Spirit Domain

A masked half-orc chants his mantra, calling animal spirits to his aid, the bones that make up his necklace animating, shielding him from harm.

Crumbling herb into her brew, a dragonborn assures her patient that the pain will leave soon, and orders that their companions leave, lest they get lost amongst the dead.

Muttering under his breath, a halfling covered in tribal paints spits poison, which quickly strikes a deadly fever into the lumberers that threaten his jungle.

Clerics of the Spirit Domain are diplomats to the dead, and know them better than any others. Asking them for assistance or protection, or chasing away those with malign intent, Spirit Domain Clerics shout over the border of the Material and Ethereal Planes. Through the practice known as Voodoo, they cure their friends as easily as they cripple their enemies.

Bonus Proficiencies and Spells

Upon selecting this domain at 1st level, you gain proficiency with the blowgun if you do not have it already. You can choose the Poison Spray cantrip as if it were on the Cleric Spell List. You also gain access to the spell Shillelagh, and it can apply to your blowgun as well as clubs and quarterstaffs.

Toxins

Also starting at 1st level, your understanding of the natural world allows you to create debilitating toxins. When you hit with your Blowgun, you can cause the target to roll a Constitution saving throw against your Spell Save DC. If they fail, your toxin takes effect, causing your choice of three conditions: poisoned, restrained, or frightened. Starting at 6th level, you can also cause blindess. At 10th level, you can cause them to be stunned. They make additional saves at the end of their turn to remove the effect. You can use this ability a number of times equal to your wisdom modifier per long rest.

Channel Divinity: Facsimile

Starting at 2nd level, you can use your channel divinity to create a mommet out of clay, straw, or other organic material, binding a creature's soul to your facsimile.

As an action, you choose a creature you can see and mould your material into its form. The facsimile has hit points equal to twice your Cleric level, plus your wisdom modifier. When you take damage from a hostile source, you can use your reaction to have the facsimile absorb damage (up to its current hitpoints) and deal that damage to the creature it was moulded after, preventing that damage being done to you. Any excess damage beyond the current hit points of the facsimile is dealt to you. The facsimile loses its form after 8 hours, causing no damage to the creature, or if you use your Channel Divinity: Facsimilie again to create a new mommet.











Image Credit

Witch Doctor: https://www.deviantart.com/iancjw/art/Witch-Doctor-260990062

Watercolouring Effect: https://homebrewery.naturalcrit.com/share/B1jkbSvLg