Spirit Lord (5e Class)

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Spirit Lord[edit]

(Inspired by the Ritualist class from Guild Wars 1)

What is a Spirit Lord?[edit]

A communer between the dead and the living, you summon spirits to aid the living. Your studies of the dead and ethereal plane have allowed you to summon spirits, and call them to your aid. Studying death is a dark path, and reveals to you many evil doings. Your own purpose is to be decided: will you call on spirits and deliver their final wishes, or will you condemn your enemies to join them?

Creating a Spirit Lord[edit]

3885421158_a8d3d51e23_b.jpg
An Aggressive Spirit (Credit: xstarrx on Flickr.)

Did someone train you? What inspired your obsession with the dead? Why would you want to bring the dead temporarily? Are you searching for a certain spirit, or do you just wish to manipulate the dead? Are you trying to find a way to avoid death? Are you inspired by other Spirit Lords? Where did you study? One of the key ideas in being a Spirit Lord is having a purpose for manipulating souls of the dead - there is no way that this is a welcome practice, or that it does not come at a cost. Are you more interested in the theory (spellcasting) or the practice (summoning and fighting)? Are you more of a healer (passive) or destroyer (aggressive)?

Quick Build

You can make a Spirit Lord quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution or Dexterity. Second, choose the Acolyte, Far Traveller or Inquisitor background. Third, choose a Shortsword, Arcane Focus, Explorer's Pack and 1 Dagger

Class Features

As a Spirit Lord you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light Armor
Weapons: Simple Weapons
Tools: None
Saving Throws: Wisdom, Intelligence
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, Religion, Survival

Equipment

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

  • (a) Light Crossbow (20 bolts) or (b) Shortsword
  • (a) Component Pouch or (b) Arcane Focus (usually a Staff adorned with bones)
  • (a) Scholar's Pack or (b) Explorer's Pack
  • 1 Dagger
  • If you are using starting wealth, you have 3d4 x 10gp in funds.

Table: The Spirit Lord

Level Proficiency
Bonus
Features Spirit Maximum Cantrips Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Spirit Bond 1 3 2
2nd +2 The Spiritual Path 1 3 3
3rd +2 2 3 4 2
4th +2 Ability Score Improvement 2 4 4 3
5th +3 3 4 4 3 2
6th +3 The Spiritual Path 3 4 4 3 3
7th +3 4 4 4 3 3 1
8th +3 Ability Score Improvement 4 4 4 3 3 2
9th +4 5 4 4 3 3 3 1
10th +4 The Spiritual Path 5 5 4 3 3 3 2
11th +4 6 5 4 3 3 3 2 1
12th +4 Ability Score Improvement 6 5 4 3 3 3 2 1
13th +5 7 5 4 3 3 3 2 1 1
14th +5 The Spiritual Path 7 5 4 3 3 3 2 1 1
15th +5 8 5 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 8 5 4 3 3 3 2 1 1 1
17th +6 9 5 4 3 3 3 2 1 1 1 1
18th +6 The Spiritual Path 9 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 9 5 4 3 3 3 3 2 1 1 1
20th +6 Death Pact 9 5 4 3 3 3 3 2 2 1 1

Spellcasting[edit]

At 1st level, you know three cantrips of your choice from the Spirit Lord Spell List (recommended: Spirit of Pain). You learn additional Spirit Lord cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Spirit Lord table.

Spell save DC = 8 + your Proficiency Bonus + your Wisdom modifier
Spell attack modifier = your Proficiency Bonus + your Wisdom modifier


Preparing and Casting Spells

The Spirit Lord table shows how many spell slots you have to cast your spirit lord spells of 1st level and higher. To cast one of these spirit lord spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of spirit lord spells that are available for you to cast, choosing from the Spirit Lord Spell List. When you do so, choose a number of spirit lord spells equal to your Wisdom modifier + Your Spirit Lord Level (minimum of one spell). The spells must be of a level for which you have spell slots.

You can also change your list of prepared spells when you finish a long rest. Preparing a new list of spirit lord spells requires time spent in meditation: at least 1 minute per spell level for each spell on your list.


Ritual Casting

You can cast a spirit lord spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your spells. This is usually a staff adorned with small bones of creatures.

Defensive_binding_spirit.jpg
A Passive Spirit (Credit: Guild Wars wiki website.)

Spirit Bond[edit]

Starting at 1st Level, through studies of the dead, you are able to summon lost spirits. The maximum number of spirits you can have summoned at any one time is listed in the Spirit Lord table above. Your bonds with the spirits grant benefits to you and your allies. The following details are the rules for spirits:

  • Spirits are either aggressive (can attack) or passive (cannot attack). Spirits can only take the actions specified in their spell descriptions, and act on your turn in combat.
  • Only 2 of the same type of spirit can exist at any given time. Summoning a 3rd spirit of the same type will cause another to be destroyed.
  • Spirits can take their first action when summoned (subject to the rules in the table below)
  • Spirit attacks do not add ability modifiers to the damage (unless you follow the Path of the Summoner).
  • Spirits do not gain proficiency bonuses.
  • Spirits occupy a 5ft space. Creatures that move through that space take 1 Psychic damage, as they endure a horrific experience moving through a spirit.
  • Spirits have 0 movement speed. Spirits cannot levitate or fly (spirits have resistance to fall damage).
  • Spirits have condition immunities similar to the undead: Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
  • Spirits are resistant to Cold and Necrotic damage.
  • Spirits are vulnerable to Radiant damage.
  • CON = 8 + Spirit Maximum.
  • DEX = 8 + Spirit Maximum.
  • AC = 8 + Spirit Maximum. Spirits do not provide cover.
  • MaxHealth = 6*Spirit Maximum. Spirits can only be healed by you (a Spirit Lord), or through their actions.
  • Spell Save DC for spirits is the same as your Spell Save DC (see Spellcasting)
  • If you fall unconscious, your aggressive spirits attack random creatures, including allies. If you die, the spirits fade from existence.
  • If you are incapacitated, so are your spirits.

Furthermore, commanding your spirits requires your time. On your turn, a limited number of spirits can take the action as described in their spells. Other summoned spirits remain dormant for the round. You can use expend an action or bonus action to command your spirits, allowing more of them to take their actions.

Cost Levels 1-4 Levels 5-10 Levels 11-16 Levels 17-20
No Cost 0 1-2 1-2 1-3
Bonus Action 1 3 3-5 4-6
Action 2 4-5 6-8 7-9

The Spiritual Path[edit]

At 2nd level, you chose a Spiritual Path. Choose between the Path of the Summoner, the Path of the Banisher, or the Path of the Spirit Warrior, all detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 10th, 14th and 18th level.

  • Path of the Summoner: You seek to use your knowledge of the spirits to bring them into the material plane once again, that they might fight on your behalf, or protect your allies.
  1. 2nd Level: Summoner(1)
  2. 6th Level: Summoner(2), Damned Soul (1)
  3. 10th Level: Summoner(3), Strengthened Bond
  4. 14th Level: Summoner(4), Spirit Boon
  5. 18th Level: Summoner(5), Damned Soul (2), Spirit of Empowerment


  • Path of the Banisher: You seek to use your knowledge of death to bring it swiftly upon wrongdoers, using spirits to make your attacks stronger and sometimes unpredictable. Being self-proclaimed judge & jury comes at a cost - you know the only way down is path is through sacrifice
  1. 2nd Level: Vengeance, Vow of Judgement
  2. 6th Level: Flesh Sacrifice, Spirit Flesh
  3. 10th Level: Eye Sacrifice, Spirit Sight
  4. 14th Level: Skin Sacrifice, Spirit Skin
  5. 18th Level: Heart Sacrifice, Spirit Heart


  • Path of the Spirit Warrior: You seek to use your knowledge of the spirits to harness their energy through weaponry, dealing harsher blows.
  1. 2nd Level: Spirit Warrior, Spirit Weapon
  2. 6th Level: Spirit Savant
  3. 10th Level: Extra Attack, Spirit Walk
  4. 14th Level: Spirit Strength
  5. 18th Level: Spirit Army


Ability Score Increase[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.


Death Pact[edit]

At 20th Level, you are at unity with the spirits and make an ultimate pact with them. Should you die, your body will no longer be accepting to your soul as a vessel. For 8 hours, your spirit is free to wander in the Etherial plane and find a new dead body to inhabit, provided the body would still be able to function for a living being. Alternatively, if you are resurrected in some way, you return as a spirit, and must find a new willing body to return to. If this body belongs to a different race, you lose the racial benefits of your old body, and gain the racial benefits of your new one (see Reincarnate). Choose one of the following pacts:

  • Pact of the Spirit: As a bonus action, you can summon spirits which would normally cost a level 4 spell slot or lower as cantrips.
  • Pact of the Mind: Your Wisdom ability score increases by 4. Your maximum for that score is now 24. You learn an additional 3 spells.
  • Pact of the Body: Your Constitution ability score increases by 2. Your maximum for that score is now 22. You can cast Etherealness (7th level), and False Life (at 3rd level) at will.


Path of the Summoner[edit]

You seek to use your knowledge of the spirits to bring them into the material plane once again, that they might fight on your behalf, or protect your allies.

Summoner

2nd Level. You seek to summon more potent spirits. You gain 1 Summoner point, to be invested in a branch of your choosing from the table below. You gain another point at 6th, 10th, 14th and 18th level. You can choose to invest in 1 branch only to gain the full benefits, or in multiple branches to gain small benefits from each.

  • Channeling of the Dead: Your spirits channel their aggression into more powerful attacks.
  • Communing of the Dead: Your spirits offer their protection to your allies.
  • Restoring of the Dead: Your spirits offer their aid in keeping your allies healthy & alive.
Points Invested Channeling of the Dead Communing with the Dead** Restoring from the Dead
1 Aggressive spirits deal 1d4 bonus necrotic damage Spirits gain 1 bonus AC, +1 DEX Spirits gain 10 bonus max health, +1 CON, You and your spirits have a 1d4 healing bonus with spells
2 Aggressive spirits deal 1d6 bonus necrotic damage, Spirits gain +1 to attack rolls Spirits gain 2 bonus AC, +1 DEX, Allies within 5ft of a spirit gain 1 bonus AC Spirits gain 20 bonus max health, +1 CON, You and your spirits have a 1d6 healing bonus with spells
3 Aggressive spirits deal 1d8 bonus necrotic damage, Spirits gain +2 to attack rolls Spirits gain 3 bonus AC, +2 DEX, Allies within 10ft of a spirit gain 1 bonus AC Spirits gain 30 bonus max health, +2 CON, You and your spirits have a 1d8 healing bonus with spells
4 Aggressive spirits deal 1d10 bonus necrotic damage, Spirits gain +2 to attack rolls, Spirits attack twice Spirits gain 4 bonus AC, +2 DEX, Allies within 10ft of a spirit gain 2 bonus AC Spirits gain 40 bonus max health, +2 CON, You and your spirits have a 1d10 healing bonus with spells
5 Aggressive spirits deal 1d12 bonus necrotic damage, Spirits gain +3 to attack rolls, Spirits attack twice Spirits gain 5 bonus AC, +3 DEX, Allies within 15ft of a spirit gain 2 bonus AC Spirits gain 50 bonus max health, +3 CON, You and your spirits have a 1d12 healing bonus with spells
    • Note: The benefits do not stack - an ally within 5ft of 2 spirits will not gain +1AC from each spirit, only +1AC overall
Damned Soul

6th Level. Before a creature makes a saving throw against one of your spirits attacks, you can increase the Spell Save DC by 3. Once you use this feature, you may not do so again until after a short rest.

At 18th level, you can increase the Spell Save DC by 4, and use this feature twice before a short rest


Strengthened Bond

10th Level. You connection to the spirits has grown deeper, allowing their actions to use your strength. Whenever your spirits make a roll to damage a creature or heal an ally, add your spellcasting modifier to this roll.

Once per short rest, you can cast Speak with Dead without expending a spell slot


Spirit Boon

14th Level. The spirits grow more accepting of your summons through your frequent practice. You can cast spells which summon spirits as a bonus action instead of an action. You can use this feature a number of times equal to your Wisdom modifier per long rest.


Spirit of Empowerment

18th Level. A Spirit of Empowerment (passive) is forever your companion, and is always in the space you last occupied during your movement (including involuntary movement). The spirit of empowerment has no actions on its turn. While it is alive, damage is split between you and the spirit, with you each taking half damage. The spirit is "invisible". Creatures that pass through the spirit take 1 psychic damage, as the creature experiences an uncomfortable and inexplicable sensation. Creatures of your choice are not affected by this. After each long rest, choose how the spirit empowers you. If the spirit dies, its benefits disappear. The spirit returns once you successfully complete a long rest.

  • Channeling: The Spirit of Channeled Empowerment grants you +1 to your attack rolls, and +1d4 necrotic to your damage rolls on spells or attacks. Your spirits do not receive this benefit.
  • Communing: The Spirit of Communed Empowerment grants you +1 AC and resistance to a damage type of your choice (this must be decided when you choose this empowered spirit). Your spirits do not receive this benefit.
  • Restoring: The Spirit of Restored Empowerment grants you health equal to your Wisdom modifier at the start of each of your turns, up to half your maximum hp.

Path of the Banisher[edit]

You seek to use your knowledge of death to bring it swiftly upon wrongdoers, using spirits to make your attacks stronger and sometimes unpredictable. Being self-proclaimed judge & jury comes at a cost - you know the only way down is path is through sacrifice

Vengeance

2nd Level. When you kill a creature, you can use your reaction to immediately draw its spirit out. A Spirit of Vengeance (aggressive) rises from the corpse. You can use this feature a number of times equal to your Wisdom modifier.

Spirit of Vengeance: 30ft range. On its turn, the spirit makes two ranged/melee attacks using your spell modifier, dealing 1d4 necrotic damage. (This damage is increased to 1d6 at 6th level, 1d8 at 10th level, 1d10 at 14th level, 1d12 at 18th level)

Vow of Judgement

2nd Level. You pass judgement and sentence on others, condemning their spirits in ways you see fit. Your punishments can be swift or torturing. You learn to use lost spirits as a weapon in a manner which you see fit. You gain access to the following spells as you gain levels in the Spirit Lord class:

  • 3rd Level (Level 2 Spells):
  1. Phantasmal Force
  2. Spirit Swap (Bonus Action, 60ft range) You use your knowledge of the ethereal plane. Swap places with a spirit within range. Once you do so, your movement does not provoke opportunity attacks until the start of your next turn.
  • 5th Level (Level 3 Spells):
  1. Bestow Curse
  2. Feign Death (Ritual)
  • 7th Level (Level 4 Spells):
  1. Banishment
  2. Phantasmal Killer
  • 9th Level (Level 5 Spells):
  1. Contagion
  2. Consume Soul (Action, 60ft range) Target a spirit and creature in range. The spirit is immediately destroyed, and all creatures except the one targeted within 15ft must make a Dexterity save. On a failed save, they take 10d6 necrotic damage. For each spell slot cast above 5th, you deal an additional 1d6 damage, and can target an additional creature to be immune from the effects.
  • 11th Level (Level 6 Spells):
  1. Soul Cage
  • 13th Level (Level 7 Spells):

You learn how to summon the cremated ashes of the seven acclaimed Spirit Lords, drawing on their powers. You are able to temporarily summon the urns that hold their ashes. If you drop the urn by failing a constitution save to maintain concentration, the urn explodes with spiritual force. You may also choose to drop or throw the urn yourself as a bonus action. Choose 2 spells from the list below. (Action, self, Requires Concentration, 1 minute duration)

  1. Attuned was Songkai - Summon the Ashes of Songkai (1-handed), which can act as a spell focus. While you hold his ashes, summoning spirits costs bonus actions instead of actions. If you drop his ashes, an explosion causes spirits within 30ft to be healed for 2d12, as his ashes return to his final resting place.
  2. Cruel was Daoshen - Summon the Ashes of Daoshen (1-handed), which can act as a spell focus. While you hold his ashes, your spell save DC is increased by 2, and you can cast Command at will as a 2nd level spell. If you drop his ashes, an explosion causes creatures within 15ft to make a Constitution save. On a failed save, they take 2d8 acid damage and are blinded until the end of their next turn. His ashes return to his final resting place. You are not affected by this explosion.
  3. Destructive was Glaive - Summon the Ashes of Glaive (1-handed), which can act as a spell focus. While you hold his ashes, your damaging spells deal an extra 2d10 necrotic damage. If you drop his ashes, an explosion causes creatures within 5ft take 2d12 thunder damage, as the ashes return to his final resting place. You are not affected by this explosion.
  4. Energetic was Lee Sa - Summon the Ashes of Lee Sa (1-handed), which can act as a spell focus. While you hold her ashes, you are under the effects of the spell Haste. If you drop her ashes, an explosion causes creatures within 5ft to make a Dexterity save. On a failed save, they take 2d8 thunder damage and are knocked back 10ft. Her ashes return to her final resting place. You do not feel the wave of lethargy that normally follows the end of the effects of Haste.
  5. Mighty was Vorizun - Summon the Ashes of Vorizun (1-handed), which can act as a spell focus. While you hold his ashes, you have +2 to attack rolls and +2d4 to damage rolls with weapons. If you drop his ashes, an explosion causes creatures within 15ft to make a Wisdom save. On a failed save, they take 2d8 Psychic damage and are frightened until the end of their next turn. His ashes return to their final resting place. You are not affected by this explosion.
  6. Protective was Kaolai - Summon the Ashes of Kaolai (1-handed), which can act as a spell focus. While you hold his ashes, you have +4AC. As a reaction, after an attack is made against a target within 5ft, you may choose to be the target of the attack instead. Your AC is then used for the attack, causing it to potentially miss. If you drop his ashes, an explosion envelops the bodies of creatures of your choice within 15ft, granting them +2AC until the end of their next turns, as his ashes return to his final resting place.
  7. Resilient was Xiko - Summon the Ashes of Xiko (1-handed), which can act as a spell focus. While you hold her ashes, you have resistance to non-magical attacks, and have advantage of saving throws against conditions. If you drop her ashes, an explosion causes creatures within 10ft to make a Strength save. On a failed save, they are knocked prone. Her ashes return to her final resting place. You are not affected by this explosion.
  • 15th Level (Level 8 Spells):
  1. Spirit Rift (Action, 120ft range, Requires Concentration, 1 minute duration) You point at a location and gently lift your hand, summoning a glowing orb from beneath the ground. The orb rises and the rift explodes open, letting loose a flurry of lost spirits. Each creature within 30ft radius must make a Wisdom save. On a failed save, the creatures take 3d10 necrotic + 3d10 psychic damage. A creature must also make a saving throw when it enters the spells area or ends its turn here.
  • 17th Level (Level 9 Spells):
  1. Weird
Mark of the Chained
Mark of the free
Flesh Sacrifice

6th Level. You make an offering to the spirits to become closer to them. Choose a limb. Through sacrifice, this limb is severed, and the limb disappears. In its place, a ghostly limb takes its place. The limb is translucent, but material: objects cannot pass through it.
If you sacrifice an arm, weapon attacks with that arm deal bonus 1d4 damage. If you sacrifice a leg, your movement speed increases by 5ft.

Spirit Flesh

6th Level. As a reaction, whenever you take damage, you can instead choose a spirit within 30ft to take that damage. You cannot use this feature more than once per short rest.


Eye Sacrifice

10th Level. You make another offering to the spirits. Choose an eye to sacrifice. The eye disappears. A ghostly eye takes its place. You have advantage on Perception rolls.

Spirit Sight

10th Level. Your ghostly eye gives you a heightened sense of incoming attacks. Before an attack against you is made, you can impose disadvantage on the attack roll. You can use this feature up to 3 times before a long rest.


Skin Sacrifice

14th Level. You carve a large detailed symbol deep into either your chest or your back. Examining the symbol closely shows that it gives off a faint ghostly glow. Choose one of the following:

  • Mark of the Chained: When you damage an enemy for the first time, ghostly shackles shoot up from under the ground, trying to chain the creature. The creature must make a Dexterity save. On a failed save, the creature is shackled to the ground and has half movement speed until the end of its next turn.
  • Mark of the Free: Your spirits have 5ft movement speed, increased to 10ft when moving towards you. Your spells and attacks deal a bonus 1d4 necrotic damage for each spirit within 5ft of the you.
Spirit Skin

14th Level. Once per short rest, you can choose to have resistance to an attack when you take damage.


Heart Sacrifice

18th Level. Your full trust is with the spirits as your sacrifice your heart to them. A ghostly heart pumps new blood, making you stronger than ever before, and changing your biology. As a bonus action, you become the embodiment of a spirit for up to 1 minute. You must spend a bonus action each turn to maintain this form, or you can regain your (mostly) physical form as another bonus action. Once you use this feature, you cannot do so again until you finish a short rest. As a living spirit, you have resistance to damage from non-magical attacks, and are immune to necrotic damage. Provided the there is a narrow (at least 1 inch) gap to do so, you can move through walls/doors/windows of buildings.

Spirit Heart

You have advantage on Death Saves.

Path of the Spirit Warrior[edit]

You seek to use your knowledge of the spirits to harness their energy through weaponry, dealing harsher blows.

Spirit Warrior

2nd Level. You commit to the path of a warrior. You gain proficiency in medium armour and martial weapons.

Spirit Weapon

2nd Level. You can imbue a (magical) weapon of your choice with spiritual energy by performing a special ritual during a short rest. This weapon binds itself to your spirit. While bonded, your attacks with the weapon deal a bonus 1d4 necrotic damage (1d6 at 6th Level, 1d8 at 10th Level, 1d10 at 14th Level, 1d12 at 18th Level). Other creatures that attempt to use this weapon while you are bonded to it take 1 necrotic damage each time they attack with it. You may only bond to 1 weapon. If you bond to another weapon, the bond with your old weapon disappears. Your bond with the weapon allows you to know its location at all times.


Spirit Savant

6th Level. When a creature within 30ft dies, you can immediately use your reaction to summon a spirit of your choice by expending that spell slot. The spirit rises where the creature died. You can use this feature a number of times equal to your Wisdom modifier per long rest.


Extra Attack

10th Level. On your turn, your can attack twice instead of once when using the Attack action.

Spirit Walk

10th Level. On your turn, instead of taking actions on their turns, spirits can instead behave as portals. Travelling from one portal to another costs 5ft of movement, and can provoke attacks of opportunity as normal (leaving reach). You can use this feature a number of times equal to your Wisdom modifier per long rest.


Spirit Strength

14th Level. You draw strength from your spirits, and this can manifest in your attack. As an action on your turn, you can make a single attack. This attack gains +1 to the attack roll for every 2 spirits within 30ft, and deals 1d4 bonus necrotic damage for each spirit within 30ft. You can use this feature a number of times equal to your Wisdom modifier per long rest. On a Critical Failure, the DM can allow either normal CF rules to apply, or one of your spirits immediately dies as you mistakenly draw out all of its strength.


Spirit Army

18th Level. Once per long rest, you can summon an army of spirits as an action, up to your spirit maximum. The spirits appear within a 30ft radius of you at locations of your choice, and disappear at the end of your turn (any spirits from before this turn still remain). You can speak a command word, and they take one of the following actions immediately:

  • Attack: The spirit army turns into Spirits of Pain, and each make a single attack, as described in the spell. Once they attack, they disappear.
  • Protect: The spirit army collapses into the ground, and their spiritual essence ripples across the floor, before enveloping your allies within 60ft. Your allies have +1AC and 1d8 temporary hp for every 2 spirits that collapsed in this way, until the end of their next turns.
  • Heal: The spirit army turns into Spirits of Remedy, and each cast a single spell. Each Spirit of Remedy can cast either Cure Wounds or Lesser Restoration, disappearing after each cast.
  • Fear: The spirit army becomes unsettling still. Each spirit glares at an enemy within 30ft, and their eyes glow (a colour of your choice) while the rest of the spirit fades away. Each enemy makes a Wisdom save, at disadvantage if more than one spirit is glaring at it. On a failed save, the creature is frightened, and you are the source of their fright. The creature can repeat this save at the end of each of their turns.
  • Hold: The spirit army immediately rush to an enemy creature within 30ft, gripping onto them before dropping beneath the ground and disappearing. Each enemy makes a Dexterity save, at disadvantage if more than one spirit grabbed at it. On a failed save, the creature is restrained. The creature can repeat this save at the end of each of their turns.


Spirit Lord Spell List[edit]

The Spirit Lord learns 1 spell per Spirit Lord level from the following spell lists (in bold are the homebrew spells for this class):

Cantrips
Name Cast Time Range Duration Concentration Description
Blade Ward Action Self - N You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.
Chill Touch Action 120ft 1 round N You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell Attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain Hit Points until the start of your next turn. Until then, the hand clings to the target.

If you hit an Undead target, it also has disadvantage on Attack rolls against you until the end of your next turn. (This damage is increased to 2d8 at 5th level, 3d8 at 11th level, 4d8 at 17th level)

Dancing Lights Action 120ft - N You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the Duration. You can also combine the four lights into one glowing vaguely Humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.

As a Bonus Action on Your Turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.

Ghostly Weapon Bonus Action 60ft - N You offer one of your spirits an unseeable attack. Choose a spirit within range. Its next attack has advantage.
Mage Hand Action 1 minute - N A spectral, floating hand appears at a point you choose within range. The hand lasts for the Duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can't Attack, activate magical items, or carry more than 10 pounds.

Spirit of Pain Action 30ft 1 minute N Summon a Spirit of Pain (aggressive), with 30ft range. On its turn, the spirit makes a ranged/melee attack using your spell modifier, dealing 1d4 necrotic damage. (This damage is increased to 1d6 at 5th level, 1d8 at 11th level, 1d10 at 17th level)
Spirit Strike Action 60ft - N You point at a creature in range, and a dark bolt shoots out, striking the creature.A nearby spirit also shoots a bolt. Target must succeed on a Dexterity saving throw or take 1d8 necrotic damage. If you are within 30ft of a spirit, target takes an extra 1d4 necrotic damage. (The damage and bonus damage is increased to 2d8(+2d4) at 5th level, 3d8(+3d4) at 11th level, 4d8(+4d4) at 17th level)
Toll the Dead Action 60ft - N You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.

(This damage is increased to 2d8/2d12 at 5th level, 3d8/3d12 at 11th level, 4d8/4d12 at 17th level)


1st Level
Name Cast Time Range Duration Concentration Description
False Life Action Self 1 hour N Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration. For each spell slot cast above 1st, you gain 5 additional temporary hit points.
Spirit of Binding Action 30ft 1 minute N Summon a Spirit of Binding (aggressive), with 30ft range. On its turn, the spirit makes a ranged/melee attack using your spell modifier, dealing 1d4 necrotic damage. If the attack hits, the target creature must make a Constitution save. On a failed save, that creature's movement speed is halved until the end of its next turn.
Spirit Power Action 60ft 1 minute Yes You imbue your spirits with power from the material world, augmenting their attacks. Choose a damage type: Bludgeoning, Cold, Fire. Until the end of your next turn, your spirits within 60ft deal this damage type with their attacks.
2nd Level
Name Cast Time Range Duration Concentration Description
Armor of the Unfeeling Action 60ft 1 minute Yes You solidify the bond between your spirits and the material plane, strengthening their resolve. Select a number of spirits within range equal to your Wisdom modifier. These spirits gain resistance to non-magical attacks for the duration.
Painful Bond Action 60ft 1 minute Yes Target a creature within range. The target must make Consitution Save. On a failed save, the creature is bonded to your vengeful spirits. Spirits which attack this creature have advantage. If a spirit kills this creature, the spirit heals by your Wisdom modifier+Spirit Maximum. For each spell slot cast above 2nd level, you can target one additional creature.
Sight Beyond Sight Bonus Action 60ft 1 minute Yes You grant your spirits some of your vision to aid their actions. For the duration of this spell, you can only see up to 15ft. Beyond this is magical darkness. Your spirits within range have double range for their actions.
Siphon Strength Action 60ft - N You create a spiritual passage between a spirit and an ally, allowing energy to transfer through. Select a spirit within range. That spirit loses up to 10hp to heal yourself or an ally for that amount. For each spell slot cast above 2nd level, the maximum hp loss increases by 10.
Spirit Dash Bonus Action 30ft - N You immediately enter the ethereal realm and quickly move adjacent to a spirit without using your movement speed, before returning to the plane this spell was cast. To other creatures, you appear to have teleported within 5ft of a spirit.
Spiritual Weapon Bonus Action 60ft 1 minute N You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. (For every 2 spell slots above 2nd level, the damage increases by 1d8)
3rd Level
Name Cast Time Range Duration Concentration Description
Clairvoyance Action 1 mile 10 minutes Yes You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can’t be attacked or otherwise interacted with.

When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing. A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.

Dulled Weapon Action 30ft 1 minute Yes You augment a weapon with spiritual energy to dull its attack. Target a creature in range that is wielding a weapon. That creature then makes a Wisdom saving throw. On a failed save, for the duration of this spell, that creature has -1d4 to attack rolls, and its attacks deal 1 less damage, plus an additional 1 less damage for each spirit within 30ft of the creature.
Ghostmirror Light Action 30ft - N You open your hand towards an ally within range. A healing beam of light shines from your hand onto that ally, healing them for 3d6 + your spell casting modifier. If a spirit is within 15ft of the ally, the beam reflects off the ally into the spirit. The light can then reflect from the spirit and heal another ally within 15ft of the spirit. This reflection can continue as long as there are spirits within 15ft of an ally with the beam of light and vice versa. The same ally cannot be healed twice, and the light cannot reflect through the same spirit twice. For each spell slot cast above 3rd, the healing increases by 1d6.
Speak with Dead Action 10ft 10 minutes Yes You grant the semblance of life and Intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can't be Undead. The spell fails if the corpse was the target of this spell within the last 10 days.

Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the Languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no Compulsion to offer a truthful answer if you are Hostile to it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.

Spirit Guardians Action Self 10 minutes Yes You call forth spirits to protect you. They flit around you to a distance of 15 feet for the Duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.

When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. For each spell slot cast above 3rd, the damage increases by 1d8.

Spirit of Anguish Action 60ft 1 minute N Summon a Spirit of Anguish (aggressive), with 30ft range. On its turn, the spirit makes a ranged/melee attack using your spell modifier, dealing 1d8 necrotic damage. For each spirit that has successfully hit the creature on this turn (including this one), deal an additional 1d4 necrotic damage.
Spirit of Shadowsong Action 60ft 1 minute N Summon a Spirit of Shadowsong (aggressive), with 30ft range. On its turn, the spirit makes ranged/melee attack using your spell modifier, dealing 1d6 necrotic damage. If the attack hits, the creature must make a Wisdom save. On a failed save, the creature is blinded until the end of their next turn.
Splinter Weapon Bonus Action Touch 1 minute Yes You augment a weapon with spiritual energy. When you or an ally successfully makes an attack with that weapon, ghostly splinters break off dealing 1d4 force damage to all enemies within 5ft of the target.
4th Level
Name Cast Time Range Duration Concentration Description
Ethereal Trangression Action 120ft - N Your body becomes ethereal. You can move to a place within range without provoking attacks of opportunity. Any spirits of your choice within 60ft when casting this spell may move as well (without provoking attacks of opportunity) to destinations of your choice, provided their destinations are also in range.
Gaze of Fury Action 30ft 1 minute N You choose an enemy creature in range and summon the hatred within you for this creature. Spirits within 30ft of this creature mirror your emotions, and stare at it with rage. That creature must make a Wisdom saving throw. on a failed save, that creature is frightened and takes 1d8 Psychic damage, plus an additional 1d8 Psychic damage for each spirit within 30ft. The creature can repeat the saving throw at the end of each of its turns. If the creature dies while frightened, a Spirit of Fury (aggressive) rises in its place, with 30ft range. On its turn, the spirit makes a ranged/melee attack using your spell modifier, dealing 1d12 necrotic damage.
Spirit of Earthbind Action 60ft 1 minute N Summon a Spirit of Earthbind (passive). Every turn, this spirit can cast Hold Person at a 2nd level, using your Spell Save DC. For every turn that a creature is successfully affected by Hold Person in this way, this spirit sacrifices 10% of its maximum hp (this sacrifice does not prompt a Constitution saving throw to maintain concentration, but taking damage from other sources does so as normal)
Spirit of Vampirism Action 60ft 5 minutes N Summon a Spirit of Vampirism (aggressive), with 30ft range. On its turn, the spirit makes a ranged/melee attack using your spell modifier, dealing 1d10 necrotic damage, granting you temporary hp equal to half of the damage dealt. For each spell slot cast above 4th level, the damage is increased by an addition 1d10
Spirit Leech Action 60ft - N You mark the soul of a target within range, allowing your spirits to leech of its lifeforce. Target creature must make a Consitution Save. On a failed save, the target suffers 2d10 necrotic damage plus an additional 1d10 for each spirit within 30ft. You then distribute the damage dealt as healing amongst the spirits within 30ft.
5th Level
Name Cast Time Range Duration Concentration Description
Raise Dead 1 hour Touch - N You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.

This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects; if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life. This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival--its head, for instance--the spell automatically fails. Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.

Spirit of Agony Action 60ft 1 minute N Summon a Spirit of Agony (passive). On its turn, this spirit damages creatures of your choice within 15ft for 1d4 necrotic damage. This spirit loses double that amount in health.
Spirit of Bloodsong Action 60ft 1 minute N Summon a Spirit of Bloodsong (aggressive), with 30ft range. On its turn, the spirit makes a ranged/melee attack using your spell modifier, dealing 1d6 necrotic damage. If it hits, spirits within 30ft heal for the damage dealt. This spirit has advantage on its attacks against creatures that are at maximum hp. For each spell slot cast above 5th level, the damage is increased by an additional 1d6
Spirit of Recovery Action 60ft 1 minute N Summon a Spirit of Recovery (passive). This spirit has no actions. Allies within 30ft has advantage on Saving Throws (including death saves). Whenever an ally in range successfully passes a saving throw (including death saves), this spirit loses 10% of its maximum health.
Spirit of Rejuvenation Action 60ft 1 minute N Summon a Spirit of Rejuvenation (passive). On its turn, this spirit can cast Mass Healing Word at a 3rd level a number of times equal to your wisdom modifier. After it casts for the last time, the spirit fades out of existence.
6th Level
Name Cast Time Range Duration Concentration Description
Ghostly Haste Action 60ft - N You temporarily offer your spirits a potent burst of movement from your own. All spirits within range can immediately move up to 15ft, provided they stay within range of this spell. All aggressive spirits within range then make a single attack, outside of their normal action this turn. Until the end of your next turn, your movement speed is zero.
Spirit of Destruction Action 60ft 1 minute N Summon a Spirit of Destruction (passive). This spirit has no actions. As a bonus action, you can choose to teleport this spirit up to 60ft and immediately dismiss it. When dismissed, or when the spirit dies, the spirit damages all creatures within 10ft for 1d8 necrotic damage. For every extra turn this spirit was alive, it deals an additional 1d8.
Spirit of Life Action 60ft 1 minute N Summon a Spirit of Life (passive). This spirit has no actions. As a bonus action, choose to dismiss this spirit. When dismissed, or until the spirit dies, this spirit heals all creatures within 30ft for 1d6. For every extra turn this spirit was alive, it heals for an additional 1d6.
Spirit of Shelter Action 60ft 5 minutes N Summon a Spirit of Shelter (passive). This spirit has no actions. Whenever an ally within 60ft would take fatal damage, this spirit absorbs the damage instead.
7th Level
Name Cast Time Range Duration Concentration Description
Etherealness Action Self 8 hours N You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can’t see anything more than 60 feet away. While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren’t on the Ethereal Plane can’t perceive you and can’t interact with you, unless a special ability or magic has given them the ability to do so. You ignore all objects and effects that aren’t on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from. When the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved. This spell has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn’t border it, such as one of the Outer Planes. For each spell slot cast above 7th, you can target 3 additional creature within 10ft of you.
Forcecage Action 100ft 1 hour N An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose.

A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart. A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area. When you cast the spell, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area. A creature inside the cage can't leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature can't exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel. This spell can't be dispelled by dispel magic.

Resurrection 1 hour Touch - N You touch a dead creature that has been dead for no more than a century, that didn't die of old age, and that isn't undead. If its soul is free and willing, the target returns to life with all its hit points.

This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn't, however, remove magical diseases, curses, and the like; if such effects aren't removed prior to casting the spell, they afflict the target on its return to life. This spell closes all mortal wounds and restores any missing body parts. Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears. Casting this spell to restore life to a creature that has been dead for one year or longer taxes you greatly. Until you finish a long rest, you can't cast spells again, and you have disadvantage on all attack rolls, ability checks, and saving throws.

8th Level
Name Cast Time Range Duration Concentration Description
Clamour of Souls Action 60ft 1 minute N Summon three spirits (aggressive), with 30ft range: Spirit of Anger, Spirit of Hate, Spirit of Suffering. On their turn, the spirits make a ranged/melee attack using your spell modifier, dealing 2d10 necrotic damage.
Spirit of Preservation Action 60ft 5 minutes N Summon a Spirit of Preservation (passive). Every turn, this spirit alternates between casting Mass Cure Wounds at a 5th level, and Aid at a 4th level. Each spelllcast sacrifices 20% of the spirit's maximum hp.
Spirit of Wanderlust Action 60ft 1 minute N Summon a Spirit of Wanderlust (aggressive), with 30ft range. On its turn, the spirit makes a ranged/melee attack using your spell modifier, dealing 1d10 force damage. If the attack hits, the creature must make a Constitution save. On a failed save, the creature is either blind, knocked prone, frightened, or stunned (1 turn for all conditions). The DM rolls 1d4 to check which condition applies.
9th Level
Name Cast Time Range Duration Concentration Description
Astral Projection 1 hour 10ft Special N You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation; it doesn’t need food or air and doesn’t age.

Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut – something that can happen only when an effect specifically states that it does – your soul and body are separated, killing you instantly. Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it. The spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens. The spell might also end early for you or one of your companions. A successful Dispel Magic spell used against an astral or physical body ends the spell for that creature. If a creature’s original body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature’s astral form back to its body, ending its state of suspended animation. If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points.

Soul Twisting Action 120ft 1 minute Yes Drawing on your ultimate connections with spirits, you begin to warp the souls of other creatures and attempt to separate them from their body, pulling them into a single point. Each creature within a 30ft radius sphere centered on a point of your choice must make a Constitution saving throw. On a failed save, the creature becomes restrained, as its soul is being pulled away from its body. At the end of each restrained creatures' turns, it must succeed on a Constitution save, or take 5d10 necrotic damage. On a successful save, the spell ends for that creature. Spirits and other creatures which already have their bodies and souls separated are unaffected by this spell.
True Resurrection 1 hour Touch - N You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature’s soul is free and willing, the creature is restored to life with all its hit points.

This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs or limbs. The spell can even provide a new body if the original no longer exists, in which case you must speak the creature’s name. The creature then appears in an unoccupied space you choose within 10 feet of you.

Multiclassing[edit]

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

Proficiencies. When you multiclass into the Spirit Lord class, you gain the following proficiencies: None


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