Spirit Conjurer (5e Class)

From D&D Wiki

Jump to: navigation, search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Mechanics from 5e D&D need to be added to the features. Almost no class page is in a finished state when it is first posted. For guidance, see the 5e Class Design Guide.


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 When the flavor has been changed so that this template is no longer applicable please remove this template.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

Spirit Conjurer[edit]

Ancestry of Connection[edit]

Spirit conjurers summon the spirits of their ancestors to assist them in their adventures. These spirits take the form of a creature in death, allowing them to pass seamlessly from the spirit world into the land of mortals. As a child, a person trained in the art of using your ancestor's spirits typically forms a bond with their own manifestation of spirit, called different things in different cultures and languages. This "spirit animal" can help you at any time, and as you grow in power, your spirit becomes stronger. As your ancestor's spirits stay in the spirit world, they grow in power and only the most skilled conjurers can summon them into the land of mortals. Newly departed spirits are weaker and can be summoned with ease. Adventure and maybe you can become strong enough to bring your most powerful ancestor spirits into the world for your enemies to fear!

Creating a Spirit Conjurer[edit]


Quick Build

You can make a Spirit Conjurer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity or Constitution. Second, choose the Sage background. Third, choose a quarterstaff, Woodcarver's tools, calligrapher's tools, and a Scholar's pack.

Class Features

As a you gain the following class features.

Hit Points

Hit Dice: 1d6 per level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per level after 1st

Proficiencies

Armor: Shields
Weapons: Simple, Whips
Tools: Any two artisan's tools, musical instruments, or gaming sets
Saving Throws: Charisma, Constitution
Skills: Choose any 2

Equipment

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

  • (a) A quarterstaff or (b) A whip or (c) Any simple weapon
  • (a) Woodcarver's Tools and Calligrapher's Tools or (b) Any two artisan's tools, musical instruments, or gaming sets
  • (a) Dungeoneer's Pack or (b) Explorer's Pack or (c) Scholar's Pack
  • If you are using starting wealth, you have 4d4 x 10gp in funds.

Table: The

Level Proficiency
Bonus
Features
1st +2 Special Grade Summon, Grade 1 Summoning, Summon Specialty
2nd +2 Bolster Defense
3rd +2 Harness Spirits
4th +2 Ability Score Improvement, Subclass Feature
5th +3 Spirit Speech
6th +3 Soul Padding
7th +3 Subclass Feature, Grade 2 Summoning
8th +3 Ability Score Improvement
9th +4 Cheat Death
10th +4 Subclass Feature
11th +4 Symbiotic Souls
12th +4 Ability Score Improvement, Tactical Refiguring
13th +5 Subclass Feature, Grade 3 Summoning
14th +5 Spiritual Form
15th +5 Multi-Summon
16th +5 Ability Score Improvement, Subclass Feature
17th +6 Convert Lifeforce
18th +6 Hardy Apparitions
19th +6 Ability Score Improvement
20th +6 Special Grade Dual Conjure

Special Grade Summon[edit]

At 1st level, if you spend one hour meditating and casting a special summoning ritual, you gain the service of a powerful creature, called a "Guardian", "Spirit Animal", "Familiar" or other such name. This "Guardian" looks and acts however you wish, it appears in an unoccupied space within 10 feet and has a type that matches the subclass you chose. Your guardian acts independently of you, but it always obeys your commands. In combat, it rolls it's own initiative and acts on it's own turn. When the guardian drops to 0 hit points, it is knocked unconscious and remains for 1 minute. After that time, it disappears if it has not gained at least 1 hit point in that time. If it disappears, you must use this ritual again to re-summon it. As an action, you can dismiss your guardian into the spirit world where it awaits your command, and you can summon it back only using an action.

The stats for the special grade summon are as follows. ("prof." refers to your proficiency bonus)

Tiny, small or medium 
AC- 10 +prof.
Hit points- 4x your level.
Speed- 30
Str-10 Dex-10 Con-10 Int-10 Wis-10 Cha-10
Senses- Passive Perception 10
Languages- All the languages that you speak
Challenge- N/A
The guardian has the following action
Unarmed strike- +prof. to hit. 1d6 bludgeoning, piercing, or slashing damage (choose when you choose how it looks)

_____________________________________ The subclasses add extra features to it, but for now, you may add up to 18 ability score points onto its base stats and change them accordingly. You can spend ability score points to add land speed (2 points per 5 extra), a flying, swimming, burrowing, or climbing speed (4 points for 20 feet, 2 per 5 feet extra), darkvision (1 point per 30 feet), or AC (3 points per +1)

Whenever you would get an ability score improvement, your guardian does also.

Summon Specialty[edit]

At 1st. level, you chose a summon specialty, a distinction of which type of creature you are the most skilled at summoning. Choose between Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plants, or Undead, all detailed at the end of the class description. Your choice grants you features at 1st level and again at 4th, 7th, 10th, 13th, and 16th level. This choice also decides what type your guardian is. Any creature of the type you chose that you summon can add your proficiency modifier to it's attack rolls, saving throws, and skill checks that it is proficient in. It also has a number of temporary hit points equal to twice your spirit conjurer level when you summon it.

Save DC and modifier[edit]

Some effects require a save DC or spell attack modifier. Your ability save DC and modifier is charisma. DC- 8+ proficiency bonus+ charisma modifier. SAM- Proficiency bonus+ charisma modifier.

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.

Grade 1 Summoning[edit]

At 1st level, if you spend an action casting a special summoning ritual, you gain the service of a creature of CR 1/8 or lower. The CR of the statblock you can pick from increases at level 4 (CR1/4), level 7 (CR1/2), level 10 (CR1), level 13 (CR2), and level 16 (CR3). It appears in an unoccupied space within 30 feet and has a type that matches the subclass you chose. The summon acts independently of you, but it always obeys your commands. In combat, it rolls it's own initiative and makes it's own turn. The spirit remains for 1 hour or until it drops to 0 hit points. It then disappears and goes back to the spirit world. You can use this ability a number of times equal to your constitution modifier plus your proficiency bonus. You regain 2 uses of this ability upon finishing a short rest, and all uses of this ability upon finishing a long rest.

Bolster Defense[edit]

At level 2, you and your nearest summon gain a +1 bonus to AC if you are within 30 feet of one of your summons. This bonus increases to +2 at level 10, and +3 at level 17. Beginning at level 9, this bonus applies to all of your summons.

Harness Spirits[edit]

At level 3, when you make an ability check and you don't have advantage on the roll, you can call upon the spirit of a creature to give you advantage on the ability check. You must do this before making the roll. You can use this feature once per long rest. This increase to 2 times at level 8, and 3 times at level 19. Beginning at level 8, you may use this feature to give yourself advantage on an attack roll or saving throw.

Spirit Speech[edit]

At level 5, you gain the ability to speak directly into the soul of someone near you. You can speak into the soul of anyone within 60 feet of you, functioning like telepathy. However, they cannot speak back to you in this way. You can also use this feature as a reaction to when someone makes an attack roll within 60 feet of you and speak into their mind, causing them to fumble and giving them disadvantage on the attack roll. You can use the reaction part of this feature an amount of times equal to your charisma modifier and regain spent uses after a long rest. Additionally, you may cast "speak with dead" once per short or long rest, requiring no material components.

Soul Padding[edit]

At level 6, pieces of the spirit world start emanating from you while you sleep and swirling around you as you wake. When you finish a long rest, you gain temporary hit points equal to your level in this class. When you finish a short rest, you gain temporary hit points equal to your constitution modifier. These temporary hit points disappear if you choose to gain more with this feature.

Grade 2 Summoning[edit]

At 7th level, if you spend an action casting a special summoning ritual, you gain the service of a creature of CR 2 or lower. The CR of the statblock you can pick from increases at level 10 (CR3), level 13 (CR4), level 16 (CR5), and level 20 (CR6). It appears in an unoccupied space within 30 feet and has a type that matches the subclass you chose. The summon acts independently of you, but it always obeys your commands. In combat, it rolls it's own initiative and makes it's own turn. The spirit remains for 10 minutes or until it drops to 0 hit points. It then disappears and goes back to the spirit world. You can use this ability a number of times equal to your constitution modifier. You regain 1 use of this ability upon finishing a short rest, and all uses of this ability upon finishing a long rest.

Cheat Death[edit]

At level 9, you can cast the spell "raise dead" once per week without spending material components. If you die while this ability has a use left, it immediately activates and casts the spell on you. Additionally, you have advantage on death saving throws and if you become stable with 0 hit points, you gain 1 hit point.

Symbiotic Souls[edit]

At 11th level, if you and one of your summons are within 5 feet of eachother, you each regain a number of hit points equal to your constitution modifier at the beginning of each of your turns.

Tactical Refiguring[edit]

At level 12, as an action, you can choose any number of you summons within 60 feet of you, and swap their places out for yourself or another of your summons within the area. Any willing creature with a soul can be moved in this way as well. You can use this feature a number of times equal to half your charisma modifier rounded down (minimum of 1) and regain all uses of this ability on a long rest.

Grade 3 Summoning[edit]

At 13th level, if you spend your full turn casting a special summoning ritual, you gain the service of a creature of CR 6 or lower. The CR of the statblock you can pick from increases at level 16 (CR8), and level 20 (CR10). It appears in an unoccupied space within 30 feet and has a type that matches the subclass you chose. The summon acts independently of you, but it always obeys your commands. In combat, it rolls it's own initiative and makes it's own turn. The spirit remains for 1 minute or until it drops to 0 hit points. It then disappears and goes back to the spirit world. You can use this ability a number of times equal to half of your constitution modifier rounded down (minimum 1). You regain all uses of this ability upon finishing a long rest.

Spiritual Form[edit]

At level 14, by spending 1 minute forming your material body to resemble a spirit, you can cause yourself to be under the effects of an etherealness spell. Once you use this ability, you cannot use it again until you finish a long rest.

Multi-Summon[edit]

At level 15, when you use your action to summon a spirit, you can choose a number of spirits that have a total CR of 15. You summon them all in one action. You can use this feature once per long rest. At level 20, you can go up to a total CR of 18 and you can use this feature twice between long rests.

Convert Lifeforce[edit]

At level 17, you can sacrifice your own hit points to heal your summons. As a bonus action, you can choose one of your summons within 60 feet of you. For every hit point you spend from your own, you can heal your target for 1 hit point. Additionally, if you are brought to 0 hit points but not killed outright, your lowest CR spirit that you had summoned disappears and you are dropped to 1 hit point instead.

Hardy Apparitions[edit]

At level 18, any spirits you summon have resistance to nonmagical bludgeoning, piercing, and slashing damage.

Special Grade Dual Conjure[edit]

At level 20, as a bonus action, you may split your guardian into 2 separate beings for 1 minute. They both have the same statistics as they would have as 1 creature. They roll initiative and take turns separately. You can use this feature a number of times equal to your charisma modifier, and regain all uses after a long rest.

Aberration[edit]

At at level 1, your guardian gets darkvision out to a range of 60 feet. If it already has darkvision, it is extended by 30 feet.

At level 4, your guardian can cast detect magic once per short or long rest.

At level 7, your guardian can release an ear-piercing screech, dealing 5d4 psychic damage in a 30-foot radius to anyone who failed a wisdom save. Once per long rest.

At level 10, your guardian gains 60-foot radius telepathy. It can use this at will.

At level 13, your guardian deals an extra 1d8 psychic damage with it's melee attacks.

At level 16, you gain all of the previous subclass traits while your guardian is within 60 feet of you.

Beast[edit]

At level 1, your guardian has advantage on attack rolls against a creature if at least one of the guardian's allies is within 5 feet of the creature and the ally isn't incapacitated.

At level 4, your guardian gains a +1 to AC.

At level 7, your guardian gains an extra attack.

At level 10, your guardian can hold it's breath for up to 30 minutes.

At level 13, your guardian can move up to it's speed towards a hostile creature as a bonus action.

At level 16, you gain all of the previous subclass traits while you are within 60 feet of your guardian.

Celestial[edit]

At level 1, your guardian resists necrotic and radiant damage.

At level 4, your guardian gains a flying speed of 30 feet. If it already has a flying speed, it is increased by 15 feet.

At level 7, your guardian gains an extra attack.

At level 10, your guardian can cast the cure wounds spell once per long rest.

At level 13, your guardian has advantage on saving throws against magic.

At level 16, you gain all of the previous subclass traits while you are within 60 feet of your guardian.

Construct[edit]

At level 1, your guardian has immunity to the charmed, exhaustion, frightened, paralyzed, petrified, and poisoned conditions.

At level 4, your guardian is immune to poison and psychic damage.

At level 7, your guardian gets +1 AC.

At level 10, your guardian is immune to any spell or effect that would alter it's form.

At level 13, your guardian gets 120 feet of darkvision.

At level 16, you gain all of the previous subclass traits while you are within 60 feet of your guardian.

Dragon[edit]

At level 1, your guardian gains a breath weapon as per the dragonborn race a number of times per long rest equal to your constitution modifier.

At level 4, your guardian gains a flying speed of 30 feet. If it can already fly, it gets +15 feet to it's flying speed.

At level 7, your guardian is resistant to the type of damage it's breath weapon inflicts.

At level 10, your guardian can choose any number of creatures within 60 feet of it. Each of them must succeed on a wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of it's turns, ending the effect on a success and being immune for 24 hours.

At level 13, your guardian gains blindsight out to a range of 30 feet.

At level 16, you gain all of the previous subclass traits while you are within 60 feet of your guardian.

Elemental[edit]

At level 1, your guardian gains an extra speed. Flying-Air/Burrowing-Earth/Swimming-Water/Climbing-Fire. This new speed is 30 feet.

At level 4, your guardian gains +1 AC.

At level 7, your guardian can make an extra attack.

At level 10, your guardian deals double damage to objects and structures.

At level 13, your guardian can cast one spell once per long rest. Feather fall-Air/Shield-Earth/Fog cloud-Water/Burning hands-Fire

At level 16, you gain all of the previous subclass traits while you are within 60 feet of your guardian.

Fey[edit]

At level 1, your guardian can cast the faerie fire spell once per long rest.

At level 4, your guardian gains a flying speed of 30 feet. If you already have a flying speed, it is instead increased by 15 feet.

At level 7, your guardian gains darkvision out to a range of 60 feet.

At level 10, your guardian can force a target within 30 feet of it to make a wisdom saving throw or become charmed by it for 1 minute.

At level 13, your guardian has advantage on saving throws against spells and other magical effects.

At level 16, you gain all of the previous subclass traits while you are within 60 feet of your guardian.

Fiend[edit]

At level 1, your guardian resists cold and fire damage.

At level 4, your guardian gains a flying speed of 30 feet. If it already had a flying speed, it instead gains +15 flying speed.

At level 7, your guardian gets an extra attack.

At level 10, your guardian can see in nonmagical and magical darkness out to a range of 120 feet.

At level 13, your guardian can force one target within 30 feet of it to make a wisdom saving throw or be charmed by it for 1 minute.

At level 16, you gain all of the previous subclass traits while you are within 60 feet of your guardian.

Giant[edit]

At level 1, your guardian's unarmed strike does 2d6 damage instead of 1d6.

At level 4, your guardian gains an extra 1 hp per level, and continues to get it from this point onwards.

At level 7, your guardian gains darkvision out to a range of 60 feet.

At level 10, your guardian gains proficiency in strength and constitution saving throws.

At level 13, your guardian gets a +2 to AC.

At level 16, you gain all of the previous subclass traits while you are within 60 feet of your guardian.

Humanoid[edit]

At level 1, your guardian can wear armor and wield weapons if given them. It cannot operate magic items, however.

At level 4, your guardian can operate magic items and can attune to up to 3 magic items.

At level 7, your guardian can have an amount of class levels equal to half of your levels in this class.

At level 10, your guardian gets an extra ability score point every time it gains an ability score improvement.

At level 13, your guardian gains proficiency in all saving throws.

At level 16, you gain all of the previous subclass traits while you are within 60 feet of your guardian.

Monstrosity[edit]

At level 1, your guardian's unarmed damage die becomes 2d6, instead of 1d6.

At level 4, your guardian can choose to attack recklessly, gaining advantage on attack rolls this turn, but attack rolls have advantage on it until it's next turn.

At level 7, your guardian gains an extra attack.

At level 10, your guardian gains a +10 to all speeds.

At level 13, your guardian can move up to it's movement speed towards a hostile creature as a bonus action.

At level 16, you gain all of the previous subclass traits while you are within 60 feet of your guardian.

Ooze[edit]

At level 1, your guardian can move through openings at small as 1 inch without squeezing.

At level 4, your guardian is immune to the blinded, charmed, deafened, exhaustion, frightened, and prone conditions.

At level 7, your guardian can climb across walls and ceilings without having to make an ability check.

At level 10, your guardian can cast the disguise self spell once per long rest.

At level 13, your guardian can form itself to take on the form of any medium or smaller being. Being told apart requires an intelligence (investigation) check against your save DC.

At level 16, you gain all of the previous subclass traits while you are within 60 feet of your guardian.

Plants[edit]

At level 1, your guardian is immune to the blinded and deafened conditions.

At level 4, your guardian appears to be a normal plant if it isn't moving.

At level 7, your guardian gains 1 hit point for every level you have and it continues to get 1 every time you level up.

At level 10, your guardian regenerates 10 of it's hit points at the beginning of it's turns unless it's at 0 hit points.

At level 13, your guardian gains blindsight to a range of 30 feet.

At level 16, you gain all of the previous subclass traits while you are within 60 feet of your guardian.

Undead[edit]

At level 1, your guardian poison damage and the poisoned condition.

At level 4, your guardian regains hit points equal to your constitution modifier when it deals damage to an enemy.

At level 7, your guardian can make a constitution saving throw (DC 5+ damage taken) when it drops to 0 hit points. On a success, it drops to 0 hit points unless the damage is from radiant damage or a critical hit.

At level 10, your guardian can force a creature within 30 feet of it to make a wisdom saving throw, becoming stunned on a failed save.

At level 13, your guardian deals an extra amount of necrotic damage on a hit equal to your charisma modifier.

At level 16, you gain all of the previous subclass traits while you are within 60 feet of your guardian.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Spirit Conjurer class, you must meet these prerequisites: 13 Charisma

Proficiencies. When you multiclass into the Spirit Conjurer class, you gain the following proficiencies: Whips, 1 artisan's tool of your choice.

0.00
(0 votes)

Back to Main Page5e HomebrewClasses<!-makes use of animals or other creatures without the religion of druids or rangers, often lacks magic-><!-makes use of nature and animals through magic with an element of religion-><!-transforms into something completely different-><!-pact-based arcane caster-><!-gains power through knowledge, almost always spellcaster-><!-keep this category if the class uses multiple tags-><!-class does not use tags and does not fall into any of the archetypes of the tags above-><!-class is designed as a variant to a first party core class->-->

Home of user-generated,
homebrew pages!


Advertisements: