Talents of a Devoted Spirit

Devotee spirits are those who's previous life was one defined by the worship of the divine. Be it that they wish for their god to recognize them, to redeem themselves after a significant event that went against their god, or to take vengeance against members of their faith, devotee spirits still harness a piece of divine faith that they use to aid their soul-seers.

Initiate Clergy Magic

Choose two cantrips and one 1st level spell from the Cleric spell list. These spells count as soul-seer spells for you, are always prepared, and don’t count against the number of soul-seer spells or cantrips you can prepare each day.

Repel Undead

As an action, you force every undead creature within 20 feet of you to make a Charisma saving throw against your spell save DC. On a failed save, they can't willingly move closer to you, and take an amount of radiant damage equal to 1d6 + your level in this class at the start of each of their turns while they are within 20 feet of you. A creature can repeat this saving throw at the end of each of their turns, ending the effect early on a success.

Once you have used this feature, you can't do so again until you finish a short or long rest.

Scholarly Spirit

You gain proficiency in the Religion skill and one other Intelligence skill of your choice. Whenever you use either skill, you can use your Wisdom modifier rather than your Intelligence modifier.

Faithful Protection

You treat the Shield of Faith spell as always prepared, and it doesn't count against the number of soul-seer spells you prepare each day. You can cast this spell without expending a spell slot, regaining the ability to do so after finishing a long rest.

When targeting a friendly creature with this spell, they may instead gain the benefits of half-cover.

Improved Clergy Magic

Prerequisites: 5th level
Choose two 2nd level spells from the Cleric spell list. These spells count as soul-seer spells for you, are always prepared, and don’t count against the number of soul-seer spells or cantrips you can prepare each day.

Divine Blows

Prerequisites: 5th level
Each time you hit a creature with an attack roll, you can deal radiant damage rather than the original damage type.

Prayer of Restorations

Prerequisites: 5th level
You learn the Prayer of Healing spell, and can cast it without expending a spell slot once per short or long rest.

Greater Clergy Magic

Prerequisites: 9th level
Choose two 3rd level spells from the Cleric spell list. These spells count as soul-seer spells for you, are always prepared, and don’t count against the number of soul-seer spells or cantrips you can prepare each day.

Faithful Protection

Prerequisites: 9th level
Whenever a creature you can see or hear within 60 feet of you would roll a Wisdom or Charisma saving throw, you can spend a reaction to add your Wisdom modifier to their save.

Radiant Spirit

Prerequisites: 9th level
You gain resistance to radiant and necrotic damage.

Divine Soul Restoration

Prerequisites: 13th level
When resurrecting a creature through a spell or through your Restore Soul feature, the creature does not gain any temporary detriments from the resurrection process (such as exhaustion or static penalties).

Superior Clergy Magic

Prerequisites: 13th level
Choose two 4th level spells from the Cleric spell list. These spells count as soul-seer spells for you, are always prepared, and don’t count against the number of soul-seer spells or cantrips you can prepare each day.

Divine Aid

Prerequisites: 17th level
Whenever you make a spell attack roll or force a saving throw against your spell save DC, you can increase your attack roll or your spell save DC by 1d4.

Power of the Gods

Prerequisites: 17th level
Choose one 5th level and 6th spell from the Cleric spell list. These spells count as soul-seer spells for you, are always prepared, and don’t count against the number of soul-seer spells or cantrips you can prepare each day. You can cast this 6th level spell once a day.