Spirit Summoner (5e Class)

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Spirit Summoner

Spirit Summoners go into a daze like trance that looks like sleeping when they enter combat but they are defended by a manifestation of fighting spirit. Some sprits cut with swords, some puncture with bows, and some sling spells that a wizard wishes he could. No matter who they summon they are valiantly defended in combat by these spirits that show themselves in dreams. These spirits couls be guardian angels, Souls determined to protect the summoner, or even an ancestor watching over their distant great-grandchild.

Indirect Fighting

As the small girl went unconscious, out from her body came a hulking behemoth that tore through the assailant like a sword through a wet paper. after she arose the behemoth was no where to be found and the survivng bandit refused to speak.


Creating a Spirit Summoner

Who is the spirit of the character? Is the spirit kind or cruel? What form does the spirit take to deal damage? Does the Spirit remember its name or even have a name?

Quick Build

You can make a Spirit Summoner quickly by following these suggestions. First, Constitution should be your highest ability score, followed by either Dexterity, Strength, or Intelligence. Second, choose the Hermit background. Third, choose

Class Features

As a Spirit Summoner you gain the following class features.

Hit Points

Hit Dice: 1d8 per Spirit Summoner level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Spirit Summoner level after 1st

Proficiencies

Armor: Light, Medium, Shields
Weapons: Simple, Longbow, Shortsword, and Rapier
Tools: Any 1 Tool
Saving Throws: Wisdom and Constution
Skills:

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) A dagger or (b) A Longbow and 20 Arrows or (c) A Longsword
  • (a) A set of Leather Armor or (b) A Chain Shirt
  • (a) An Arcane Focus or (b) A Component Pouch or (c) A Tool or Insterment you are Proficent in or (d) A Hand Crossbow with 20 bolts
  • (a) An Explorer's Pack or (b) A Diplomat's Pack or (c) A Scholar's Pack
  • If you are using starting wealth, you have 4d4 in funds.

Table: The Spirit Summoner

Level Proficiency
Bonus
Major Summons Minor Summons Features
1st +2 2 - Spirit Guardian
2nd +2 2 2 Minor Summons, Profession
3rd +2 2 3 Spiritual Expertise
4th +2 3 4 Ability Score Improvement
5th +3 3 5 Spiritual Guidance
6th +3 4 6
7th +3 4 7 Spiritual Expertise Feature
8th +3 4 8 Ability Score Improvement
9th +4 5 9 Spiritual Expertise
10th +4 5 10 Spiritual Expertise
11th +4 5 11 Spiritual Expertise Feature
12th +4 6 12 Ability Score Improvement
13th +5 6 13 Spiritual Expertise
14th +5 6 14 Spiritual Expertise
15th +5 7 15 Spiritual Expertise Feature
16th +5 7 16 Ability Score Improvement
17th +6 7 17 Spiritual Expertise
18th +6 8 18
19th +6 8 19 Ability Score Improvement
20th +6 8 20 Two Souls Become One

Spirit Guardian

As a bonus action, you may make your mortal body unconscious and use your spirit to fight in your place, This spirit shares your health, stats, and is immune to all damage excluding force damage, and magical damage from bludgeoning, piercing and slashing weapons. Additionally they are immune to all conditions except banishment. You use your action to subconsciously command the spirit however it may act independently of your commands and attack the nearest hostile creature within its range(It may move to do this) on a roll of a 1 at the start your turn. The spirit may not leave a 100ft radius circle around you and may appear anywhere within said circle upon summoning. If the spirit leaves the circle it will disappear and you may use your reaction to wake up and stand up(if not already standing). You may start with one of the Three starter Spirits. Until 3rd level you may change the summon any one type of spirit per day.

Dextrous

This spirit is equipped with a longbow and a shortbow and does not require ammunition to fire said weapons. This spirit also has two daggers that it has access to. Additionally, this spirit has Leather armor and may be given better armor if left as an offering as an action by the user. This spirit may not become a spirit with Elemental magic.

Brave

This spirit is equipped with a longsword and a greatsword. This spirit also is equipped with Hide armor and may be given better armor if left as an offering as an action by the user. Additionally, This spirit may throw a handaxe that returns to his hand after it hits or misses a target and it's unarmed damage is 1d8+Strength or 1d6+Dexterity Modifier. This spirit may not become a spirit with Dark and Light magic.

Inteligent

This Spirit is equipped with spells that it can use in combat. The spirit has any 2 cantrips of the user's choice however one must deal damage. Additionally this spirit does not need a focus for the material components of cantrips. This spirits spells and spell casing are based off of the user's intelligence, your spell save DC is 8+Intelligence Modifier+Proficiency Bonus, and the spell attack bonus is the user's Intelligence Modifier+Proficiency Bonus. This Spirit shares its armor class with its user and may be given weapons that the user can use. This Spirit may not become a barbaric spirit.

Spiritual Expertise

At 3rd level, you chose a Spiritual Expertise. Choose between Rogueish, Barbaric, Natimancer, Inanmancer, or Sanamancer. All of the Spiritual Expertises are detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

After a maximum of 1 hour, your spirit dissipates and you wake up. when you wake up you experience a short rest if your spirit has protected you for the entire duration. You may also wake up at any time and before the spirit dissipates you may use your action to switch places with it once per long rest. The spirits only hover up to 5 ft off of the ground and can maintain their hight however they cannot rise more than 5 ft beyond the level that the user's unconscious body is on, on its own. The only creatures that can see your spirit are people with darkvision, truesight, blindsight or don't rely on their eyes to see, however, your spirit cannot have advantage on an attack more than once per turn until 3rd level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

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Rogueish

Your Spirit has begun to take a more lithe and stealthy form, it may gain a hood or cloak and is able to aid you in being stealthier and more able to be a thief.

Spiritual Development

At 3rd level, you gain the ability to summon non-physical thieves tools from your spirit. Additionally, you gain proficiency in the stealth skill and this becomes expertise at 6th level.

Spiritual Quickness

Starting at 3rd Level, you can use the Bonus Action to make a Dexterity (Sleight of Hand) check, use your thieves’ tools to disarm a trap or open a lock or take the Use an Object action. You gain the ability to climb faster than normal; climbing no longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.

Evasion

Beginning at 7th level, you and your spirit can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Upon gaining this feature your unconscious body is immune to non-direct attacks.

Spiritual Assistance

By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your Proficiency Bonus, you can treat a d20 roll of 9 or lower as a 10.

Mystical Intervention

Your Spirit aids with Stealth and Silence, Your spirit may cast the following spells once per short rest, Greater Invisibility, Silence, Darkness, Hypnotic Pattern, and Mislead. You also gain the Minor Illusion and Prestidigitation Cantrips.

Barbaric

Your Spirit has begun to take a more Strong and Intimidation form, it may gain a More Metallic Armor or A Larger Weapon and is able to aid you in being Stalwart and more able to be a Fighter.

Spiritual Development

At 3rd level, your AC becomes equal to 8 + Your Strength Modifier + Your Constitution Modifier, and you gain proficiency in the Intimidation skill and this becomes expertise at level 6th. Additionally, you may use your Strength modifier when you roll an intimidation check.

Spiritual Toughness

Starting when you choose this expertise at 3rd Level. You may you can make a single melee weapon Attack as a Bonus Action on each of your turns for the next minute. Additionally, you gain 3 hit points and gain an extra hit point based on your levels in this class, and your weapon attacks score a critical hit on a roll of 19 or 20.

Extra Warrior

You and your spirit gain the extra attack feature (you can attack twice, instead of once, whenever you take the Attack action on Your Turn) and one of the following features.

  • Escape the Horde. Opportunity Attacks against you are made with disadvantage.
  • Multiattack Defense. When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.
  • Iron Soul. You may as a reaction to taking damage (Though you are unconscious this may still happen) teleport
  • Steel Will. You have advantage on Saving Throws against being Frightened.
Relentless Spirit

By 11th level, When your spirit is summoned you have 30 seconds before you go unconscious to perform any actions other than attacking. Additionally, you and your spirit may dodge or disengage as a bonus action.

Mystical Destruction

At 15th level, Whenever a creature hits you or your spirit they take force damage equal to your Constitution modifier. Additionally, your critical range expands to 18-20 and you may cast the spell Spirit Shroud, as a 3rd level spell as many times as your constitution modifier.

Natimancer(Elementalist)

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Inanmancer(Dark & Light User)

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Sanamancer(Life, Death Magic)

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Spell List

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

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2nd Level

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3rd Level

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4th Level

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5th Level

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Multiclassing

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Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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