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Spirit (3pp)

Rather than worshiping a single deity, some clerics – often called shamans – recognize and commune with the spiritual presences in all things, living and inanimate. Barely perceptible spiritual presences enact their spells. The cleric serves the spirits, and the spirits serve the cleric; neither is master over the other. Yet one spirit is always closest to the cleric’s heart and joins her in battle: a bear, eagle, snake, or wolf spirit.

Table: Spirit Domain Spells
Cleric Level Spells
1st speak with animals, unseen servant
3rd augury, spiritual weapon
5th sending, spirit guardians
7th conjure minor elementals, faithful hound
9th animate objects, conjure elemental

Priest of Free Folk

At 1st level when you choose this Domain, gain proficiency with the herbalism kit, and gain the spirit claw cantrip. Gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival.

Totemic Companion

At 1st level when you choose this Domain, you gain a spirit companion that takes the form of a bear, eagle, snake, or wolf. Once you choose the form of your companion, you may change that form only when you gain a cleric level. You may call your spirit companion from the Ethereal Plane with a bonus action. The spirit remains until you fall unconscious or it ends your turn more than 60 feet away from you.

The spirit can occupy your space, but cannot otherwise share space with other creatures. Your allies can pass through its space freely, while anyone it recognizes as your enemy treats its space as difficult terrain.

As part of any action, you can command your spirit companion to move a distance equal to your current speed; it possesses movement modes appropriate to its creature type. The spirit companion is immune to all damage except for force damage, and it is dispersed if it takes 10 points of force damage in a single round.

Otherwise, it heals all damage it has suffered at the start of your turn. If dispersed, you may not call it again until you complete a short rest. It shares your Armor Class and saving throws.

At the end of any turn in which you do not make an attack or cast a spell other than cure wounds, healing word, or mass cure wounds, your spirit companion makes a melee weapon attack against an enemy adjacent to it, unless you command it not to do so.

On a hit, it deals bludgeoning, piercing, or slashing damage, based on its creature type, equal to 1d6 + your Wisdom modifier. Maintaining concentration on a spell, even a spell that deals damage or requires you to make an attack roll, still allows your spirit companion to make this attack. It is also able to attack if you are conscious but unable to take actions, such as when you are paralyzed, petrified, or stunned.

Channel Divinity

Starting at 2nd level, you can use your Channel Divinity to allow your spirit companion some power in the world. The effect of this is based on its creature type.

  • Bear. As a reaction, you or one ally within 60 feet of you gains resistance against a single damaging effect. As part of this reaction, your spirit companion teleports to a space adjacent to the affected creature.
  • Eagle. As a bonus action, your spirit companion teleports to a space adjacent to you or an ally within 60 feet of you, lifts him or her into the air, and moves itself and him or her to any space within 60 feet of that origin. The transported creature imposes disadvantage on any opportunity attacks it provokes in this move.
  • Snake. As an action, your spirit companion teleports to a space adjacent to you or an ally within 60 feet of you. Choose one creature adjacent to its destination space. That creature heals damage equal to your cleric level, or thrice your cleric level if the target’s current hit points are less than half of its maximum hit points.
  • Wolf. Channel this effect as an action. For 1 minute, any melee weapon attack that your spirit companion makes that hits a creature also forces that creature to pass a Strength saving throw against your spell DC or be knocked prone. This effect requires Concentration.

Starting at 6th level, you can use your Channel Divinity to allow your spirit companion further power in the world. The effect of this is based on its creature type.

  • Bear. As an action, you and all allies within 60 feet of you gain 10 temporary hit points that last for up to 1 minute. While these temporary hit points remain on a creature, it also gains advantage on all Strength ability checks and saving throws.
  • Eagle. As a bonus action, you and all allies within 60 feet of you gain darkvision, +5 to passive Perception, advantage on all Perception checks, and a 10-foot increase to their speed. This effect lasts for 1 minute.
  • Snake. gain a new saving throw temporary hit points. As a bonus action, you and all allies within 60 feet of you against any effect that otherwise grants a saving throw at the end of a character’s turn, and gain advantage on this new saving throw. Any creature that ends a condition with this new saving throw also gains 10
  • Wolf. Channel this effect as an action. Up to two allies within 60 feet may spend their reactions to make a melee weapon attack.

Constant Guardian

Starting at 8th level, when you deal damage to a creature that is adjacent to your spirit companion, your spirit companion makes a melee weapon attack against the same enemy.

On a hit, it deals bludgeoning, piercing, or slashing damage, based on its creature type, equal to 1d6 + your Wisdom modifier.

World-Soul

Starting at 17th level, you achieve a new measure of oneness with all natural things.

You gain resistance against acid, cold, fire, lightning, poison, and thunder damage.

Further, as a bonus action, you may gain proficiency with any one language, saving throw, skill, or tool. This ability lasts until you take a short rest. Once you use this ability, you may not do so again until you complete a long rest.

Section 15: Copyright Notice

Mysteries of the Gods: New Cleric Domains and Spells for Fifth Edition 1.0 published by Tribality.com (Innovaworks Inc.); Copyright 2016 Brandes Stoddard