veilwarder
Death is not a definitive ending, even if most see it as such. Beyond the mortal plane lies the Veil, also known as The Plane of Shadows, a boundary of shadow where passing souls drift and fade until they pass to their eternal afterlife.
Veilwarders are the keepers of that sacred threshold; They give voice to the prayers that still restless spirits, and the eyes that see both light and shadow in their true measure.
To many, they are both revered and feared: figures robed in silence, eyes ringed with fatigue and knowledge. They remind the living that death is not an enemy, but neither is it a friend, it is the one truth no prayer can deny.
Focus Spells
You have a list of spells that you always have prepared and doesn't count against your total number of prepared spells, these spells are the following:
| Cleric Level | Spells |
|---|---|
| 1st | Bane, False Life |
| 3rd | Gentle Repose, Ray of Enfeeblement |
| 5th | Revivify, Vampiric Touch |
| 7th | Blight, Death Ward |
| 9th | Antilife Shell, Raise Dead |
Circle of Mortality
You gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.
In addition, you learn the Spare the Dying cantrip, which doesn't count against the number of cleric cantrips you know.
Eyes of the Grave
You gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn't behind total cover and that isn't protected from divination magic. This sense doesn't tell you anything about a creature's abilities or identity.
Path to the Grave
You can use your Channel Divinity to mark another creature's life force for termination.
As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack's damage, and then the curse ends.
Sentinel at Death's Door
You gain the ability to impede death’s progress. As a reaction when you or an ally that you can see within 30 feet of you suffers a critical hit, you can turn that attack into a normal hit. Any effects triggered by a critical hit are canceled.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
Keeper of the Veil
You are able to stave off the lethargy after a brush with the veil.
When a creature within 30 feet is healed from 0 hit points, and hasn't suffered a failed death-saving throw yet, it can roll a d20. If the result of the roll is a 10 or higher, the creature does not gain a level of Fatigued as it normally would.
Warder of Souls
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.