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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