Spirit Domain

The Spirit Domain is not solely restricted to gods.

A cleric's devotion to the spirits and their realm may bestow upon them abilities to aid in their interactions with the spirits. A cleric following Spirit Domain gods is usually a follower of Chermosh, The Blood of Vol, and Lathander, among others. They are also most likely from a more urban upbringing, gaining their faith in a church. A cleric following the spirits in the spirit domain is usually from a more natural setting. They likely had an encounter with a very powerful spirit of nature, causing them to devote themselves to the ways of the spirits in order to learn more.

Spirit Domain Spells

Cleric Level Spells 1st Arms of Hadar, Unseen Servant 3rd Healing Spirit, Spiritual Weapon 5th Phantom Steed, Spirit Guardians 7th Guardian of Faith, Guardian of Nature 9th Dispel Evil and Good, Planar Binding

Eyes of the Onmyoji

Starting at 1st level, your study into the spirit domain gives you an innate understanding into the spiritual realm. You may peer into the plane map from ethereal plane up to 100 ft in diameter around you a number of times per short rest equal to your wisdom modifier. As you begin to learn of the workings of the spirits, you gain proficiency in the History skill.

Channel Divinity - Shikigami

Starting at 2nd level, you may use your Channel Divinity to call upon the spirits to provide you with a spiritual servant. By experiencing various beings in your travels, your heightened understanding of the spiritual realm allows you to shape spirits into other forms. The summoned spirit appears as a corporeal being under your mental command. The spirit take the form of a single creature you have observed in person of a CR less than or equal to the value given in the table. Once your Shikigami is summoned, it remains corporeal and under your control for 3 hours or until it is destroyed. The Shikigami has Intelligence, Wisdom, and Charisma scores equal to your Intelligence, Wisdom, and Charisma scores. Your Shikigami cannot cast spells, but it can use other abilities the copied creature has. You may not use Channel Divinity again until the end of a long rest. Beginning at 6th level you may use the Channel Divinity twice before finishing a long rest, and beginning at 18th level you may use it three times before finishing a long rest.

Shikigami

Cleric Level CR 2st CR 1/2 3rd CR 1 6th CR 2 9th CR 3 12th CR 4 15th CR 5

Shaman's Edict

Starting at 6th level, your ability to interact with the spirits of the world has increased to the point where you can use them to influence other beings. As an action, you may present your holy symbol and target a creature within 30 feet of you. The targeted creature must make a Wisdom saving throw against your Spell Save DC or be afflicted by an Edict of your choice from the Edict table for 1 hour, until you dismiss the edict, or are incapacitated. Undead creatures make this save with disadvantage. If the creature violates the edict, it takes psychic damage equal to 3d10 + your cleric level. You may use this ability a number of times equal to your wisdom modifier per long rest.

Edicts

Edict Effect Hesitation The affected creature must stay at least 30 feet away from you. If your movement would cause the affected creature to enter this area, the creature has until the start of your next turn to leave the area or it violates the edict. Confinement The affected creature must stay within 30 feet of you. If your movement would cause the affected creature to be outside this area, the creature has until the start of your next turn to enter the area or it violates the edict. Pacifism The affected creature may not make attack rolls against you or force you to make a save against a spell. If the creature does either of those actions, it violates the edict. Violence The affected creature is compelled to attack every round. If an attack roll is not made against another creature, or the affected creature does not cause another creature to make a saving throw during each round, the edict is violated. Silence The affected creature may not communicate. Usage of telepathy, verbal communication, and gestures used for either communication or spellcasting violate the edict. Suffering The affected creature may not receive or give healing. If the creature gains hit points, causes another creature to gain hit points, or cures a condition affecting a creature, it violates the edict.