Shinigami Cleric
Master the sacred power of death as a Shinigami Cleric, wielding necrotic magic to command the veil between life and the afterlife. They embody mortality, using their divine connection to manipulate demise for protection and punishment.
These clerics, arbiters of life’s end, wield eerie power to summon mists, spectral forms, and cursed auras that cloak allies in darkness while weakening foes. Whether invoking fate or channeling lost souls, Shinigami Clerics turn death's inevitability into a formidable weapon. As guardians of the boundary between life and death, they guide the departed and inspire awe among the living, transforming mortality's mysteries into a powerful ally against chaos.
Shinigami Cleric Features By Level
You gain proficiency in History skill checks.
You learn one necromancy cantrip of your choice from any spell list. When you cast a necromancy cantrip that normally targets only one creature, the spell can instead target all creatures within range and within 5 feet of the target.You gain magical and non magical darkvision equal to 120 feet.
In addition, when you roll an Arcana, Religion, History, Insight, Perception, or Survival skill check you can roll an additional 1d6 and add it to the number rolled.When you hit a creature with a melee attack, or a necromancy attack roll cantrip, you can use your bonus action to deal extra necrotic damage to the target. The damage equals 5 + twice your cleric level.
You can use this feature a number of times per long rest equal to your proficiency bonus.
You can seize a trace of vitality from a parting soul and use it to heal the living. When an enemy you can see dies within 30 feet of you, you or one ally of your choice that is within 30 feet of you regains hit points equal to the enemy’s number of Hit Dice. You can use this feature only if you aren't incapacitated.
Once you use it, you can't do so again until the start of your next turn.- Reaping Aura: When a creature you can see within 30 feet of you dies, you can immediately choose a number of creatures up to your Charisma modifier within the same range. Each chosen creature regains hit points equal to 1d6 + your cleric level.
- Truesight: You gain truesight out to 120 feet. You can see through normal and magical darkness, discern illusions, perceive the true form of shapechangers, and see into the Ethereal Plane.
- Soul Recall: When an allied creature you can see within 120 feet is reduced to 0 hit points, you can use your reaction to keep them standing at 1 hit point instead. You can use this feature a number of times equal to your Charisma modifier (minimum once), and you regain all expended uses when you finish a long rest.