Cleric β€” Subclass

Domain of Shared Breath

Primary Stat: Constitution Β· Custom Domain & Aspect
β€œStrength that lives between people, not within them.”

Who this cleric is

Before the domain, there was just someone who noticed. Who tracked the person at the edge of the group β€” the one not quite laughing along, the one who drifted back when the danger passed. The instinct was not heroism. It was maintenance: an ongoing, low-level monitoring of the room, making sure no one was being overlooked.

The Breath Link is the mechanisation of that instinct. The two-link cap is the mechanisation of its cost β€” this cleric can hold most of the party, but not all of it. Someone is always left out. That is the mechanic because it was already true.

Overview

The domain's central mechanic is the Breath Link: breath shared out across the party β€” a living line of ambient awareness and small gifts, freely given, persistent until severed. What travels it is presence, not power. Up to two may be held at once β€” at a standard party size, someone is always left out, and that scarcity is the mechanic.

The Anchor. Whoever does the work of forging and curating the network is called the Anchor. At Level 3, the cleric is the Anchor. From Level 4, when the Aspect's Bond forms, the role transfers: the cleric's wide reach narrows into devotion to one person, and the community-building hand passes to the Bond's Anchor. If no Bond is active, the cleric is again the Anchor and may forge links normally.

Progression at a glance

LevelNameNetworkCore Abilities
Lv. 3 The First Breath Touch to forge; 2 links max; unlimited range once forged Felt Presence Β· Steadied by the Link (adv vs Frightened) Β· Felt Across the Distance Β· Into the Brace (Reaction, CD, halve damage)
Lv. 6 The Breath Between 30 ft range; prior touch required Wordless Impressions (emotional texture) Β· Conduit (object transfer, 60 ft, no LoS)
Lv. 17 The Last Breath β€” Catch: Stasis instead of 0 HP; exits at 1 HP after 2 rounds; once per creature per long rest
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The First Breath

Level 3  Β·  Domain Ability
β€œSomeone has to keep track of everyone. It may as well be me β€” I don't mind.”

At Level 3 the cleric is the Anchor: the one who forges the network and keeps it open. A touch leaves a link behind β€” the first breath shared out β€” and through it the cleric feels the others: their direction, their distress, the half-instant before a blow lands. The reach is unlimited once made; the hands are not. Two links at a time, and someone is always left outside the breath.

Forge Breath Link

Active Β· Bonus Action

As a Bonus Action, the Anchor touches a willing creature within reach to forge a Breath Link. The Anchor may maintain up to 2 Breath Links at once; forging a new one at cap drops an existing link of the Anchor's choice (no action required). A link persists indefinitely until severed by the Anchor (no action required), the linked creature dies, or you fall unconscious or die. Once forged, a Breath Link's effects function regardless of distance, so long as the link persists.

Sever from Within

Active Β· Action

A Breath-linked creature may use their Action to dissolve their own link. This is not clean. The Anchor feels it as a sharp severance β€” unmistakably deliberate, unmistakably chosen. Unlike the Anchor's own quiet drops, this one has weight. The Anchor knows someone left the network on purpose.

Felt Presence

Passive Β· Network

All network members sense one another through the link β€” a vague awareness of direction and proximity. Not exact location, not identity beyond who is already known to be linked. A felt sense of that way. When the network shatters, this awareness simply fades β€” an absence where there had been company. The link is invisible to outsiders; Detect Magic registers something vague between linked creatures but reveals nothing of structure or mechanics.

Steadied by the Link

Passive Β· Breath Anchor Benefit

While Breath-linked, a creature has advantage on saving throws to resist or end the Frightened condition. They feel steadied β€” watched over β€” without knowing why. The Anchor does not receive this benefit. This is the enticement: the Anchor extends something genuinely good to whoever they choose to link.

Felt Across the Distance

Passive

You sense through the network at all times β€” a sense that is yours alone and does not pass with the Anchor role. Whenever a Breath-linked creature is hurt, you feel it: not numbers, just impact, direction, severity, distress. Distance is no barrier to this. If a linked creature is harmed, you know the moment it happens, however far away you are.

Nearer to you, the sense gains an edge. Within 60 feet you feel not only the harm but the body's anticipation of it β€” the flinch, the brace, the half-instant in which a creature registers a blow before it lands. Past that range the network still carries the distress, but this live edge is gone: you feel that someone is in danger, never quite in time to do anything but grieve it.

Into the Brace

Active Β· Reaction Β· CD Use

Feeling the blow is not the same as meeting it. When you feel a Breath-linked creature within 60 feet brace against an incoming hit β€” or see the blow coming β€” you may spend a Channel Divinity use as a Reaction to grant that creature resistance to the triggering damage. It is halved as any resistance halves it, type unchanged. The trigger is the blow itself, in the instant it lands.

The cleric keeps no sense of their own in reserve. They borrow everyone else's β€” and only as far as the breath still reaches.

What the cleric cannot feel, they cannot catch. If the creature is unaware of the blow and the cleric cannot see it, there is no brace to step into β€” the hit lands. Beyond 60 feet the same is true for a different reason: the network carries the distress, but too dull and too late to act on. In both cases the cleric feels the harm afterward, like any blow that finds someone they are tied to.

Strictly, the call comes as the blow lands, before its number is known. In practice it plays cleaner to let it come once the damage is announced β€” allow either. What stays fixed is the sense: something has to register the blow coming, or there is nothing to step into.

Shared Breath Spell List

Domain Spells
Cleric LevelSpells
1stBless, Heroism
3rdAid, Calm Emotions
5thBeacon of Hope, Aura of Vitality
7thDeath Ward, Aura of Purity
9thGreater Restoration, Rary's Telepathic Bond
The network terminates on the cleric's unconsciousness, not the Anchor's β€” the Breath Link is an extension of the cleric's own awareness, the mechanised form of the monitoring instinct in the backstory, so the cleric is always its root. The Anchor role transfers; the sustaining presence does not. Table consequence: the cleric going down shatters the network even when they aren't the active Anchor, while a frontliner Anchor can fall without collapse β€” an asymmetry that rewards keeping the cleric upright. Into the Brace is the active edge of that same awareness: it can catch only what the cleric can sense forming, so it rides the target's own brace (or the cleric's plain sight) and reaches just 60 feet β€” past that the sense is real but too coarse to act on. Granting resistance rather than a bespoke halving is deliberate: it uses an established rule, won't double up with the target's own resistances, and keeps the arithmetic off the table.

The Breath Between

Level 6  Β·  Domain Ability
β€œIf I can feel that you're hurting, distance isn't a real excuse not to come.”

At Level 3 the breath was the cleric's own, a sense reaching outward. Now it passes between. A link re-forms across distance; the emotional weather of the bound travels alongside the old directional sense; a held object crosses to whoever needs it. Nothing new is added β€” the breath has only learned to carry.

Extended Range

Passive Β· Range

The Anchor may establish a Breath Link as a Bonus Action with a willing creature up to 30 feet away, provided the current Anchor has previously touched that creature to form a Breath Link (or, in your case, a Bond). For an entirely new creature, physical contact is still required to form the first link.

Wordless Impressions

Passive Β· Network

The network's awareness deepens. Emotional texture now travels alongside the directional sense from Level 3 β€” only what the body cannot conceal. A mood. A weight. A separated party member's fear reaches the others before any signal could. Words, images, thought, and intent do not pass through; the network carries presence, not message.

Conduit

Active Β· Action + Reaction

As an Action, a network member may pass one held object to another network member within 60 feet, who catches it with their Reaction. The object passes through the network β€” no line of sight or line of effect required. A potion crosses the battlefield. A weapon reaches the disarmed ally. Out of combat, the cost is invisible; in a fight, both ends pay.

Conduit originally cost only a free object interaction β€” flow without ceremony, in keeping with the network's character. The Action + Reaction cost is a balance pass against magic-item shenanigans: free transfer made it trivial to hand the right item to the right caster, have them use it, and pass it back. Action economy makes that math unfavorable without removing the ability from utility use. Out of combat β€” where action economy is meaningless β€” the ability still functions as written. The combat cost is tentative; if the receiver-side reaction proves the friction point, the likely first revision is dropping it to sender-pays-Action only.

The Last Breath

Level 17  Β·  Domain Ability
β€œI can keep them right at the edge a little longer. Just don't ask me to let go β€” not yet.”

The monitoring instinct reaches its limit and refuses it. When a linked creature would drop β€” even to something that would kill outright β€” the cleric can hold them suspended, untouchable, just beyond death's reach, and return them a breath later. Not a healing. A refusal to let go, for two rounds.

Catch

Active Β· Reaction Β· CD Use

When a Breath-linked creature would be reduced to 0 HP β€” including by effects that would kill outright β€” you may spend a Channel Divinity use as a Reaction. The creature enters a temporary Stasis instead: Paralyzed, immune to all damage, untargetable. No death saving throws.

Stasis lasts 2 rounds. At the end of the second round, the creature exits automatically at 1 HP, all prior conditions removed. This ability may be used once per creature per long rest.

While in Stasis. The creature is suspended β€” aware, but unable to act or speak. Something reaches them from outside: steady, wordless, not urgent.

this is the same Stasis described in the Aspect section. The experience notes there apply generally, except that the Stased creature cannot push impressions outward (that requires an active Bond). Everything else β€” including what the outside character feels through the connection β€” applies as written.

About the Aspect

If the Domain is breath β€” shared out, airy, spread thin across a whole party β€” the Aspect is that same breath gone into the blood: heavier, singular, kept in one body and not given back. It is the turn from reaching toward many to binding utterly to one.

A cleric naturally has breadth β€” a wide spell list, abilities across roles. The Domain is already a specialization, but a clean one: it adds without taking away. The Aspect goes further. It narrows the cleric's spell access to what the domain truly represents, leans fully into its spirit, and attaches the Flaw β€” rule-enforced compulsions that come with that commitment. The Domain alone is already complete; the Aspect is how far this character is willing to go.

Who this person already was

Someone who learned early that closeness had to be earned through utility β€” give before asked, absorb before offered. The Breath Link was already the shape of that reaching; the magic just gave it a name.

The Aspect arrived and narrowed it β€” breath into blood, the many into the one. The compulsion to protect everyone became the compulsion to protect this one, formalized into rules: a damage type, a Saving Throw, a range in feet. It offered exactly what they had always wanted β€” permanence, inescapability β€” and folded the disaster inside the gift. They will not understand the full cost until they find that being unreachable in Stasis is the most rest they have ever had.

The spell restriction

The cleric's magic should protect, sustain, or connect β€” not harm or diminish. The test: could this spell flow through a Breath Link? Bless can. Hold Person cannot.

Abjuration and enchantment on the cleric and paladin lists are a natural starting point β€” that's where most of it lives. But anything fitting the intent qualifies; the schools are a direction, not a fence. A campaign may relax this restriction, but this is the version that holds together.

What the Aspect costs

The Flaw β€” Mechanics make the character fail saves, shatter bonds, freeze when their Anchor walks away. No opting out at the table.

The Spell Restriction β€” The cleric draws from a narrow field: protection, sustain, connection. Damage and coercion were never learned.

The Psychology β€” This is a specific kind of person to play. The rules don't enforce the characterization, but it is part of the package.

Progression at a glance

LevelNameBond MechanicCore Ability
Lv. 4 The Anchoring Touch to establish; 60 ft range Life Transfer: intercept Anchor's damage as Psychic; Bond shatters on extreme hits
Lv. 6 The Wellspring 30 ft range (prior touch required) Well absorbs Life Transfer first; collapses on voluntary breaks; death save adv. while non-empty
Lv. 8 The Eternal Tether Permanent; no range limit β€” via The Asking Stasis replaces 0 HP; Resonance + Shared Fortitude; risk of Eternal Stasis
Flaw Hollow Without You Aspect-granted; always active Compulsive Sacrifice Β· Ache of Absence Β· Separation Anxiety Β· The Secret
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The Anchoring

Level 4  Β·  Aspect Ability
β€œI'd rather it were me. I'm fine β€” really. Let me take this one.”

The breath narrows. The wide, airy reach of the network β€” spread thin across many β€” collapses here into a single line to one person, and takes on weight. The cleric steps in front of what would have struck them and pays its price in their own body: in blood, where before there was only breath.

Forge the Bond

Active Β· Action

As an Action, make physical contact with a willing creature within reach. That creature becomes your Anchor. You may only have one Anchor at a time.

The fixed point that steadies the cleric, and the weight that holds them in place.

Bond Conditions

Passive Β· State

The Bond persists as long as you remain conscious, the Anchor is alive, and neither of you is more than 60 feet from the other. If any condition breaks, the Bond shatters silently. You may dissolve it voluntarily on your turn.

Life Transfer

Active Β· Reaction

When your Anchor takes damage, you may use your Reaction to intercept it β€” you take the damage instead. Declare after seeing the total, but before the Anchor's resistances or immunities are applied. The damage becomes Psychic regardless of its original type. The Anchor takes none.

This is visible. The cleric flinches, pales, takes the blow into a body that was never touched β€” while the Anchor feels nothing. Witnesses who notice this pattern consistently may eventually piece it together β€” triggering discovery consequences under The Secret.

Breaking Point

Passive Β· Trigger

If intercepted damage exceeds half your maximum HP, the Bond shatters immediately afterward β€” after the damage is dealt, not before. The damage is never reduced by the break. You are immediately Frightened (Anchor is the source) until the end of your next turn.

This fear is not rational. That is the point.

At Level 8, the Permanent Bond cannot be shattered β€” but the Frightened condition still triggers. The tether holds. The cleric is afraid of the person they cannot leave.

Breath Links

Domain Interaction

While the Bond is active, the Anchor takes over the Breath Link network. You can no longer forge Breath Links. Only the Anchor can.

If the Bond breaks, all Breath Links shatter.

Psychic was chosen for two reasons. Mechanically: it bypasses most resistance systems, so the cleric pays full price regardless of the Anchor's build. Lorewise: the cleric takes psychic damage because that is literally what is happening β€” they feel their allies being hurt. The damage type is not an abstraction.

The Wellspring

Level 6  Β·  Aspect Ability
β€œSee? I don't have to bleed for it anymore. I'm being good about this.”

The Bond deepens. Proximity is no longer needed to begin one β€” and the cleric learns to open a well between themselves and the Anchor: a reserve of shared lifeblood, drawn from them both and held in common, spent down and refilled. What was paid from the body now has somewhere to gather first.

Extended Range

Passive Β· Range

You may establish the Bond as an Action with a creature up to 30 feet away β€” but only with someone you have previously bonded with through direct touch. Level 4 persistence conditions still apply. To bond with someone entirely new, physical touch is still required.

The Well

Passive Β· Resource

You carry a Well β€” a third resource, separate from either character's hit points. Maximum = (your CON modifier + Anchor's CON modifier) Γ— proficiency bonus; recalculates whenever a new Anchor is bonded. Starts empty when first gained and persists across Anchor changes, rests, and combat. Both characters sense its current value instinctively β€” no explanation required.

Life Draw

Active Β· Reaction

When Life Transfer triggers, damage is drawn from the Well first. Only the excess beyond the Well's remaining value is taken from your HP as Psychic damage. If the Well absorbs everything, you feel nothing. If the Well was empty, the full damage hits you as before.

Donate

Active Β· Bonus Action

Either bonded character may donate up to their Constitution modifier in HP into the Well. The Well cannot exceed its maximum. The Anchor may do this on their own turn.

Withdraw

Active Β· Bonus Action

Either bonded character may withdraw up to their Constitution modifier in HP from the Well, healing themselves for that amount. Cannot exceed what the Well holds. Donating and withdrawing cannot both occur on the same turn.

The Well is a shared reserve β€” both characters choose whether to spend it offensively (buffering Life Transfer) or defensively (spot healing in a pinch).

Well Collapse

Passive Β· Trigger

If the Bond breaks while the Well holds any HP, both you and the former Anchor immediately take Psychic damage equal to the Well's current HP (no saving throw). The Well empties. A Well at 2 HP barely stings. A Well at 15 is a genuine detonation.

Collapse triggers on: voluntary dissolution with no new Bond established in the same Action; and Flaw-triggered breaks β€” the Breaking Point shattering the Bond, or the Ache of Absence dissolving it at dawn.

Collapse does not trigger if you dissolve the Bond and establish a new one in the same Action β€” the Well carries across intact. Breath Links shatter regardless; the new Anchor rebuilds the network from scratch. Collapse also does not trigger on involuntary breaks from outside forces (enemy dispels, forced movement, environmental effects). It is reserved for breaks that come from within.

A cleric who needs to switch Anchors mid-combat can do so freely β€” but one who simply lets go, with no one to reach toward, pays the price of that emptiness.

Held Aloft

Passive

While the Well holds at least 1 HP, both bonded characters have advantage on death saving throws.

The connection is a lifeline in more ways than one.

The well is sized to feel significant β€” enough that losing it hurts, not so large it trivialises Life Transfer. Collapse was deliberately tied to relationship events rather than external ones; an enemy dispelling the well would frame the cleric as a victim of circumstance. A cleric-triggered collapse β€” from voluntary dissolution or a flaw break β€” makes it the cost of their own codependency. The intent is for the well to create tension in the relationship: the Anchor absorbing an aftershock they thought was being handled for them. Good intentions, at a cost to someone else.

The Eternal Tether

Level 8  Β·  Aspect Ability
β€œThis way neither of us ever has to be alone again. I'd never let that happen to you.”

The Bond stops being a choice. The line that grounded them pulls taut and sets β€” iron run through them both now, permanent, unbreakable by distance or circumstance. What the anchor began, the tether finishes. There is no letting go from here.

Permanent Bond

Passive Β· State

Leveling up unlocks the ability to perform The Asking β€” a ritual that, if completed, makes the current Bond permanent. Until The Asking succeeds, full Level 6 mechanics remain in effect and Level 8 abilities (Resonance, Shared Fortitude, Stasis) remain locked.

Once permanent: the Bond persists regardless of distance, unconsciousness, or temporary death states. It cannot be broken by outside forces. This Bond cannot be dissolved. The flexibility of Levels 4 and 6 ends here. There is only this person, and whatever comes next.

The Asking

Ritual Β· 10 minutes Β· Completes Permanent Bond

The cleric must have an active Bond before beginning. The ritual transforms an existing Bond β€” it cannot create a new one.

The cleric initiates by making a small wound on their palm and extending their open hand toward the Anchor without a word. If the Anchor takes the hand and mirrors the wound β€” blood meeting blood, the same lifeblood the well already holds between them β€” the ritual begins. Neither character needs to understand what is happening. One of them does.

The cleric then performs a gesture of their choosing β€” tracing a symbol on the Anchor's wrist, pressing joined hands to their chest, holding the silence. What matters is that it feels like a threshold. Something offered that cannot be taken back. There are no words, because the cleric cannot speak the truth of what this is.

Then the cleric goes still. And waits.

The ritual completes when the Anchor, of their own will, asks the cleric something personal β€” directed at them, about them, for them. Not logistics. Not tactics. Something that treats the cleric as a person whose inner life matters. If the Anchor doesn't ask β€” pulls away, fills the silence, or simply doesn't β€” the ritual quietly fails. No penalty. The cleric's hand closes around nothing, and the night continues.

If the Anchor has previously discovered the Flaw and requires verbal consent to form a Bond, the personal question during The Asking serves as that consent.

Example
[ evening. a fire. a long quiet. ]
β€” the cleric β€” β€œThere is something I want to give you. I need you to let me.”
[ the cleric draws the blade. extends their hand. the anchor takes it, mirrors the wound. joined hands, a gesture, and then the cleric goes still. ]
β€” the anchor β€” β€œI don't know what this means.”
[ silence. the cleric does not fill it. they have been trained their whole life not to. ]
β€” the anchor β€” β€œ...are you alright?”
[ the ritual completes. ]

The Anchor does not need to know what they agreed to. They only need to ask. What the Anchor reads in the cleric's face in that moment β€” the relief, the grief, the gratitude β€” is all the truth they are going to get. It has always been enough for people to look at this cleric and not quite understand what they are seeing, and decide to stay anyway.

Resonance

Passive

Both bonded characters add the other character's Constitution modifier to their hit point maximum. The Well's maximum doubles permanently, and the Well regenerates 1d6 HP at the start of each of your turns.

Shared Fortitude

Active Β· Reaction

Once per turn, when either bonded character fails a Constitution saving throw, the other may use their Reaction to share the burden. Both characters use the higher of the two rolls. May be triggered after both rolls are revealed.

Stasis

Into Stasis

Passive Β· Trigger

When either bonded character reaches 0 HP, they do not fall unconscious. They enter Stasis instead. While in Stasis: Paralyzed, immune to all damage, untargetable by spells and abilities, no death saving throws. They persist indefinitely.

If both bonded characters would be reduced to 0 HP by the same triggering effect, only the one with fewer current HP enters Stasis; the other is reduced to 1 HP instead. If both have equal HP, you enter Stasis. The Bond cannot suspend both at once.

What the Stased character experiences

The Stased character is present and aware β€” held, unable to act or reach anyone. Whatever was pressing before grows distant. Something reaches them from outside: presence. Not urgency. Weight that expects nothing in return.

If the Stased character has an active Bond, they may push impressions outward through it β€” not words or images, but emotional texture. Calm. Waiting. They cannot demand, warn, or instruct. Whatever they emit arrives as mood, not message.

For the cleric: the monitoring stops. The Anchor exists somewhere beyond reach β€” warm, continuous β€” and the cleric cannot lose them from here, cannot fail them, cannot perform. They would describe it later, if asked, as restful. Which is the most complicated thing they could say.

On signaling

If you are the Stased character, you may choose to emit not yet β€” meaning: I am safe here; the cost of reaching in is real; wait. This is a choice, not a feature of Stasis itself. You know what Breaking Stasis costs. Whether you want to be retrieved, and when, is yours to decide.

What the outside character experiences

The connection changes texture β€” two-way current becomes one-directional. The Stased character is present but unreachable.

The connection communicates this without words. It always has.

You could say: β€œSomething is waiting for you. Not urgency. Not pain. Weight.” Through the connection, the outside character understands instinctively that reaching in will cost something real.

Breaking Stasis

Active Β· Action

A bonded character uses their Action and makes physical contact. The rescuer immediately takes Psychic damage equal to 3d10 + your CON modifier. The Stased character exits Stasis at 1 HP, all prior conditions removed.

On timing

Breaking Stasis mid-combat is almost never the correct decision. The Stased character is immune to all damage and untargetable β€” safer inside Stasis than anywhere on the battlefield. The risk: if the rescuer takes more damage than their remaining HP, they enter Stasis themselves. If the now-freed character then drops to 0, both are in Stasis simultaneously β€” Eternal Stasis. Before attempting rescue, confirm your HP comfortably exceeds the maximum possible cost (30 + CON modifier).

The bond's felt weight during Stasis is itself a warning. Trust it.

Eternal Stasis

Passive Β· State

If both bonded characters are in Stasis simultaneously, neither can rescue the other. They persist indefinitely β€” Paralyzed, immune to all damage, untargetable. They do not age, hunger, decay, or die. The Bond does not break, and any network rooted in it remains intact.

A DC 30 ritual with rare, specific components (DM-determined) may free them. Each linked member who joins the ritual lessens its difficulty, at the DM's discretion. Even so, the ritual is a kindness, not a given.

This is not a tragedy that announces itself. It arrives like a held breath β€” and waits.

What Eternal Stasis feels like from the inside is deliberately left undefined. Neither character can ever report it. The network registers them as present β€” direction, faint weight, the slow steady pulse of two people who have not let go. What the party makes of that, what they build around it, is not for the rules to say.

The level 8 benefits are large because the player surrenders all flexibility permanently β€” this is what the cleric always wanted, someone they cannot lose. The Asking is irreversible by design. The Breaking Stasis cost is high because the cleric can become a genuine burden: a compulsive sacrifice taken at low HP puts them in Stasis, and the group now has to pay to retrieve them from a state the cleric effectively chose. The bond no longer breaks at this level, but the compulsion remains. The cleric is still the cleric.
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Flaw: Hollow Without You

Aspect-Granted  Β·  Permanent
β€œI'm only really myself when there's someone who needs me. Everyone's like that, aren't they?”

The Aspect did not give the cleric their abilities cleanly. It revealed the pattern already there and made it mechanical: the permanent counterweight to all three Bond abilities. The Flaw has four manifestations β€” each covering a different context, ensuring the cleric cannot optimise around it.

Compulsive Sacrifice

Passive Β· Compulsion

When your Anchor takes damage and you are within range and able to trigger Life Transfer, you must make a DC 12 Wisdom saving throw. On a failure, Life Transfer triggers automatically as a Reaction. (This overrides the one-Reaction-per-round limit.) You cannot choose to fail this save.

This is not a decision. It never was.

Ache of Absence

Passive Β· State

The Bond requires the Anchor to ask you something personal at least once per long rest β€” your opinion, your feelings, whether you are alright. A logistical question does not qualify. If a long rest passes without it, the Bond breaks silently at dawn.

While no Bond is active: hit point maximum is reduced by proficiency bonus Γ— 2, and you have disadvantage on Wisdom saving throws. These penalties lift only when a new Bond is established.

The cleric cannot ask for this question. Asking dissolves the thing they need. They have to wait. They are very good at waiting.

Separation Anxiety

Passive Β· Trigger

While bonded, if the Anchor has been more than 30 feet away for longer than 1 minute (10 rounds), make a DC 12 Wisdom saving throw or become Frightened β€” the Anchor is the source. Repeat at the end of each of your turns; on a success, the effect ends.

Note: Frightened prevents willingly moving closer to the fear's source β€” you freeze rather than pursue.

The person they fear losing most is the one who locks them in place by walking away.

At Level 8, the Permanent Bond removes the distance-break condition, so the Bond never shatters β€” but Separation Anxiety still fires. The cleric will periodically become frightened of their bonded partner whenever they step too far away, save out of it after a turn or two, and carry on. This is not a bug.

The Secret

Passive Β· Compulsion

You cannot directly explain the Flaw β€” the compulsions, the bond, the need β€” to anyone. If you attempt to, you are immediately Silenced until the end of your next turn.

If an Anchor discovers the Flaw on their own β€” witnesses Compulsive Sacrifice trigger, pieces together the pattern, or you confess despite the silence β€” the Bond's dynamic shifts permanently. From that point, you cannot establish the Bond with that Anchor unilaterally: the Anchor must consciously and verbally consent each time. Any hesitation, refusal, or β€œI need a moment” causes the Bond to fail. No save. No retry until the Anchor is willing.

The cleric used to be able to simply reach out and take the connection. Now they have to ask for it, without being able to explain why, and wait to see if the answer is yes.

Each clause covers a different type of scene so the flaw has no dead zones: Compulsive Sacrifice in combat, Ache of Absence in downtime, Separation Anxiety in movement and exploration, The Secret as the relationship deepens. One side effect of the Permanent Bond worth noting: once The Asking completes, the consent requirement from a Secret discovery dissolves. The bond no longer needs to be re-established, so there is nothing to refuse. The cleric stops having to ask. That, too, is what they always wanted.