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Buddhist Priest

Buddhist Priest

Clerics following the Path of the Bodhisattva are inspired by the teachings of Japanese Buddhist priests, emphasizing compassion, enlightenment, spiritual balance, and the transcendence of worldly desires. These clerics act as guardians of the spiritual realm, guiding souls towards enlightenment, healing the suffering of the world, and warding off malevolent spirits. Unlike other domains focused purely on divine worship or zealotry, the Path of the Bodhisattva encourages wisdom, mindfulness, and self-sacrifice, reflecting the balance between serenity and discipline. A cleric of this domain is not only a spiritual leader but a healer and defender of both the living and the dead, striving for a world free of suffering.    

Path of the Bodhisattva Domain Spells

  • 1st Sanctuary, Bless
  • 3rd Calm Emotions, Lesser Restoration
  • 5th Dispel Magic, Spirit Guardians
  • 7th Guardian of Faith, Banishment
  • 9th Greater Restoration, Commune
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    Bonus Proficiencies

    When you choose the Path of the Bodhisattva at 1st level, you gain proficiency in the Insight and Medicine skills. In addition, you gain proficiency with monk weapons (such as the staff and spear). Your unarmed strikes deal 1d4 bludgeoning damage, and you can use Wisdom for attack and damage rolls with these weapons and unarmed strikes.    

    Channel Divinity

  • Compassionate Hand: At 1st level, you can channel divine energy to ease suffering. As an action, you present your holy symbol and touch a creature within 5 feet. The target regains hit points equal to 2d6 + your Wisdom modifier, and any of the following conditions affecting the target are removed: charmed, frightened, or paralyzed. When you use this feature, you can also choose to transfer half of the target’s remaining pain to yourself, allowing them to ignore poisoned or exhaustion conditions for 1 minute. During this time, you suffer the same condition(s), but you gain advantage on Constitution saving throws against them.
  • Banish the Impure: Starting at 2nd level, you can call upon your divine energy to banish malevolent spirits. As an action, you invoke a prayer that radiates spiritual force. Each creature of your choice within 30 feet that is undead, fiendish, or cursed must succeed on a Wisdom saving throw against your spell save DC or become banished to the Spirit Realm (banishment works like the Banishment spell) for 1 minute. Creatures banished this way are returned if they take damage or succeed on a Wisdom saving throw at the end of their turn. If they remain in the Spirit Realm for the full duration, they cannot return for 24 hours.
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    Unyielding Serenity

    At 6th level, your connection to inner peace makes your spirit resistant to external influence. You gain immunity to the frightened and charmed conditions. Additionally, you can extend this serenity to others. As a reaction when an ally within 30 feet of you becomes frightened or charmed, you can end the condition on them. Once you use this reaction, you cannot use it again until you finish a short or long rest.    

    Divine Strike: Spirit Infusion

    At 8th level, you imbue your strikes with sacred energy. Once on each of your turns, when you hit a creature with a melee weapon attack or unarmed strike, you can deal an extra 1d8 radiant or psychic damage (your choice). When you reach 14th level, the extra damage increases to 2d8.    

    Nirvana's Embrace

    At 17th level, you reach the pinnacle of spiritual mastery, able to usher souls towards enlightenment or ward off suffering entirely. You can cast the spell Mass Heal once without expending a spell slot. Additionally, when you cast any spell that restores hit points, the healed creature can choose to gain one of the following benefits for 10 minutes:
  • Inner Peace: The creature gains advantage on all saving throws against mental conditions (such as charmed, frightened, or stunned).
  • Transcendent Body: The creature can treat any roll of 9 or lower on a d20 attack roll as a 10.
  • Restful Soul: The creature is immune to fear and exhaustion for the duration.
  •     Once you use Nirvana's Embrace, you cannot do so again until you complete a long rest.

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