TEXT: Tribality Publishing
  MYSTERIES OF THE GODS
  N E W  C L E R I C  D O M A I N S  A N D  S P E L L S
  C R E AT E D  B Y
  BRANDES STODDARD
  MYSTERIES OF THE GODS
  N E W  C L E R I C  D O M A I N S  A N D  S P E L L
  N E W  C L E R I C  D O M A I N S  A N D  S P E L L
  MYSTERIES OF THE GODS
  MYSTERIES OF THE GODS
  N E W  C L E R I C  D O M A I N S  A N D  S P E L L
  MYSTERIES OF THE GODS
  N E W  C L E R I C  D O M A I N S  A N D  S P E L L
  MYSTERIES OF THE GODS
  N E W  C L E R I C  D O M A I N S  A N D  S P E L L
  N E W  C L E R I C  D O M A I N S  A N D  S P E L L
  MYSTERIES OF THE GODS
  MYSTERIES OF THE GODS
  MYSTERIES OF THE GODS
  
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  T H E  G O D S  D E M A N D  A  S A C R I F I C E
  In the worlds of fantasy, the gods are mighty, their works are evident to all. The clergy 
  stand between the gods and mortals, receiving the commands of the gods and 
  guiding the prayers of the faithful. Religions and religious sects take many forms. These 
  three domains showcase very different forms of devotion to the gods: the zeal of blood 
  sacriﬁ ce, the courage of the exorcist, and the animist’s connection to animal spirits and 
  the world’s soul.
  In addition, you’ll ﬁ nd eight new spells for clerics and other spellcasters. These spells 
  support the Blood, Exorcism, and Spirit domains and explore secondary themes of the 
  cleric class.
  
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  N E W  D O M A I N S
  B L O O D  D O M A I N
  Some deities, especially those of a more primal or 
  cruel demeanor, hold blood as the essence of holiness. 
  It is the sign of pain, valor, birth, and martyrdom. 
  Some clerics of this domain actively spread violence 
  wherever they go, while others use its power to assure 
  that bloodshed is rare and swiftly ended. Even more 
  than most clerics, those of this domain are continually 
  weighed and tested by their gods, as they choose 
  their own balance between mercy and severity. In 
  many cultures, priesthoods of this domain are pushed 
  into the shadows and the edges of society, becoming 
  mystery cults. 
  B L O O D  D O M A I N  S P E L L S
  C L E R I C  L E V E L  -  S P E L L S
  1st: false life, inﬂ ict wounds
  3rd: enhance ability, protection from poison
  5th: glyph of warding, vampiric touch
  7th: compulsion, divination
  9th: contagion, greater restoration
  B L O O D  F O R  T H E  G O D S
  At 1st level when you choose this domain, you gain 
  proﬁ ciency in all simple and martial weapons that deal 
  piercing or slashing damage, and you gain proﬁ ciency 
  in heavy armor.
  T H E  B L O O D  I S  T H E  L I F E
  Also starting at 1st level, you gain temporary hit points 
  equal to twice your cleric level when your current hit 
  points fall below half of your maximum hit points. 
  Once this occurs, it cannot happen again until you 
  complete a short rest. 
  If your current hit points are below or equal to half your 
  maximum hit points when you roll initiative, you gain 
  temporary hit points equal to twice your cleric level.
  C H A N N E L  D I V I N I T Y:  B L O O D G I F T
  Starting at 2nd level, you can use your Channel Divinity 
  to invoke divine favor upon those who bleed and 
  suffer in battle. As an action, you call your deity’s name. 
  Up to two allies within 60 feet with current hit points at 
  or below half of their maximum hit points may spend 
  their reactions to make an attack with a piercing or 
  slashing weapon. If these attacks hit, they add your 
  Wisdom bonus to the damage dealt.
  At 11th level, allies who hit with this attack deal an 
  additional 1d8 damage of the same type. At 17th 
  level, allies who hit with this attack deal an additional 
  2d8 damage of the same type.
  M I G H T Y  I N  V E N G E A N C E
  Starting at 6th level, when your current hit points are 
  at or below half of your maximum hit points, you may 
  treat any result of 1 or 2 as a 3 on dice you roll to 
  determine damage or healing effects for attacks you 
  make and spells you cast.
  R E D  R U I N
  Starting at 8th level, once per turn when you make 
  a weapon attack with a piercing or slashing weapon, 
  you deal an additional 1d8 damage of the same type. 
  When you reach 14th level, the damage increases to 
  2d8.
  Further, you add your Wisdom modiﬁ er to the damage 
  you deal with any cleric cantrip.
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  you deal with any cleric cantrip.
  
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  B L O O D  A N D  S O U L S
  Starting at 17th level, when you deal damage 
  that reduces a creature to 0 hit points, you 
  regain an expended use of Channel Divinity, 
  or you regain an expended spell slot. The spell 
  slot’s level is equal to half the Challenge Rating 
  of the creature you damaged, or 5, whichever 
  is lower. After you have used this ability twice, 
  you may not do so again until you complete a 
  long rest.
  E X O R C I S M  D O M A I N
  Gods or religious sects particularly invested in 
  protecting mortals from demonic inﬂ uence and 
  possession may include the Exorcism domain. 
  The Exorcism domain is never a deity’s only 
  domain, but a small and active arm of a greater 
  Church. In rare cases, nature deities take a 
  strong enough position against the intrusion of 
  creatures from Outside that they consecrate a 
  cleric with the power to banish intruders.
  As paladins and many clerics defend their faith 
  and innocents under their care against physical 
  threats, including warfare, pestilence, and 
  oppression, exorcists defend against spiritual 
  threats from other planes: celestials (particularly 
  evil or fallen angels), elementals, fey, and 
  ﬁ ends. These enemies may manifest in subtle 
  ways, and an exorcist must exercise great 
  insight to root them out without destroying 
  innocents in the process.
  E X O R C I S M  D O M A I N  S P E L L S
  C L E R I C  L E V E L  -  S P E L L S
  1st: detect evil and good, protection from evil 
  and good
  3rd: see invisibility, zone of truth 
  5th: magic circle, remove curse
  7th: banishment, private sanctum
  9th: dispel evil and good, hallow
  S U B T L E  A G E N T  O F  T H E  FA I T H
  At 1st level, you gain proﬁ ciency in one of the 
  following: Arcana, Insight, or Intimidate. You 
  also gain proﬁ ciency in the Abyssal language, 
  the Celestial language, the Infernal language, 
  the Sylvan language, or the Primordial 
  language.
  A R M E D  F O R  S P I R I T U A L 
  W A R FA R E
  At 1st level, you gain proﬁ ciency in heavy 
  armor and the word of censure cantrip (see 
  below).
  C H A N N E L  D I V I N I T Y:
  T U R N  T H E  FA I T H L E S S
  Starting at 2nd level, you can use your Channel 
  Divinity to turn fey and ﬁ endish creatures. As 
  an action, you present your holy symbol and 
  speak a prayer censuring ﬁ ends and the fey. 
  Each creature of those types that can see or 
  hear you within 30 feet of you must make a 
  Wisdom saving throw. If the creature fails its 
  saving throw, it is turned for 1 minute or until 
  it takes any damage. If the creature’s true form 
  is concealed by an illusion, shapeshifting, or 
  other effect, that form is revealed while it is 
  turned. (This ability does not include destroying 
  ﬁ ends or fey.)
  C H A N N E L  D I V I N I T Y:
  R E T R I B U T I O N  A G A I N S T 
  D E C E I T
  Starting at 6th level, you can use your Channel 
  Divinity to punish those who would invade your 
  allies’ thoughts. As a reaction, whenever an 
  ally (not including yourself) within 30 feet fails a 
  saving throw against the charmed or frightened 
  conditions, or becomes possessed, you may 
  grant that ally a new saving throw against the 
  same saving throw DC.
  F O E S  O F  T H E 
  S E C R E T  C R U S A D E
  The Exorcism domain is 
  highly specialized against 
  celestials, fey, ﬁ ends, 
  elementals, and undead. 
  The domain is unsuited 
  to PC use in campaigns in 
  which these creatures do not 
  commonly pose a threat. 
  Talk to your DM before 
  choosing this domain.
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  E X O R C I S M  D O M A I N  S P E L L S
  C L E R I C  L E V E L  -  S P E L L S
  1st: detect evil and good, protection from evil 
  and good
  3rd: see invisibility, zone of truth 
  5th: magic circle, remove curse
  7th: banishment, private sanctum
  9th: dispel evil and good, hallow
  
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  If the second roll is successful, you may deal 2d8 
  + your Charisma modiﬁ er radiant damage to the 
  creature that forced the initial saving throw. At 11th 
  level, the damage caused by this effect increases to 
  3d8 + your Charisma modiﬁ er radiant damage. At 
  17th level, the damage caused by this effect increases 
  to 4d8 + your Charisma modiﬁ er radiant damage.
  P O T E N T  W E A P O N S  O F
  T H E  S E C R E T  C R U S A D E
  Starting at 8th level, once per turn when you make 
  a weapon attack, you deal an additional 1d8 radiant 
  damage. When you reach 14th level, the damage 
  increases to 2d8.
  Further, you add your Wisdom modiﬁ er to the damage 
  you deal with any cleric cantrip. 
  T H E  D I V I N E  I N T E R D I C T I O N
  Starting at 17th level, whenever you force a celestial, 
  elemental, ﬁ end, fey, or undead to make a saving 
  throw and they roll a natural 1, or whenever you deal 
  a critical hit to a creature of those types, it suffers 
  a banishment effect as if cast by you. If you are 
  currently maintaining Concentration on another effect, 
  you can choose to drop the spell you are currently 
  concentrating on in favor of the banishment. If you 
  do not, the banishment lasts until the end of your 
  next turn. For the purpose of this ability, your holy 
  symbol is an item distasteful to that creature. If casting 
  banishment is what triggered this effect in the ﬁ rst 
  place, you may choose a new target within 30 feet to 
  be affected by banishment.
  Further, you gain advantage on all saving throws 
  against the charmed or frightened conditions, and 
  against any form of possession.
  S P I R I T  D O M A I N
  Rather than worshiping a single deity, some clerics 
  - often called shamans - recognize and commune 
  with the spiritual presences in all things, living and 
  inanimate. Barely perceptible spiritual presences enact 
  their spells. The cleric serves the spirits, and the spirits 
  serve the cleric; neither is master over the other. Yet 
  one spirit is always closest to the cleric’s heart and joins 
  her in battle: a bear, eagle, snake, or wolf spirit.
  S P I R I T  D O M A I N  S P E L L S
  C L E R I C  L E V E L  - -  S P E L L S
  1st: speak with animals, unseen servant
  3rd: augury, spiritual weapon
  5th: sending, spirit guardians
  7th: conjure minor elementals, faithful hound
  9th: animate objects, conjure elemental
  P R I E S T  O F  F R E E  F O L K
  At 1st level when you choose this Domain, gain 
  proﬁ ciency with the herbalism kit, and gain the spirit 
  claw cantrip. Gain proﬁ ciency in one of the following 
  skills of your choice: Animal Handling, Nature, or 
  Survival.
  T O T E M I C  C O M PA N I O N
  At 1st level when you choose this Domain, you gain a 
  spirit companion that takes the form of a bear, eagle, 
  snake, or wolf. Once you choose the form of your 
  companion, you may change that form only when you 
  gain a cleric level. You may call your spirit companion 
  from the Ethereal Plane with a bonus action. The spirit 
  remains until you fall unconscious or it ends your turn 
  more than 60 feet away from you. 
  The spirit can occupy your space, but cannot otherwise 
  share space with other creatures. Your allies can pass 
  through its space freely, while anyone it recognizes as 
  your enemy treats its space as difﬁ cult terrain. 
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  throw and they roll a natural 1, or whenever you deal 
  a critical hit to a creature of those types, it suffers 
  a banishment effect as if cast by you. If you are 
  currently maintaining Concentration on another effect, 
  you can choose to drop the spell you are currently 
  concentrating on in favor of the banishment. If you 
  do not, the banishment lasts until the end of your 
  next turn. For the purpose of this ability, your holy 
  symbol is an item distasteful to that creature. If casting 
  banishment is what triggered this effect in the ﬁ rst 
  place, you may choose a new target within 30 feet to 
  be affected by banishment.
  Further, you gain advantage on all saving throws 
  against the charmed or frightened conditions, and 
  against any form of possession.
  through its space freely, while anyone it recognizes as 
  your enemy treats its space as difﬁ cult terrain. 
  
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  As part of any action, you can command your spirit 
  companion to move a distance equal to your current 
  speed; it possesses movement modes appropriate to 
  its creature type. The spirit companion is immune to all 
  damage except for force damage, and it is dispersed 
  if it takes 10 points of force damage in a single round. 
  Otherwise, it heals all damage it has suffered at the 
  start of your turn. If dispersed, you may not call it again 
  until you complete a short rest. It shares your Armor 
  Class and saving throws.
  At the end of any turn in which you do not make an 
  attack or cast a spell other than cure wounds, healing 
  word, or mass cure wounds, your spirit companion 
  makes a melee weapon attack against an enemy 
  adjacent to it, unless you command it not to do so. 
  On a hit, it deals bludgeoning, piercing, or slashing 
  damage, based on its creature type, equal to 1d6 + 
  your Wisdom modiﬁ er. Maintaining concentration on 
  a spell, even a spell that deals damage or requires you 
  to make an attack roll, still allows your spirit companion 
  to make this attack. It is also able to attack if you are 
  conscious but unable to take actions, such as when 
  you are paralyzed, petriﬁ ed, or stunned.
  C H A N N E L  D I V I N I T Y:
  L E S S E R  S P I R I T  A L LY
  Starting at 2nd level, you can use your Channel Divinity 
  to allow your spirit companion some power in the 
  world. The effect of this is based on its creature type.
  • Bear. As a reaction, you or one ally within 60 feet of 
   
  you gains resistance against a single damaging 
   
  effect. As part of this reaction, your spirit companion 
   
  teleports to a space adjacent to the affected 
   
  creature.
  • Eagle. As a bonus action, your spirit companion 
   
  teleports to a space adjacent to you or an ally within 
   
  60 feet of you, lifts him or her into the air, and 
   
  moves itself and him or her to any space within 60 
   
  feet of that origin. The transported creature imposes 
   
  disadvantage on any opportunity attacks it provokes 
   
  in this move.
  • Snake. As an action, your spirit companion teleports 
   
  to a space adjacent to you or an ally within 60 feet 
   
  of you. Choose one creature adjacent to its 
   
  destination space. That creature heals damage 
   
  equal to your cleric level, or thrice your cleric level 
   
  if the target’s current hit points are less than half of 
   
  its maximum hit points.
  • Wolf. Channel this effect as an action. For 1 minute, 
   
  any melee weapon attack that your spirit companion 
   
  makes that hits a creature also forces that creature 
   
  to pass a Strength saving throw against your 
   
  spell DC or be knocked prone. This effect requires 
   
  Concentration.
  C H A N N E L  D I V I N I T Y:
  G R E AT E R  S P I R I T  A L LY
  Starting at 6th level, you can use your Channel Divinity 
  to allow your spirit companion further power in the 
  world. The effect of this is based on its creature type.
  • Bear. As an action, you and all allies within 60 feet 
   
  of you gain 10 temporary hit points that last for up 
   
  to 1 minute. While these temporary hit points 
   
  remain on a creature, it also gains advantage on all 
   
  Strength ability checks and saving throws.
  • Eagle. As a bonus action, you and all allies within 60 
   
  feet of you gain darkvision, +5 to passive 
   
  Perception, advantage on all Perception checks, and 
   
  a 10-foot increase to their speed. This effect lasts for 
   
  1 minute.
  • Snake. As a bonus action, you and 
   
  all allies within 60 feet of you 
   
  gain a new saving throw  
   
  against any effect that otherwise 
   
  grants a saving throw at the 
   
  end of a character’s turn, and 
   
  gain advantage on this new 
   
  saving throw. Any creature 
   
  that ends a condition with this 
   
  new saving throw also gains 10 
   
  temporary hit points.
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   As a bonus action, you and 
   
  all allies within 60 feet of you 
   
  against any effect that otherwise 
   
  grants a saving throw at the 
   
  end of a character’s turn, and 
   
  gain advantage on this new 
   
  saving throw. Any creature 
   
  that ends a condition with this 
   
  new saving throw also gains 10 
  
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  • Wolf. Channel this effect as an action. Up 
  to two allies within 60 feet may spend their 
  reactions to make a melee weapon attack.
  C O N S TA N T  G U A R D I A N
  Starting at 8th level, when you deal damage 
  to a creature that is adjacent to your spirit 
  companion, your spirit companion makes a 
  melee weapon attack against the same enemy. 
  On a hit, it deals bludgeoning, piercing, or 
  slashing damage, based on its creature type, 
  equal to 1d6 + your Wisdom modiﬁ er.
  W O R L D - S O U L
  Starting at 17th level, you achieve a new 
  measure of oneness with all natural things. 
  You gain resistance against acid, cold, ﬁ re, 
  lightning, poison, and thunder damage.
  Further, as a bonus action, you may gain 
  proﬁ ciency with any one language, saving 
  throw, skill, or tool. This ability lasts until you 
  take a short rest. Once you use this ability, you 
  may not do so again until you complete a long 
  rest.
  N E W  S P E L L S
  C A N T R I P
  Harrow
  Spirit Claw
  Song of Battle
  Word of Censure
  T H I R D  L E V E L
  Clarion Call
  F O U R T H  L E V E L
  Angelic Boon
  F I F T H  L E V E L
  Righteous Accusation
  E I G H T H  L E V E L
  Spirit Wind
  A N G E L I C  B O O N
  4th-level evocation
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S
  Duration: Concentration, up to 1 minute
  You invoke the powerful name of an angel, 
  causing you to embody a small portion of the 
  angel’s power. Evil clerics receive a similar boon 
  from fallen angels. You may spend an action to 
  touch an adjacent creature. If the creature you 
  touch is an ally, you restore hit points equal to 
  2d8 + your spellcasting modiﬁ er. If the creature 
  you touch is an enemy, make a melee spell 
  attack. On a hit, the target takes 3d8 radiant 
  damage.
  At Higher Levels. When you cast this spell 
  using a spell slot of 5th level or higher, the 
  amount of damage healed or caused by the 
  spell increases by 1d8 for each slot level above 
  4th.
  C L A R I O N  C A L L
  3rd-level abjuration
  Casting Time: 1 action
  Range: 60 feet
  Components: V, M (a horn of great quality, 
  worth at least 50 gp)
  Duration: Instantaneous 
  You sound the horn or clarion, waking sleepers 
  and clearing thoughts of outside inﬂ uence. 
  Choose any number of creatures within 
  range, and end one of the following effects 
  or conditions on them: charmed, frightened, 
  the confusion spell and similar effects, and 
  the enthrall spell. Additionally, all sleeping 
  creatures in range are awakened. This spell 
  cannot affect deafened creatures.
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  F O R  O T H E R 
  C L A S S E S
  Several of these spells are 
  appropriate to other classes 
  as well.
  • Clarion call works well as 
   
  a bard spell.
  • Spirit wind suits the large-
   
  scale destructive 
   
  capabilities of a high-
   
  level druid.
  • Clarion call and righteous 
   
  accusation are intended 
   
  for use with paladins.
  • Harrow suits warlock 
   
  themes well.
  
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  H A R R O W
  Necromancy cantrip
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M
  Duration: 1 round
  With a word and a gesture, you scour the soul of your 
  enemy, for the gods have given you the power to 
  punish as well as redeem. Your target makes a Wisdom 
  saving throw; if it has protection from evil and good 
  active, it makes this saving throw with advantage (as 
  this spell invokes celestials). If it fails this saving throw, it 
  suffers 1d4 psychic damage and has a -1d4 penalty to 
  its next attack roll, ability check, or saving throw before 
  the end of its next turn. If it succeeds, the spell has no 
  effect.
  The spell’s damage increases by 1d4 when you reach 
  5th level (2d4), 11th level (3d4), and 17th level (4d4).
  R I G H T E O U S  A C C U S AT I O N
  5th-level enchantment
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, optional M (see below)
  Duration: Concentration, up to 1 minute 
  You denounce one creature within range for its sins 
  against your holy ethos. Choose one sentient or 
  undead creature within range, who must succeed a 
  Charisma saving throw or suffer 8d10 psychic damage 
  and become frightened for the duration. A creature 
  that succeeds its saving throw takes half as much 
  damage and isn’t frightened. A frightened creature 
  may make a new saving throw at the end of each of its 
  turns; on a success, the frightened condition ends.
  If you create a scroll worth at least 100 gold pieces 
  that names the creature and details its speciﬁ c crimes 
  or sins and present this scroll during the casting, 
  the creature makes its initial saving throw with 
  disadvantage. The scroll is consumed in the casting. 
  As long as it is frightened, it also suffers vulnerability 
  against bludgeoning, piercing, and slashing damage, 
  and one additional damage type that you specify 
  when you create the scroll. If your scroll names a 
  creature other than the one you have targeted, or 
  speciﬁ es crimes or sins inapplicable to your target, 
  your spell fails, but the scroll is not consumed.
  At Higher Levels. When you cast this spell using 
  a spell slot of 6th level or higher, the base damage 
  increases by 1d10 for each slot level above 5th.
  S O N G  O F  B AT T L E
  Evocation cantrip
  Casting Time: 1 action
  Range: 30 feet
  Components: V
  Duration: 1 round
  Choose a creature that you can see within 25 feet of 
  you. The target must succeed on a Wisdom saving 
  throw, or it takes 1d6 psychic damage. Choose an 
  ally within 30 feet of you; that ally deals +1d6 radiant 
  damage with her ﬁ rst successful attack before the 
  beginning of your next turn.
  The spell’s damage and damage bonus granted to 
  an ally each increase by 1d6 which you reach a caster 
  level of 5th (2d6), 11th (2d6), and 17th (4d6).
  S P I R I T  C L A W
  Conjuration cantrip
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: 1 round
  When you cast this spell, your spirit companion makes 
  a melee weapon attack using your spell attack bonus. 
  On a hit, it deals bludgeoning, piercing, or slashing 
  damage (as appropriate to its type) equal to 1d6 + 
  your Wisdom modiﬁ er. Whether you hit or miss, the 
  ﬁ rst time the target creature takes damage from any 
  source before the beginning of your next turn, it suffers 
  an additional 1d4 damage of the same type.
  
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  Your spirit companion’s damage for this attack 
  increases by 1d6 when you reach 5th level 
  (2d6 + your Wisdom bonus), 11th level (3d6 
  + your Wisdom bonus), and 17th level (4d6 + 
  your Wisdom bonus). The additional damage 
  that the target suffers from a following attack 
  also increases by 1d4 when you reach 5th level 
  (2d4), 11th level (3d4), and 17th level (4d4).
  S P I R I T  W I N D
  8th-level conjuration
  Casting Time: 1 action
  Range: Sight
  Components: V, S, M (a golden efﬁ gy of the 
  creature type chosen, worth 500gp, which the 
  spell consumes)
  Duration: Instantaneous
  You can call a deadly spirit wind to scour 
  the area of one type of creature, which you 
  declare to be anathema. Any of those enemies 
  that die from the spirit wind only strengthen 
  your allies. As you cast this spell, name one 
  creature type: aberrations, beasts, celestials, 
  constructs, dragons, elementals, fey, ﬁ ends, 
  giants, monstrosities, oozes, plants, or undead; 
  or one race of humanoids (such as elves). All 
  creatures of that type or race within 360 feet 
  of you (not including you, if you are of that 
  type or race) take 10d10 radiant or necrotic 
  damage (caster’s choice), or half damage on a 
  successful Constitution saving throw. For each 
  creature that dies from this effect, you may 
  grant yourself or one ally within range one of 
  the following beneﬁ ts:
  • 10 temporary hit points
  • regain hit points equal to 1d8 + your 
   
  spellcasting modiﬁ er
  • the creature’s next successful weapon attack 
   
  or damaging cantrip effect within the next 
   
  minute deals 1d8 additional radiant or 
   
  necrotic damage (caster’s choice) 
  A single creature may not receive more than 
  one of these beneﬁ ts.
  Some deities take offense at the use of a spirit 
  wind, especially if the cleric purports to serve 
  them but uses it against those the deity does 
  not regard as anathema. In such cases, the 
  cleric may be required to answer for his or her 
  actions before the deity.
  At Higher Levels. When you cast this spell 
  using a 9th-level spell slot, name a second 
  creature type or race that the spirit wind 
  damages.
  W O R D  O F  C E N S U R E
  Abjuration cantrip
  Casting Time: 1 action
  Range: 30 feet
  Components: V
  Duration: 1 round
  You deliver a stern word of rebuke, 
  empowered by your consecration into holy 
  mysteries, against a creature within range that 
  can understand a language (not necessarily a 
  language you speak). The target must succeed 
  a Wisdom saving throw or take 1d6 psychic 
  damage. If it fails this saving throw and ends its 
  next turn closer to you than it began that turn, 
  it suffers the cantrip’s damage again (roll the 
  damage a second time).
  The spell’s damage increases by 1d6 when you 
  reach 5th level (2d6), 11th level (3d6), and 17th 
  level (4d6).
  S P I R I T  C L A W
  The intention is that this spell 
  requires the Spirit Domain, 
  and clerics of other Domains 
  cannot choose it (because 
  it does not do anything 
  without a spirit companion 
  class feature). If you have 
  something that the DM rules 
  to be sufﬁ ciently like a spirit 
  companion from some other 
  source, this spell may be 
  appropriate.
  page 9
  
  page 10
  Tribality Publishing
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