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Spirits Domain

Spirits Domain Spells
Cleric Level Spells
1st detect evil and good, unseen servant
3rd augury, see invisibility
5th speak with dead, spirit guardians
7th banishment, divination
9th commune, contact other plane

Spirit Animal

Starting at 1st level, you can cast the find familiar spell as a ritual. When you do so, the familiar becomes your spirit animal, gaining a number of additional characteristics compared to a regular familiar. Your spirit animal is incorporeal, allowing it to move through other creatures and objects as if they were difficult terrain. It takes 1d10 force damage if it ends its turn inside an object. Your spirit animal can cast the spare the dying cantrip, its maximum hitpoints equals twice your cleric level, and it has resistance to all damage except force damage. Additionally, you can communicate telepathically with your spirit animal and perceive through its senses as long as you are within 1 mile of it, even if it is on the Ethereal Plane, and can percieve through its senses as a bonus action instead of an action.  

Spiritual Sense

At 1st level, you gain an innate sense of when lingering or malevolent spirits are nearby. By spending 1 minute in contemplation, you can detect if any creatures have died within the last 24 hours in a radius of 60 feet around you. You do not learn how they died, but you do learn how long ago they died and what type of creature they were. You also learn if there are any undead within the radius.  

Channel Divinity: Warding Spirits

Starting at 2nd level, you can call upon the spirits to offer supernatural protection to you and your allies. When a creature you can see within 30 feet of you takes damage, you can use your Channel Divinity as a reaction to grant them resistance to that damage.  

Improved Spirit Animal

At 6th level, the form of your spirit animal is enhanced. When you cast find familiar, you can choose one of the normal forms for your familiar or a special form: a beast that has a challenge rating of 1/4 or lower, or a pseudodragon. Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your spirit animal to make one attack of its own with its reaction.  

Potent Spellcasting

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

Sight Beyond Vision

Beginning at 17th level, you and your spirit animal are permanently under the effects of the true seeing spell. Additionally, when you access your spirit animal's senses, you are not deaf and blind with regard to your own senses, and are able to harness and understand both perspectives simultaneously.

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