Spirit Domain

Gods whose portfolios include the Spirit domain — inlcuding Kelemvor, Wee Jas, The Raven Queen, Nephthys and Mercury — govern the passage of spirits to the afterlife. These gods urge knowledge that death is a natural part of life and should not be feared as long as it was understood. Most of these gods have a hatred for the undead or any who seek immortality through undeath means. Though these gods do not frown on revival, as they understand destiny some times is stronger than the pull to the afterlife. Some times Clerics of these pantheons become known psychopomps such as the famed Valkyries. These gods have granted their clerics the ability to alter their own spirit and the spirit of others to see their goals compelted. Clerics of these pantheons play an active role to seek out and guide restless spirits or eliminate the plague of undead.

Spirit Domain Spells

Cleric Level Spells 1st detect evil and good, unseen servant 3rd see invisibility, misty step 5th speak with dead, spirit guardians 7th greater invisibility, sickening radiance 9th scrying, steel wind strike

Bonus Proficiency

At 1st level, you gain proficiency in martial weapons and death saving throws.

Strengthened Spirit

Also starting at 1st level, your healing spells strengthens the target's spirit. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature gains temporary hit points equal to the spell level + half cleric level (rounded down).

Channel Divinity: Spirit Rush

Starting at 2th level, you can use your Channel Divinity to empower two willing creatures within 60 feet. As combat starts you can use your Spirit Rush before any turns are taken, if you do so you go last on the first turn of combat, but choose 2 allies to go first on the initiative order for the rest of combat, giving them advantage on their first attack for the first round that this ability affects them, you then re-roll initiative.

Spirit Vessel

At 6th level, you begin to collect the fallen spirits around you and guide them to the afterlife. When you kill a creature of at least CR 1, you store the spirit of the foe into yourself to a maximum of 8. You gain the following benefits as you store spirits

Spirits Benefit 2 +1 bonus to AC 4 advantage on saving throws against being charmed and frightened 6 Add your Wisdom modifier to your weapon damage rolls, counts as additional force damage 8 resistance to necrotic; bludgeoning, piercing, and slashing damage

At your next long rest, you release the spirits into the afterlife.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 force damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Unrelenting Spirit

Starting at 17th level, you can move through other creatures and Objects as if they were difficult terrain. You take 5 (1d10) force damage if you end your turn inside an object.

In addition, if you are reduced to 0 and not killed outright, your spirit leaves your body and continues to fight. Your spirit has half your maximum hitpoints, can't move further than 15 ft from where your body lies, and can not take any actions on your own body. You can take your actions on your turn after you make a death saving throw. If your are stabilized or die, your spirit disapears. You must finish a long rest to use this feature again.