Spirit Sage

A Cleric Domain of mediums with seances, sight of incorporeal creatures, a Spell Divinity option that fills an area with spirits, and resistance to necrotic and radiant damage.

Identity

The Spirit Sage is the Cleric Domain of the translator, working across the border between the Prime Plane, the Spirit Plane and the Plane of Oblivion. Sages sit the seance in vigil-houses and frontier kitchens, know which corridor of a station has something standing in it, and can tell a haunting from a memory from a thing pretending to be either. The work is mostly listening to voices with every reason to want things and no reason to be accurate, and a Sage's value is knowing which parts to believe.

Features

  • L3 Seance

    You gain proficiency in the Insight and Religion skills. You can perform a seance over 10 minutes to address the spirit of a creature that died within the last week, provided you can touch its remains or a significant possession of it. The spirit answers up to three questions truthfully but briefly, within what it knew in life. Once you have questioned a spirit, you cannot question it again until you finish a long rest.

  • L7 Spirit Sight

    You can see and speak with incorporeal spirits, invisible creatures and creatures on the Spirit Plane within 60 feet as though they were plainly visible, and you can address them in any language you know. In addition, once per short or long rest, you can use a bonus action to step partway out of the Prime Plane. Until the end of your next turn, you can move through creatures and objects as difficult terrain, and you have resistance to all damage. If the effect ends while you are inside an object, you are pushed to the nearest unoccupied space.

  • L11 Spell Divinity: Call the Standing Dead

    As an action, you call the spirits of a place to stand with you. For 1 minute, spirits fill a 20-foot radius centered on a point you can see within 60 feet. The area is difficult terrain for creatures hostile to you. A hostile creature that starts its turn there takes 2d8 necrotic or radiant damage (your choice) and must succeed on a Wisdom saving throw against your spell save DC or be Frightened until the end of its turn. Allies in the area are not slowed by the terrain and take no damage.

  • L15 Planar Passage

    Once per long rest, over 1 minute, you can move yourself and up to five willing creatures into the Spirit Plane or the near reaches of the Plane of Oblivion, arriving at the point corresponding to where you left. You can return by the same means. You always know the way back and how long you have been gone in Prime Plane time.

  • L18 Avatar of the Seam Capstone

    You have resistance to necrotic and radiant damage, you cannot be surprised by any creature you have seen through the seam, and you can end the Charmed, Frightened or Possessed condition on yourself as a free action. When you drop to 0 hit points, you can become incorporeal instead of falling. For 1 minute you are a spirit with your own statistics and can take no actions except moving and speaking. At the end of that minute, you return to your body with 1 hit point if it has not been destroyed. Once you use this reprieve, you cannot use it again until you finish a long rest.