The din of battle faded as the final bandit fell, pierced by an arrow as he made a vain attempt at escape. After ensuring that none of her allies were mortally wounded, the young half-elven woman spends time with each one of the fallen bandits, kneeling at their side and saying a short prayer for their soul. She would not leave the battlefield until her enemies' souls were sent onward. Where, it was not hers to know.
Gods of the Afterlife ferry souls to wherever they are headed next, and clerics of those deities are granted powers to help them along the way. In Midgard, Hel collects souls in her icy realm, and Odin takes the brave warriors who fall in battle to train in Valhalla. Gods of the Afterlife in other pantheons include Hades, Osiris, Kelemvor, Myrkul, and Wee Jas. This subclass was inspired by the 5e14 Death and Grave domains.
This domain is not purely the purview of evil, although it can certainly be used for evil purposes. Rather, its adherents see death as the next step of the natural cycle all life goes through, and seek to ease the suffering of those who make that transition. Their magic also allows them to stave off death for a while, but this delay is never permanent - in the end, death will always collect what is owed.
Some clerics of this domain use their powers to rid the world of undeath, others see the creation of undead as merely borrowing souls for a short detour. Regardless, as wielders of necromantic magic, they face a certain stigma from the uninformed masses.
Level 3: Afterlife Domain Spells
You always have certain spells prepared after you reach the Cleric level shown in the following table.
| Cleric Level | Spells |
|---|---|
| 3rd | Ray of Sickness, Cause Fear, Gentle Repose, Silence |
| 5th | Speak with Dead, Summon Undead |
| 7th | Death Ward, Blight |
| 9th | Antilife Shell, Dispel Evil and Good |
Level 3: Soul Shepherd
You are tasked with guiding the souls to their afterlife. When a creature dies within 60 feet of you, you can use your Reaction to temporarily bind their Soul to your service. Undead and constructs do not have souls. You can only have a number of Souls equal to your Wisdom modifier bound to you at any time.
While a Soul is bound to you, a spectral echo of that creature walks by your side. The echoes are incorporeal and cannot be interacted with beyond the following ways:
- Soul Search: As a Magic action, you release a Soul and ask it a single question. It will answer according to what it knew in life, but is under no obligation to be truthful to you. You do not need to share a language with the creature who the soul belonged to.
- Soul Ward: As a bonus action, you release a Soul and use its energy to ward yourself from harm, gaining Temporary Hit Points equal to your Cleric level plus your Wisdom modifier.
- Soul Split: When you cast a Necromancy cantrip that targets a single creature and doesn't have a range of self, or use Channel Divinity: Divine Spark to deal necrotic damage, you can release a Soul to also target a second creature within range.
Releasing a Soul frees it from your servitude and allows it to move on to the afterlife. If you have several souls bound, you choose which soul is used. While you have a creature's soul bound, it cannot be revived or raised to undeath. Any souls you have fade into the afterlife when you finish a long rest, or if you die.
Level 3: Channel Divinity: Foretell Doom
As a Magic action, you pronounce a sentence of doom on a creature you can see within 60 feet. The next time that creature takes damage within 1 minute, any dice rolled to determine the damage are maximized.
Level 6: Sentinel at Death's Door
You are the arbiter of death, and hold the fate of others in your hand. When a creature within 30 feet of you suffers a critical hit, you can use your Reaction to release a Soul to intercept the attack, turning the crit into a normal hit.
Additionally, as long as you have atleast one bound Soul, you have advantage on Death Saving Throws.
Level 17: Ferryman of the Departed
Just as the journey leaves both the traveller and the road ever changed, the souls that travel with you impart their knowledge on you. You learn one additional way to use your Souls:
- Soul Flame: When you fail a Test, or are hit by an attack, you can release a Soul and use its power to reroll the Test or force the attacker to reroll the attack.
Additionally, you can use Soul Split when you cast leveled necromancy spells that only target a single creature.