Cleric - Spirit Domain

by Carlin

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Spirit Domain

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,Spiritual Weapon
5th Spirit Guardians, Spirit ShorudXGE
7th Divination, Death Ward
9th Commune, Reincarnate

Bonus Cantrip

1st-level Spirit Domain feature
When you choose this domain at 1st level, you gain the Toll the DeadXGE cantrip if you don't already know it. This cantrip doesn’t count against the number of cleric cantrips you know.

Ancestral Recall

1st-level Spirit Domain feature

At 1st level, your deep connection with the spirits of your ancestors allows you to temporarily recall their knowledge of divine rituals.
Once per short rest, you can cast a ritual spell from the Cleric spell list that you have access to but haven't prepared.
To use this feature, you must have the required material components and follow the ritual casting rules as stated in the spell's description.

You also gain proficiency in History, and when you make a History check, you can add your Wisdom modifier to the roll in addition to your Intelligence modifier.

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.

Art Credit

"Empyrean Eagle" by Jason A. Engle

We are Legion

6th-level Spirit Domain feature

Your bond with the spirit realm grows stronger, granting you the following benefits:

  • The movement speed of your Spiritual Weapon increases to 40 feet. You can cast the Spiritual Weapon spell and command the weapon using either an action or a bonus action.

  • When you cast Spiritual Weapon at a higher level you can replace the upcast to be. The spell creates more than one Weapon when you use higher spell slots: two weapons at 3rd level, three weapons at 5th level, four weapons at 7th Level and five weapons at 9th level, they all deal 1d8 plus your proficiency in Force Damage.
    You can command all weapons when you use a bonus action or action to control the original, they can each look like a different animal or weapon.

  • When you cast Spirit Guardians or Spirit Shroud, you can choose to have the spell emanate from your Spiritual Weapon(s) instead of yourself. If you choose this option, the affected area of the spell centers on your Spiritual Weapon(s).

Potent Spellcasting

8th-level Spirit Domain feature

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

Spiritual Ascendance

17th-level Spirit Domain feature

At 17th level, your bond with the spirit realm reaches its zenith.

When you use Channel Divinity: Spirit's Return, all allies within 15 feet are also healead by an ammount equal to your cleric level.

You can cast Spiritual Weapon and Spirit Guardians or Shroud at the same turn.

You can't fail the concentration saving throw of Spirit Guardians or Shroud.

 

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