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Spirit

Rather than worshiping a single deity, followers of the Spirit Domain recognize and commune with the spiritual presence found in all things, living and inanimate, invoking them with the words and holy names of many other religions. Regular folk pray to gods based on their need.

Clerics of the Spirit Domain represent this tradition and serve the people who practice it. Syncretizing elements of other faiths and traditions has given rise to something new and chaotic, with different moral boundaries than other religions. The cleric serves the spirits, the spirits serve the cleric; neither is master over the other. Yet one spirit is always closest to the cleric’s heart and joins them in battle: a warrior, messenger, healer, or trickster spirit.

Features
Cleric Level Feature
1st Domain Spells, Priest of the People. Spirit Companion
2nd Channel Divinity: Lesser Spirit Ally
6th Channel Divinity: Greater Spirit Ally
8th Constant Guardian
17th Syncretic Faith

Domain Spells

You gain domain spells at the cleric levels listed in the Spirit Domain Spells table. See the Divine Domain class feature for how domain spells work.

Spirit Domain Spells
Cleric Level Spells
1st false life, unseen servant
3rd augury, spiritual weapon
5th animate dead, spirit guardians
7th confusion, faithful hound
9th animate objects, dream

Priest of the People

At 1st level when you choose this domain, you gain proficiency with the herbalism kit, and gain the spirit slash cantrip. You also gain proficiency in one of the following skills of your choice: History, Nature, or Survival.

Spirit Companion

At 1st level when you choose this domain, you gain a spirit companion that takes the spectral form of a warrior, a messenger, a healer, or a trickster. It takes on the appearance of a Small or Medium humanoid of any race; a Tiny, Small, or Medium beast; or the Small or Medium avatar of a god. This is only an appearance and has no bearing on its game statistics. You can change the form or appearance of your spirit companion when you finish a long rest. You can call your spirit companion from the Ethereal Plane as a bonus action.

The spirit remains until you fall unconscious or you end your turn with the spirit more than 60 feet away from you.

The spirit can occupy your space, but can’t share space with other creatures. Your allies can pass through its space freely, while creatures hostile to you treat 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, and it has the same movement modes you do. The spirit companion is immune to all damage except for force damage. It does not have hit points, but when it takes force damage, you roll a Constitution saving throw, as if you were concentrating on a spell. The DC equals 10 or half the force damage it takes, whichever number is higher. On a failed save, it disperses. If dispersed, you can’t call it again until you finish a short or long rest. It shares your Armor Class and saving throws.

At the end of any turn in which you don’t make an attack or cast a spell other than cure wounds, healing word, mass cure wounds, or mass healing word, your spirit companion makes a melee weapon attack against a hostile creature within 5 feet, unless you command it not to do so. On a hit, it deals slashing damage 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 can also attack if you are conscious but unable to take actions, such as when you are paralyzed, petrified, or stunned.

Channel Divinity: Lesser Spirit Ally

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

  • Warrior. As a reaction when you or an ally within 60 feet takes damage, the triggering creature gains resistance against a single damaging effect. As part of this reaction, your spirit companion teleports to a space adjacent to the affected creature.
  • Messenger. As a bonus action, your spirit companion teleports to a space adjacent to you or an ally within 60 feet of you, lifts you or your chosen ally into the air, and moves itself and the target to any space within 60 feet of that origin. This movement does not provoke opportunity attacks.
  • Healer. As an action, your spirit companion teleports to a space adjacent to you or an ally within 60 feet of you. You or your chosen ally regain hit points 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.
  • Trickster. As an action, choose a creature you can see within 60 feet. Your spirit companion teleports to a space adjacent to the target, and the target rolls a Wisdom saving throw. On a failed saving throw, the target can’t take reactions for 1 minute; on a success, the target can’t take reactions until the beginning of its next turn. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the effect ends on the target.

Channel Divinity: Greater Spirit Ally

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 the spirit’s form.

  • Warrior. 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.
  • Messenger. As a bonus action, you and all allies within 60 feet of you gain darkvision, +5 to passive Perception, and have advantage on all Perception checks. This effect lasts for 1 minute.
  • Healer. As a bonus action, you and all allies within 60 feet of you gain a new saving throw against any effect that imposes the poisoned condition, and gain advantage on this new saving throw. Any creature that ends the poisoned condition with this new saving throw also gains 10 temporary hit points.
  • Trickster. As an action, you and up to two allies within 10 feet of you become invisible until the end of your next turn, or until you make an attack or cast a spell. Your spirit companion teleports to a space adjacent to you as part of this action, and becomes invisible for as long as you are invisible. Attacks that your spirit companion makes do not end its invisibility from this feature.

Constant Guardian

Starting at 8th level, once per turn when you deal damage to a creature that is within 5 feet of your spirit companion, your spirit companion makes a melee weapon attack against the same enemy. On a hit, it deals slashing damage equal to 1d6 + your Wisdom modifier.

When you reach 14th level, the damage increases to 2d6 + your Wisdom modifier.

Syncretic Faith

Starting at 17th level, you can choose one feature from any other cleric domain that is granted at 6th level or below. If you choose a Domain Spells feature, you can replace any number of your domain spells with an equal number of domain spells from the domain you choose. You can choose a different feature, from the same domain or a different one, when you finish a long rest.

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