Cleric : Invoker Domain

by Carreau

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Cleric : Invoker Domain

Cleric Domain

Invoker

Invokers are the armed hand of the gods, catalysts of their divine powers. Those clerics control the celestial spirits of ancient heroes directly sent by their deity to guide their allies to victory, and their enemies to misery.

Invoker Domain Spells

Cleric Level Spells
1st Unseen Servant, Find Familiar
3rd Healing Spirit, Spiritual Weapon
5th Spirit Shroud, Spirit Guardian
7th Phantasmal Killer, Guardian of Faith
9th Summon Celestial, Wall of Light

Divine Familiar

When you choose this domain at 1st level, you learn how to funnel the power of your god into your familiar to turn it into a living symbol of your deity. As an action, you can turn your familiar (from the Find Familiar spell) into a Divine Spirit for the next minute. It becomes a spirit of pure light : it is no longer a creature, and it sheds bright light in a 15-foot radius. After one minute has past, the Divine Spirit return to its normal Familiar form.

Art Credit : Wizards of the Coast

If you have no active familiar when you use this feature, you can directly summon a Divine Spirit in a free space you can see within 30 feet of you as part of the same action, but this spirit vanishes after 1 minute, and doesn't stay as a familiar after that.

When your Divine Spirit appears (and when you command it to as an action during your subsequent turns), it performs one of the following maneuvers of your choice :

  • Divine Guidance. The spirit moves up to 30 feet in the direction of your choice and inspires a creature of your choice within 5 feet of it. This creature rolls its next attack with advantage, dealing an extra 1d4 radiant damage on a hit. When you reach 5th level, that extra damage increases to 2d4. It increases again to 3d4 at 11th level, and to 4d4 at 16th.

  • Divine Assault. The spirit moves up to 30 feet in the direction of your choice and makes a melee spell attack against a creature of your choice within 5 feet of it. It adds your own spellcasting modifier to the attack roll, and deals 1d6 + your own wisdom modifier on a hit. When you reach 5th level, the Divine Spirit can make 2 of those attacks when you take this action. At 11th level, your spirit can make 3 of these attacks.

  • Divine Protection. The spirit moves up to 30 feet in the direction of your choice and a creature of your choice within 5 feet of it gains temporary hit points equal to your wisdom modifier + your proficiency bonus until the start of your next turn.

Moreover, when you cast a cleric spell with a range of touch, you can also choose that your Divine Spirit moves up to 30 feet and delivers your spell (like a familiar from the Find Familiar spell would, but it doesn't need to expend a reaction).

You can use this feature a number of time equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Channel Divinity : Reinforcement

Starting at 2nd level, you can use your Channel Divinity to cast one of your Invoker Domain spells without expending a spell slot. You can only use your channel divinity to cast a spell this way if the chosen spell is of a level equal or inferior to half your cleric level.

Holy Spirit

Starting at 6th level, your Divine Familiar can deliver any cleric spell (not only the ones with a range of touch). If the spell requires concentration, you are the one concentrating on it.

Potent Spellcasting

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

Wings of justice

Starting at 17th level, as an action you can make large spectral angel wings appear on your back. When you do so, you gain a 60 feet flying speed. You can also make the wings disappear as an action.

In addition, when you deal damage or you restore hit points to a creature with a cleric spell of 1st-level or higher while your spectral wings are active, you can add your charisma modifier to the result.

Art Credit : Wizards of the Coast

Homebrew lovingly made by LeRoiDeCarreau

A big THANK YOU to my patreons.

You are the ones that make all of this possible!

The Early Birds :

  • Full Mettle
  • Groov
  • Even Geithus Øwre
  • Mark Mckinney
  • Ryan Magee
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