Animist (5e Class)

From D&D Wiki

Jump to: navigation, search
Broom Icon.svg.png This page needs grammatical help. Reason: the Unravel feature reads as follow: "Beginning at 9th level, you may use your wisdom save instead of the normal save. What is this supposed to mean?


You can help D&D Wiki by improving the grammar on this page. When the grammar has been changed so that this template is no longer applicable please remove this template. If you do not understand the English language please leave comments on this page's talk page before making any edits.
Edit this Page | All pages needing grammatical help

Stub Logo.png This page is incomplete and/or lacking flavor. Reason: No fluff at all on the class, not even a description of what this class represent. Also missing some explanations on the features.Rend Spirit, for example, has no description at all, nor have a range for the ranged spell attack.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Class Features

As a Animist you gain the following class features.

Hit Points

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

Proficiencies

Armor: None
Weapons: Simple Weapons
Tools: None
Saving Throws: Wisdom and Intelligence
Skills: Choose 3 from the following: Arcana, History, Investigation, Nature, Perception, Religion, Survival,

Equipment

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

  • (a) A light crossbow and 20 bolts or (b) Any Simple Weapon
  • (a) Scholars Pack or (b) Explorers Pack
  • Leather Armor
  • One Dagger

Table: The Animist

Level Proficiency
Bonus
Features Spiritual Discoveries
1st +2 Animism: First Feature, Rend Spirit 1
2nd +2 Animist Path, Spirits within 2
3rd +2 Path Feature 3
4th +2 Ability Score Improvement 4
5th +3 Rend Spirit Enhancement 4
6th +3 Animism: Second Feature 5
7th +3 Path Feature 5
8th +3 Ability Score Improvement 6
9th +4 Unravel 6
10th +4 Animism: Third Feature 7
11th +4 Rend Spirit Enhancement 7
12th +4 Ability Score Improvement 8
13th +5 Path Feature 8
14th +5 Animism: Fourth Feature 9
15th +5 Gain Understanding 9
16th +5 Ability Score Improvement 10
17th +6 Rend Spirit Enhancement 10
18th +6 Path Feature 11
19th +6 Ability Score Improvement 11
20th +6 Deepest Understanding 12

Animism: First Features[edit]

Beginning at 1st level, an Animist can attempt to communicate with or manipulate the spirit of an object or living being as an action. wis is your spellcasting ability for these effects, and the spell does not require material components. When you use the animism class feature, choose one of the following effects:

Lesser Calm Beast: Make a handle animal check with advantage. This cannot affect magical creatures.

Lesser image: Cast the cantrip minor illusion.

Lesser Move Spirit: Cast the cantrip mage hand.

Sight unseen: Cast detect magic as a 1st level spell.

Soul link: Choose an object, you may link yourself to it. As long as you are within 10 miles of it, you know its relative distance and position to you. If it is more than 10 miles away from you, you know its general direction, but not distance. You can have a number of items linked equal to your wis modifier.

Lesser Soul Glean: You may peer into the things the soul of an object has witnessed. Make an int ( arcana ) check to determine the amount of information gleaned from the object. The more recent or emotionally volatile the event, the easier it is to glean information from, while the more distance the harder it is. Senses of emotions, vague intentions, and the sight of auras of can generally be gleaned from this reading.

Lesser Soul Read: Choose a person, you read their aura, a distinguishable spiritual fingerprint. You can tell the person's alignment and general mood and intentions, though someone skilled can still fool this.

Animism: Second Features[edit]

At 6th level you may also choose one of the following effects;

Move Spirit: As the cantrip mage hand, but the range is increased to 60 feet, you may move it at 60 feet in each of your turns, and it may carry 20 pounds.

Soul Read: As the cantrip detect thoughts.

Unnatural Soul: As the spell detect evil and good.

Animism: Third Features[edit]

At 10th level, you may also choose one of the following effects;

Soul Glean: As lesser soul glean, but you may now hear words spoken or see faces of anyone involved in the event, unless magically hidden.

Calm Beast: As lesser calm beast, but it can now affect monstrosities.

Animism: Fourth Features[edit]

At 14th level you may also choose one of the following effects:

Greater Soul Glean: You may now witness events as though you were present during the event.

Greater Move Spirit: As the cantrip mage hand, but the range is increased to 120 feet, you may move it at 120 feet in each of your turns, and it may carry 50 pounds, and it lasts until you decide to end the spell as an action.

Trap Soul: As the spell Soul Cage. Instead of in the physical cage, the soul is bound within you, and you may have only one soul trapped at a time.

Rend Spirit[edit]

Make a ranged spell attack as an action. On hit, the target takes 1d10 force damage.

You may use this ability more than once when you reach higher levels: two at 5th, three at 11th, and four at 17th. You can direct the rends at the same or different targets. Make separate attack rolls for each beam.

Animist Path[edit]

When you reach 2nd level, you decide which path of spiritual awareness you follow, the Path of the Primordial Spirit, Path of the Inner Spirit, and Path of the Outer Spirit. You gain additional features from your path selection at 3rd, 7th, 13th, and 18th levels.

Spirits Within[edit]

By your knowledge of the spirits within all, you have uncovered several Spiritual Discoveries, hidden truths you may call upon, or interactions of spirit you may use. At 2nd level, you gain two Spiritual Discoveries of your choice. Your options are detailed at the end of the class description. When you gain certain animist levels, you gain additional Discoveries of your choice, as shown in the Spiritual Discoveries Known column of the Animist table.

Ability Score Improvement[edit]

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.

Unravel[edit]

Beginning at 9th level, you may use your Wisdom save instead of the normal save.

Gain Understanding[edit]

Beginning at 15th level, if you spend one minute studying a person or creature you may have them take disadvantage for the next saving throw they make against the next animist ability you cast on them.

Deepest Understanding[edit]

When you reach 20th level, your Wisdom and Intelligence scores increase by 4, to a new maximum of 24.

Animist Paths[edit]

Path of the Primordial[edit]

Tapping into the natural spirits of the wild, the following features are bestowed upon the the animist similar to how druidic knowledge is given to the druids.

Spirits of the World

At 2nd level when you select this Path, add the following ability to your Animism class feature: You know the cantrips control flames[1], gust[2], mold earth[3] or shape water[4].

Elemental Amplification

At 3rd Level, whenever you use the Rend Spirit class feature, choose one of the following effects:

Burn: deals 1d12 fire damage per rend, and can ignite small flammable objects, such as tinder or paper

Freeze: deals 1d6 cold damage and reduces the targets movement speed by 10 ft their next turn. A creature cannot be affected by this ability more than once per turn.

Deafen: deals 1d6 thunder damage and the target loses their reaction.

Melt: all creatures in a 15-foot cone must make a Constitution saving throw, taking 1d8 acid damage per rend on a failed save, or half as much on a successful one.

Shock: all creatures in a 5-foot wide and 30-foot long line must make a Dexterity saving throw, taking 1d8 lighting damage per rend on a failed save, or half as much on a successful one. .

Spirits of the Elements

At 7th level, add the following ability to your animism class feature: As the spells Create or destroy water, Gust of Wind, Earth Tremor, or Continual Flame

Unbound Spirit

At 9th level, add the following ability to your animism class feature: At the end of a long rest, you may be under the effect of any of the following spells: fly, water walk, freedom of movement or thunder step.

One With the Elements

At 13th level, you gain the following ability: You are always under the effect of protection from energy. You may change the energy you are resistant to as a bonus action.

Call Aid

At 18th level, add the following ability to your animism class feature: As the spell conjure elemental, except that it has no duration and no concentration requirement, though you may only have 1 elemental summoned this way, and it is summoned at challenge rating 7

Path of the Inner Spirit[edit]

This path focuses on the "self." Bettering and improving ones own spirit and the spirits of those immediate to ones "self."

Self Preservation

When you select this path at 2nd level, you gain proficiency in martial weapons, light armor, and shields. Additionally, you gain 1 extra point of health per Animist level

Warrior of Spirits

At 3rd level, you add the following ability to your animism class feature; As the spells Ensnaring Strike, Compelled Dual, or the cantrip True Strike

Fighting Style

At 7th level you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Defense: While you are wearing armor, you gain a +1 bonus to AC.

Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Extra Attack

At 9th level, you gain the Extra Attack Class Feature. You can attack twice instead of once when you take the attack action on your turn

Spiritual Guide

At 13th level, you are always under the effect of the Spirit Guardians spell, with the following changes; there is no concentration component to the spell, the spirits always show up as hovering wisps, and the spell deals force damage.

Aura

At 18th level, you are always under the effect of the Stoneskin spell, with no concentration requirement.

Spiritual Discoveries[edit]

As an animist levels up, their knowledge and understanding over the spiritual realm increases. Over time they learn new ways to control the spiritual forces.

Aid Spirit

Prerequisite: 7th-level animist

Add the following ability to your Animism class feature; As the spell Bless

Animate Weapon

Prerequisite: 7th-level animist

Add the following ability to your Animism class feature; As the spell Spiritual Weapon

Armor of Spirit

You may substitute your Wisdom modifier for your Dexterity modifier as your AC bonus

Beast Speech

You may add the following ability to your animism class feature; You can naturally cast the spell Talk with Animals. The Animist hears the voices of the surrounding animals or beast, not unlike a crowd of people.

Bind Spirit

Prerequisite: 13th-level animist

Add the following ability to your Animism class feature; As the spell Animate Dead, except you may take control of up to 7 creatures this way. If you attempt to raise more than 7, the oldest one immediately crumbles into a pile of dust.

Bolster Spirit

You may add the following ability to your animism class feature; As the spell false life

Companion of Spirit

You learn the spell Find Familiar, and add it to your Animism class feature.

Communicate with Spirit

Prerequisite: 7th-level animist

You can understand any spoken language, and any creature that speaks a language can understand you.

Conceal Presence

Prerequisite: 13th-level animist

Add the following ability to your Animism class feature; As the spell Greater Invisibility

Curse Spirit

Prerequisite: 7th-level animist

Add the following ability to your Animism class feature; As the spell Hex

Divorce Spirit

Prerequisite: 13th-level animist

Add the following ability to your Animism class feature; As the spell Elemental Bane

Enhanced Rend

Prerequisite: 7th-level animist

Add 1 to any attack rolls or saving throws for your Rend Spirit class feature

Enhanced Spirits

Prerequisite: 7th-level animist

Add 1 to any saving throws against your Animism class feature

Grand Spectacle

Prerequisite: 13th-level animist

Choose two spell of 7th-level animist max from any spell list with a max use of 2 times per day. You may cast them using your Animism class feature

Greater Rend

You may add you wisdom modifier to the damage of each rend attack you make with your Rend Spirit class feature

Insightful Spirits

You gain proficiency in the Perception and Insight skills

Knowledge from Beyond

You can understand any written text, regardless of language.

Learned Spirits

you gain proficiency in the Arcana and History skills


Link Spirits

Prerequisite: 7th-level animist

You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature’s senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.

Medium Wonder

Prerequisite: 7th-level animist

Choose two cantrips from any spell list and a spell of level 4th max from any spell list with a max use of 3 times per day. You may cast them using your Animism class feature

Minor Wonder

Choose two cantrips from any spell list. You may cast them using your Animism class feature

Reaching Rend

The range of your rend spirit ability is 300 feet

Read into Spirit

Add the following ability to you Animism class feature; As the spell identify, except it takes 10 minutes to cast.

Restore Spirit

Add the following ability to your Animism class feature; as the spell Cure Wounds. You may use this ability a number of times equal to your animist levels (rounded down)

Spiritual Sight

you can see in magical and non-magical darkness up to 120 feet

Strength of the Spirits

You gain proficiency in the Athletics and Acrobatics skills

Sympathetic connection

you gain proficiency in the Deception and Persuasion skills

Tearing Spirit

Prerequisite: 7th-level animist

Add the following ability to your Animism class feature; as the spell Divine Favor

Transmute Spirit

Prerequisite: 13th-level animist

Add the following ability to your Animism class feature; As the spells Fabricate and Stone Shape

Undone

Prerequisite: 13th-level animist

Add the following ability to your Animism class feature; As the spell Counterspell, except that you always make a spellcasting ability check for spells of 3rd level or lower

Vision of Spirits

Prerequisite: 13th-level animist

Add the following ability to your Animism class feature; As the spell Arcane Eye

Ward

Prerequisite: 7th-level animist

Add the following ability to your Animism class feature; As the spell Alarm

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the animist class, you must meet these prerequisites: 13 wisdom

Proficiencies. When you multiclass into the animist class, you gain the following proficiencies: light armor, shortsword

0.00
(0 votes)

Back to Main Page5e HomebrewClasses

  1. D&D 5e SCAG p.152
  2. D&D 5e SCAG p.157
  3. D&D 5e SCAG p.162
  4. D&D 5e SCAG p.164
Home of user-generated,
homebrew pages!


Advertisements: