Minor Spirits List (5e Other)

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These minor spirits are presented in alphabetical order. They use your Proficiency Bonus (PB) for several abilities. If a spell granted by a minor spirit requires material components, you need not provide them to cast the spell.


Armor Spirit: Commonly found guarding ancient dwarven cities, armor spirits are beings of determination and might, shaped into the form of an ethereal, animated suit of armor. While active, you gain the following abilities:

  • You can cast the mending cantrip at will.
  • You can cast the spell shield of faith without expending a spell slot. Once you use this ability, you must take a short or long rest before you can do so again.
  • As a bonus action, you can transform your armor spirit into any type of armor you are proficient with (so long as it has a cost of 75 gp or less), which appears about your person as a suit of ghostly armor. If you're already wearing armor, or if you doff the armor, it hovers about your person. This armor is magical, and you can don or doff it as an action. You can revert your spirit to its true form as a bonus action. It also reverts to its true form if you dismiss it.


Blade Spirit: Commonly found protecting tombs and temples alongside guardian spirits, blade spirits are beings of spite and malice, shaped into the form of a floating, glowing dagger or sword. While active, you gain the following abilities:

  • You can cast the green-flame blade cantrip at will.
  • You can cast the spell spiritual weapon without expending a spell slot. Once you use this ability, you must take a short or long rest before you can do so again.
  • As a bonus action, you can transform your blade spirit into any type of melee weapon you are proficient with, which appears in your hand as a ghostly weapon. If your hands are full, or if you release your grasp on the weapon, it hovers about your person. It also returns to either your hand or your person immediately after it is used to make a ranged attack. This weapon is magical, and can be held and used to make melee weapon attacks. You can revert your spirit to its true form as a bonus action. It also reverts to its true form if you dismiss it.


Bow Spirit: Commonly found defending long lost elven cities, bow spirits are beings of pride and discipline, shaped into the form of an ethereal, glowing bow or crossbow. While active, you gain the following abilities:

  • When you hit a creature with a ranged weapon attack on your turn, you can use a bonus action to deal an additional 1d6 + PB psychic damage to your target.
  • You can cast the spell zephyr strike without expending a spell slot. Once you use this ability, you must take a short or long rest before you can do so again.
  • As a bonus action, you can transform your bow spirit into any type of ranged weapon you are proficient with, which appears as a spectral weapon in your hand. If your hands are full, or if you release your grasp on the weapon, it hovers about your person. This weapon is magical and produces one piece of ammunition each time you make a ranged attack with it, which disappear instantly after the attack hits or misses. You can revert your spirit to its true form as a bonus action. It also reverts to its true form if you dismiss it.


Brush Spirit: Commonly found amongst the possessions of dead artists, brush spirits are beings of ingenuity and desire, shaped into the form of an animated brush and palette. While active, you gain the following abilities:

  • As an action, you can touch a surface to create the illusory seal of a vestige, which can be used to summon and bind the vestige. The seal disappears after one hour, if you create another illusory seal, or if you die.
  • You can cast the spell color spray without expending a spell slot. Once you use this ability, you must take a short or long rest before you can do so again.
  • As a bonus action, you can transform your brush spirit into a set of painter's supplies, which appear as ethereal supplies in your hand. If your hands are full, or if you release your grasp on the supplies, they hover about your person. These supplies are magical, and its materials reappear moments after being used. You can revert your spirit to its true form as a bonus action. It also reverts to its true form if you dismiss it.


Cherub: A spirit of grace and divine favor, a cherub manifests as a tiny, feather-winged humanoid with delicate features. While active, you gain the following abilities:

  • You can cast the sacred flame cantrip at will.
  • You can cast the spell healing word without expending a spell slot. Once you use this ability, you must take a short or long rest before you can do so again.
  • As a bonus action, you can have your cherub fire an arrow from its golden bow as a ranged spell attack at a creature you can see within 60 feet. On a hit, this arrow deals 1d8 + PB magical piercing damage.


Cunning Spirit: Commonly found in ancient vaults and abandoned hoards, cunning spirits are beings of greed and guile, shaped into the form of an ethereal, floating key. While active, you gain the following abilities:

  • When you use your action to take the Disengage action, you can use a bonus action to take the Dash action, or vice versa.
  • You can cast the spell locate object without expending a spell slot. Once you use this ability, you must take a short or long rest before you can do so again.
  • As a bonus action, you can transform your cunning spirit into a skeleton key, which appears in your hand as ghostly thieves' tools. If your hands are full, or if you release the tools from your grasp, they hover about your person. These thieves' tools are magical and you can add your proficiency bonus to ability check you make to disarm a trap or pick a lock with them.


Frostling: This minor elemental spirit manifests as a mass of spinning, fractal ice shards. While active, you gain the following abilities:

  • You can cast the ray of frost cantrip at will.
  • You gain resistance to cold damage.
  • As a bonus action, you can have your frostling fling a shard of ice at a creature you can see within 60 feet as a ranged spell attack. The shard deals 1d6 cold + PB damage on hit and explodes, dealing 1d4 cold damage to all creatures within 5 feet of the target.


Ghost: A ghost is a spirit of regret or woe which haunts a place following its death; the binder gives it a way to escape the confines of its place of death. A ghost manifests as a hazy, translucent floating torso of a humanoid of some sort. While active, you gain the following abilities:

  • You can cast the chill touch cantrip at will.
  • You can cast the spell cause fear without expending a spell slot. Once you use this ability, you must take a short or long rest before you can do so again.
  • As a bonus action, you can send your ghost to shock a creature you can see within 30 feet as a ranged spell attack. On a hit, the target takes 1d6 + PB necrotic damage and must make a Wisdom saving throw. On a failed save, the creature is frightened of you until the start of your next turn. If the saving throw is successful, the creature is immune to this effect for 24 hours.


Guardian Spirit: A guardian spirit is a commonly found minor spirit, usually charged with protecting a tomb or temple from intruders; it manifests as a floating, plate-sized glowing ring surrounding a protective sigil. While active, it grants the following abilities:

  • You can cast the blade ward cantrip at will.
  • Your AC increases by 2 while you are not wielding a shield.
  • You can cast the spell shield without expending a spell slot. Once you use this ability, you must take a short or long rest before you can do so again.


Gustling: This minor elemental spirit manifests as a ball of swirling, opaque air. While active, you gain the following abilities:

  • You can use your reaction to cause a ranged weapon attack made against you to be made with disadvantage.
  • You can cast the spell fog cloud without expending a spell slot. Once you use this ability, you must take a short or long rest before you can do so again.
  • As a bonus action, you can fling a ball of swirling air at a creature you can see within 60 feet as a ranged spell attack. On a hit, that creature takes 1d6 + PB thunder damage, and must succeed on a Strength saving throw or be shoved 10 feet away or knocked prone, your choice.


Hell Hound: Hell hounds are minor hunting spirits, used by devils and demons to track down those who attempt to escape from a deal with such beings. They manifest as 4 legged, dog-like creatures that seem to breathe flames. While active, you gain the following abilities:

  • You can cast the guidance cantrip at will.
  • You can cast the spell burning hands with your hell hound as the point of origin. Once you use this ability, you must take a short or long rest before you can do so again.
  • As a bonus action, you can move your hound up to 30 feet and have it attempt to bite a creature within 5 feet of it. The bite is a melee spell attack, and deals 1d4 piercing damage and 1d4 + PB fire damage. Your hell hound cannot move further than 60 feet from you at any time.


Imp: This minor demonic spirit is a manifestation of evil thought and malevolence. It manifests as a small, winged, horned humanoid, hence its name. While active, you gain the following abilities:

  • You gain darkvision with a range of 60 feet. If you already have darkvision from your race or from binding a vestige, this increases its range by 30 feet.
  • You can cast the spell hex without expending a spell slot. Once you use this ability, you must take a short or long rest before you can do so again.
  • As a bonus action, you can move your imp up to 30 feet away from you towards a creature you can see and have it make a melee spell attack, dealing 1d8 + PB magical slashing damage. The imp immediately returns to your side afterwards.


Lantern: This minor divine spirit is a being of pure goodness and divine judgement. It manifests as a fist-sized ball of light, which sheds light as a torch. While active, you gain the following abilities:

  • You have resistance to radiant damage.
  • You can cast the spell bless without a spell slot. Once you use this ability, you must take a short or long rest before you can do so again.
  • As a bonus action, you can have your lantern fire a beam of light as a ranged spell attack at a creature you can see within 60 feet. This beam deals 1d8 + PB radiant damage, or 2d8 radiant damage if the target is a demon, devil, or undead.


Leafling: This minor elemental spirit manifests as a swirling mass of green leaves and stems. While active, you gain the following abilities:

  • You can cast the thorn whip cantrip at will.
  • You can cast the spell entangle without expending a spell lot. Once you use this ability, you must take a short or long rest before you can do so again.
  • As a bonus action, you can have your leafling launch a volley of razor leaves in a 15 foot cone. Any creature caught in the area must make a Dexterity saving throw, taking 1d4 + PB magical slashing damage on a fail.


Oozeling: This minor spirit manifests as an amorphous gray ooze, constantly shifting in shape and size. While active, you gain the following abilities.

  • You can cast the acid splash cantrip at will.
  • You can cast the spell tasha's caustic brew without expending a spell slot. Once you use this ability, you must take a short or long rest before you can do so again.
  • As a bonus action, you can move your oozeling up to 30 feet and have it attempt to smack a creature within 5 feet of it as a melee spell attack. This attack deals 1d8 + PB acid damage on hit. Your oozeling cannot move further than 60 feet from you at any time.


Pixie: This tiny, capricious spirit is just as flighty as its namesake. Born from the magic of nature and the woods, a pixie manifests as a tiny, butterfly-winged humanoid. While active, you gain the following abilities:

  • You can cast the minor illusion cantrip at will.
  • You can cast the spell disguise self without expending a spell slot. Once you use this ability, you cannot do so again until you take a short or long rest.
  • As a bonus action, you can have your pixie fire a poisonous dart as a ranged spell attack at a creature you can see within 60 feet. A creature hit by this dart takes 1d8 + PB poison damage.


Poltergeist: A spirit of warning and mischief, a poltergeist does not manifest in a visible form. Instead, it manifests as constant phenomenon around you: flickering candles, frigid temperature drops, object mysteriously floating, etc. While active, you gain the following abilities:

  • You can cast the mage hand cantrip at will.
  • You can cast the spell unseen servant without expending a spell slot. Once you use this ability, you cannot do so again until you take a short or long rest.
  • As a bonus action, you can have your poltergeist fling a small object as a ranged spell attack against a creature you can see within 60 feet. This attack deals 1d8 + PB piercing, bludgeoning, or slashing damage, as appropriate to the object.


Psicrystal: A psicrystal is a fragment of a psionic creature's personality. It manifests as a gem that glows internally, and walks on spidery legs. While active, you gain the following abilities:

  • You can cast the mind sliver cantrip at will.
  • You can communicate telepathically with any creature you can see within 30 feet of you. You must share a language with the creature for it to understand your telepathic messages. The creature can also telepathically respond to your messages, although it must still share a language with you to do so.
  • As a bonus action, you can move your psicrystal up to 60 feet, even along walls or upside down. Until the start of your next turn, you can see and hear from its location as if you were there. Your psicrystal cannot move further than 120 feet from you at any time.


Shadeling: This minor elemental spirit manifests as a small sphere of pure darkness, visible even in total darkness as a black spot. While active, you gain the following abilities:

  • You can cast the toll the dead cantrip at will.
  • You can cast the spell false life without expending a spell slot. Once you use this ability, you must take a short or long rest before you can do so again.
  • As a bonus action, you can have your shadow expel a mote of shadow as a ranged spell attack at a creature you can see within 60 feet. This attack deals 1d6 + PB necrotic damage, and the target has disadvantage on the next attack roll it makes against you before the start of your next turn.


Stringed Spirit: Commonly found in abandoned performance halls and ball rooms, stringed spirits are beings of passion and creativity, shaped into the form of an ethereal, floating lute or lyre. While active, you gain the following abilities:

  • You can cast the vicious mockery cantrip at will.
  • You can cast the spell dissonant whispers without expending a spell slot. Once you use this ability, you must take a short or long rest before you can do so again.
  • As a bonus action, you can transform your spirit of music into either a lute or lyre, which appears in your hand as a ghostly instrument. If your hands are full, or if you release your grasp on the instrument, it hovers about your person. This musical instrument is magical and you can add your proficiency bonus to any ability checks you make to play music with it.


Stormling: This minor elemental spirit manifests as a small, crackling ball of electricity, which sheds light as a torch. While active, you gain the following abilities:

  • You can cast the shocking grasp cantrip at will.
  • You gain resistance to lightning damage.
  • As a bonus action, you can have your stormling launch a bolt of electricity as a ranged spell attack at a creature you can see within 60 feet. This attack deals 1d6 + PB lightning damage, and you gain advantage on the attack roll if the target is wearing metal armor.


Thunder Beast: Thunder beasts are spirits of the forests, used by druids and shamans to protect the balance of nature. They manifest as blue and white lightning in the shape of a 4 legged, wolf-like creature. While active, you gain the following abilities:

  • You can cast the booming blade cantrip at will.
  • You can cast the spell thunderwave without expending a spell slot. Once you use this ability, you must take a short or long rest before you can do so again.
  • As a bonus action, you can have your thunder beast let out a deafening howl, forcing all creatures within 5 feet of you to make a Constitution saving throw. Creatures take 1d4 + PB thunder damage on a failed save.


Torchling: This minor elemental spirit manifests as a small, burning ball of fire or magma, which sheds light as a torch. While active, you gain the following abilities:

  • You can cast the fire bolt cantrip at will.
  • You gain resistance to fire damage.
  • As a bonus action, you can have your torchling fire a ball of fire at a creature you can see within 60 feet as a ranged spell attack. This attack deals 1d8 + PB fire damage on hit.


Weaveling: A spirit of the very essence of magic, the weaveling manifests as roiling orb of arcane energy, which sheds light as a torch. While active, you gain the following abilities:

  • You can cast the prestidigitation cantrip at will.
  • You can cast the spell detect magic without expending a spell slot. Once you use this ability, you cannot do so again until you take a short or long rest.
  • As a bonus action, you can have your weaveling fire a magic missile at a creature you can see within 120 feet as a ranged spell attack. This attack deals 2d4 + PB force damage on hit.


Will-o’-the-Wisp: A spirit composed of fearful and spiteful energy, the will-o'-the-wisp manifests as a hazy ball of blue flame, which sheds light as a torch. While active, you gain the following abilities:

  • You can cast the dancing lights cantrip at will.
  • You can cast the spell faerie fire without expending a spell slot. Once you use this ability, you must take a short or long rest before you can do so again.
  • As a bonus action, you can have your wisp fling a bolt of ghostly flame at a creature you can see within 60 feet as a ranged spell attack. This bolt deals 1d6 + PB psychic damage on a hit, outlining the creature in ethereal light until the start of your next turn. The next attack made against this creature adds 1d4 to the attack roll.



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