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# Divine Domain: Ferryman Shepherds of souls and watchers of those still living, the divine domain of the Ferryman concerns itself with pushing those who should die closer to death while protecting those whose time has not yet come. A ferryman can spend their own soul or even souls they have claimed along the way to grant them power when things are most dire. ##### Ferryman Domain Spells | Cleric Level | Spells | |:---:|:-----------| | 1 | False Life, Ray of Sickness | | 3 | Enthrall, Ray of Enfeeblement | | 5 | Life Transference, Vampiric Touch | | 7 | Death Ward, Shadow of Moil | | 9 | Antilife Shell, Enervation | ### Bonus Cantrip When you choose this domain at 1st level you gain the Chill Touch cantrip if you don’t already know it. ### Spirit Tax Also at 1st level you learn that your very own life force can be spent to fuel your magic. As a bonus action on your turn you may choose a spell level that you can cast. You must spend 1d8 of your own hit points per spell level, for the remainder of your turn, you may cast one spell you know at the chosen level without expending a spell slot. You may not spend temporary hit points as part of this cost. You may not regain hit points from a spell cast this way. When you roll for the amount of hit points you must spend, the amount cannot be reduced by any means. \columnbreak ### Channel Divinity: Spirit Lanterns At 2nd level you have seen the road to the afterlife lit with small bobbing lights. When a humanoid dies within 60 feet of you, you may use your reaction to present your holy symbol and indenture that creature’s spirit to aid you. A Will-O’-Wisp under your control rises from the body. This Will-O’-Wisp has a Neutral alignment and you may use an action on each of your turns to command all the wisps under your control. If you do not command your Wisps, they simply bob slowly in place. A wisp follows you until it drops to 0 hit points, at which point it vanishes never to return. You may have a maximum number of Will-O’-Wisps following you at any given time equal to one third of your Cleric level (rounded up). ### Life Exchange Starting at 6th level, you know how the suffering of one thing brings life to another. Any time you deal necrotic damage, you may grant one creature other than yourself within 30 feet of you temporary hit points equal to half the damage delt. ### Potent Spellcasting At 8th level you add your Wisdom modifier to the damage you deal with any cleric cantrip. ### Final Rest When you reach 17th level you have learned how to make your wisps pay one final price. When you would use your Spirit Tax feature, you may destroy any number of Will-O’-Wisps under your control to reduce the hit point cost by 1d8 per wisp sacrificed.
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