Spirit Domain
In the penumbra of life and death, in the whispering overlap between the seen and the unseen, dwell the Spirit Clerics. Their power is drawn not from the clamor of the living, but from the serene and spectral realm of spirits. They walk a path echoed with the footsteps of the departed, harnessing energies from beyond the veil to shield the living and smite the wicked. The spirits are not just allies to these clerics; they are guides, friends, and the source of their divine might. To stand against a Spirit Cleric is not to face one, but to stand against a legion of the eternal.
Spirit Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | Detect Evil and Good,Unseen Servant |
| 3rd | Augury,Gentle Repose |
| 5th | Revivify,Speak with Dead |
| 7th | Divination, Death Ward |
| 9th | Commune, Reincarnate |
Bonus Proficiencies
1st-level Spirit Domain feature
At 1st level, you gain proficiency with martial weapons and heavy armor.
Spiritual Connection
1st-level Spirit Domain feature
From 1st level, Spiritual Weapon and Armor of Agathys are always prepared for you and don't count against the number of spells you can prepare each day.
You can cast Spiritual Weapon at first level, at this level the weapon deals 1d8 + your spellcasting ability modifier as force damage
Your Spiritual Weapon can take the form of a spirit animal and it has a flying speed of 40 feet.
The Damage type of your Armor of Agathys can be force instead of cold.
Ethereal Alacrity
1st-level Spirit Domain feature
The spirits hasten your rituals, guiding your incantations with a speed that defies the mortal realm. Once per short rest, when you ritual cast a spell from your Spirit Domain Spells list, you can invoke this ethereal guidance, completing the ritual in the span of a single action rather than its usual duration.
Art Credit
"Empyrean Eagle" by Jason A. Engle
Channel Divinity: Spirit's Return
2nd-level Spirit Domain feature
When you are reduced to 0 hit points but not killed outright, you can use your Channel Divinity to invoke the spirits that tether you to the mortal realm. Drawing upon their energy, you immediately regain hit points equal to your cleric level and are lifted back to your feet if you were knocked prone.
Spirit's Embrace
6th-level Spirit Domain feature
Your bond with the spirit realm strengthens, allowing you to call upon its guardians and shrouds more freely. You always have the Spirit Guardians and Spirit Shroud spells prepared, and they don’t count against the number of spells you can prepare each day.
When you cast either Spirit Guardians or Spirit Shroud, you can choose to have the effects emanate from your Spiritual Weapon instead of yourself. If you do, the affected radius of the spell originates from the location of your Spiritual Weapon. However, you must maintain your Spiritual Weapon within 40 feet of you for the effects to persist. If the weapon moves beyond this range, the spell's effects are suppressed until the weapon returns within the 40-foot range.
The Damage types of either Spirit Guardians or Spirit Shroud can be force instead of their usual types.
Spirit Strike
8th-level Spirit Domain feature
Your affinity with the spirit realm allows you to channel spectral energy into your weapon strikes. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 force damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Spiritual Ascendance
17th-level Spirit Domain feature
At 17th level, your bond with the spirit realm reaches its zenith. As an action, you can simultaneously invoke a Spiritual Weapon, Spirit Guardians, and Spirit Shroud at 9th level without expending a spell slot. These manifestations do not require concentration and remain active for 1 minute or until you dismiss them as a bonus action.
If you are reduced to 0 hit points while these effects are active, only the Spirit Guardians continues to emanate on top of your fallen body for its remaining duration. Such is the depth of your spiritual bond that, even in death, the guardians remain to protect and avenge you.
You can use this feature once, and you regain the ability to do so after finishing a long rest.