number of creatures equal to your Wisdom modifier (minimum one) within range take 1d4 psychic damage at the beginning of their turn.
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