Spirit Smith (5e Class)

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Checklist for this class (Quel)

Rarity system based off challenge rating (0)
A few chosen spells with new effects (0)
A list/table with items you can craft as spirit smith (0)
Spirit Talisman, defense and social abilities (0)
Spirit Rings/jewlery, holds spells (0)
Spirit Items(Rope, Lantern, (0)
A list/table with weapons and armor you can temper as a spirit smith (0)
Spirit guardians, fighting, charisma/level scale /(make a table of animals) (0)
Armor(light, medium, heavy, Shields, clothing, HATS) (0)
Weapons(Simple, Finesse, Thrown, Heavy, Versatile, Reach, Light, Ranged) (0)
Magical items(because of magic in item, little tempering is possible) (0)
A list/table with insane items that require high quality material (0)
Mass sleep pillow, Ring of arguments, Hourglass of stop time, Vigorous Vigor Potion (0)
A lot of puns (0)
Spirit Focus (Arcane Focus) list with specific items (0)
Subclass Ideas
One for weapons and such, and one for spells (0)
the weapon one gets close range spirit spell upgrades
Aura? Spell attacks? Spirit Guardian improvement ^?
the spell one gets powerful spirit spell upgrades
Range? Protection from own spells? Spirit eyes?


(this might take a while to balance (-_-.)

Spirit Smith[edit]

"The spirit is not the same as the soul. Your spirit is what compels you to do things, what makes you feel, what gives you your will to live. The soul however, is simply the vessel for the spirit. It is the souls' job to contain your spirit, keeping it in place and nourishing it. A person can not exist without either, unless forbidden magic is at hand! Think of it as an egg, where the spirit is the yolk, and the soul is the eggshell and the whites. The spirit contains a great deal of magical energy, both in small and large creatures, heck, even in nature it self! For example, Sorcerers gain most of their magic from their spirit. Extracting this energy requires immense skill or many years of practice, and using the spirit as a true material takes even longer to master..." - Master Gilland

That's the Spirit![edit]

The Spirit Smith uses the ambition and the will of their defeated enemies to enhance their own gear and abilities. Spirit Smiths have figured out a technique which can extract the magical energy that rests within the spirit of both nature and creatures, and are able to use the spirit as a raw material component for both crafting and spellcasting, potentially empowering both their own and their allies offense and defense, and much much more.

Creating a Spirit Smith[edit]

Here are a few questions you could ask yourself when creating a Spirit Smith

"Did you figure out how to use spirits by yourself, or did you study at an academy or secret laboratory for a long time?"
"Do you intent to use your powers for good or evil, maybe revenge, or perhaps sovereignty?"
"Do you honor the dead, or do you see them as material for your own needs?"
"Are you from a place where tampering with the dead is frowned upon?"
Quick Build

You can make a Spirit Smith quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Sage background. Third, choose ------------

Class Features

As a Spirit Smith you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light
Weapons: Simple
Tools:
Saving Throws: Charisma, Wisdom
Skills: Choose two from Arcana, Animal Handling, Deception, Insight, Intimidation, Persuasion, and Religion

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
  • leather armor
  • (a) two daggers or (b) any simple weapon
  • a spirit focus and a spirit vessel.
  • If you are using starting wealth, you have 4d4x10 gp in funds.

Table: The Spirit Smith

Level Proficiency
Bonus
Spirit Energy Spirit Extraction Features
1st +2 1 1 [[#|]]
2nd +2 1 1 <!-Class Feature2->
3rd +2 2 2 <!-Class Feature3->
4th +2 2 2 Ability Score Improvement
5th +3 3 3
6th +3 3 3
7th +3 4 4
8th +3 4 4 Ability Score Improvement
9th +4 5 5
10th +4 5 5
11th +4 6 6
12th +4 6 6 Ability Score Improvement
13th +5 7 6
14th +5 7 6
15th +5 8 6
16th +5 8 6 Ability Score Improvement
17th +6 9 6
18th +6 9 6
19th +6 10 6 Ability Score Improvement
20th +6 10 6

Spirit Smith Spell Casting[edit]

Your arcane research and the will of your own spirit have given you facility with certain spirit spells. The Spirit Smith casts spells using fragments of their own spirit, and they can enhance their spirit temporarily to make their next spell more powerful by fusing the will of a captured soul with their own.

Spirit Energy

The Spirit Smith table shows how many Spirit Energy you have to cast your Spirit Smith Spells. To cast one of your Spirit Smith Spells of 1st level or higher, you must expend an amount of Spirit Energy equal to the spells specific spell level, and if you want to cast a spell of 1st level as a 2nd level spell you must spend an extra Spirit energy, and another Spirit Energy per spell level above the original. It is only possible to increase a spells level by 5 levels. You regain all expended Spirit Energy when you finish a long rest.

Temporary Spirit Energy

You can gain temporary Spirit Energy by fusing your own spirit with a spirit, the amount of temporary spirit energy you gain is equal to the Challenge Rating of the creature the spirit came from rounded up. Temporary Spirit Energy is lost during a long rest. It is not possible to get above +20 Temporary Spirit Energy, since it would put too much strain on your own spirit.

Spirit Spells Known of 1st Level and Higher.

Spirit Spells Known can can be seen on the Spirit Smith Spells table at the bottom of the page

Spirit Enhanced Spells

You can enhance the effects of your spells by expending the required spirit. You can see the material and the enhanced effect in the Spirit Smith Spells List table. Expending a stronger spirit also applies the prior enhancements of the weaker spirits, e.g. expending a strong spirit gives you the effect of both the weak, average and strong spirit.

Spellcasting Ability

Charisma is your spellcasting ability for your Spirit Smith Spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spirit Focus

To use your spirit you need to channel it trough a focus called a spirit focus. A spirit focus can be any hand-held object, as long as it's not a weapon or piece of gear (e.g. it has to be mundane). As long as the item is something you have a deeper personal connection towards, it could something like a broken lantern, or a teddy bear, maybe even a spoon.

You can use a Spirit Focus as a spellcasting focus for your Spirit Smith Spells.

Spirits and Spirit Vessels[edit]

Spirits

"There are four kinds of spirits in this world, and they are categorized by "weak", "average", "strong", and "Mighty". The weak spirits can be found in weak creatures and people. The average spirits can be found in averagely powerful creatures and people, and so on. To determine the spirit of a creature or person can be hard, but it gets easier over time." - Master Gilland

The spirits of creatures and people are categorized by challenge rating, and then put into three categories. The spirits you keep in your Spirit Vessel can be used in Spirit Crafting and Spirit Smith Spell Empowering. Depending on the category of the spirit you are using, you can get better effects.

"Weak": CR = 0 to 4
"Average": CR = 5 to 9
"Strong": CR = 10 to 14
"Mighty": CR = 15 and up
Spirit Vessels

You own a Spirit Vessel that can store the raw essence of a spirit, enabling you to store spirits for later use. A spirit stored in a spirit vessel has lost it's will, and can therefore not be used to gain temporary Spirit Energy.

A spirit vessel could be a tome, or a miniature chest, or a purse. As long as it is a small container of sorts.
You can not store anything inside a spirit vessel other than spirits.

Spirit Extraction[edit]

"The souls contains the spirit, and the soul creates a strong barrier around the spirit, making it impossible to extract the spirit from a living creature, unless their soul is somehow weakened. BUT, when a creature is dead the soul weakens quickly, leaving the spirit easier to extract. When a creature has died it's spirit still remains in a salvageable state for up to 1 minute, but after 1 minute the spirit would eventually have faded so much it's impossible to salvage anything. The spirit isn't gone, but it's just not usable. This 1 minute are called the peace of death, it is the moment after death where a creature reflects on it's living life, or walks towards the light, and so on." - Master Gilland

To extract a creatures spirit you must cast a specific spell on it's spirit after it's death. At 1st level, you learn the "Extract Spirit" spell. You can cast Extract Spirit without any components once a day at 1st level before needing to take a long rest. The number of times Extract Spirit increases by 1 at levels 3rd, 5th, 7th, 9,th, and 11th level, as can be seen in the Spirit Extract section of the Spirit Smith table.

Extract Spirit Must be cast within 1 minute of a creatures death, or right after the end of combat.
Range: touch.
Cast time: Bonus Action. '
After a extracting a spirit, take note of it's Challenge Rating. You now have two choices, gain Temporary Spirit Energy from the Spirit, or Store the spirit in your Spirit Vessel.

Spirit Animal[edit]

At 3rd level, you choose a Spirit Animal. Choose between Deer, Ram, Crow, Snake, Stingray, and Lion all detailed at the end of the class description. Your choice grants you features at 3rd level.... and that's it.

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.



Spirit Animals[edit]

Deer[edit]

The Deer is one of the main embodiments of nature.

Spirit Animal Familiar

At 3rd level, you can cast find familiar as a ritual, and conjure forth your Spirit Animal. Spirit animals have no weight, but they can interact with the world around them whilst only being visible to you. Your spirit animal has a movement speed of 20ft, and can float 10ft in the air. Otherwise, the Familiar acts the exact same way as a normal familiar would, except it can't engage in combat.

Expanded Spell List

Deer Spirit Smith Spell List

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Ram[edit]

The Ram is the king of the mountains, and have affinity for lightning.

Spirit Animal Familiar

At 3rd level, you can cast find familiar as a ritual, and conjure forth your Spirit Animal. Spirit animals have no weight, but they can interact with the world around them whilst only being visible to you. Your spirit animal has a movement speed of 20ft, and can float 10ft in the air. Otherwise, the Familiar acts the exact same way as a normal familiar would, except it can't engage in combat.

Expanded Spell List

Ram Spirit Smith Spell List

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Crow[edit]

The Crow is the ingenious trickster, and uses it's intelligence to trick and toy with people.

Spirit Animal Familiar

At 3rd level, you can cast find familiar as a ritual, and conjure forth your Spirit Animal. Spirit animals have no weight, but they can interact with the world around them whilst only being visible to you. Your spirit animal has a movement speed of 20ft, and can float 10ft in the air. Otherwise, the Familiar acts the exact same way as a normal familiar would, except it can't engage in combat.

Expanded Spell List

Crow Spirit Smith Spell List

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Snake[edit]

The Snake is the venomous hunter. They use venom and speed to hunt their prey.

Spirit Animal Familiar

At 3rd level, you can cast find familiar as a ritual, and conjure forth your Spirit Animal. Spirit animals have no weight, but they can interact with the world around them whilst only being visible to you. Your spirit animal has a movement speed of 20ft, and can float 10ft in the air. Otherwise, the Familiar acts the exact same way as a normal familiar would, except it can't engage in combat.

Expanded Spell List

Snake Spirit Smith Spell List

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Stingray[edit]

What a lovable fish. Stingrays have affinity water.

Spirit Animal Familiar

At 3rd level, you can cast find familiar as a ritual, and conjure forth your Spirit Animal. Spirit animals have no weight, but they can interact with the world around them whilst only being visible to you. Your spirit animal has a movement speed of 20ft, and can float 10ft in the air. Otherwise, the Familiar acts the exact same way as a normal familiar would, except it can't engage in combat.

Expanded Spell List

Stingray Spirit Smith Spell List

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Lion[edit]

The proud and stoic Lion. They have an affinity for fire

Spirit Animal Familiar

At 3rd level, you can cast find familiar as a ritual, and conjure forth your Spirit Animal. Spirit animals have no weight, but they can interact with the world around them whilst only being visible to you. Your spirit animal has a movement speed of 20ft, and can float 10ft in the air. Otherwise, the Familiar acts the exact same way as a normal familiar would, except it can't engage in combat.

Expanded Spell List

Lion Spirit Smith Spell List

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Spirit Smith Spell List[edit]

You know all the spells on the Spirit Smith Spell Table and additional spells based on your subclass.

The "Spirit Empowered Version" section of the table shows the effects of the empowered spell.
Spell Name Spell Level Spirit Empowered Version
Inflict Wounds 1st Weak Spirit: The damage die increases to a d12. Average Spirit: The damage die increases to a d20. Strong Spirit: The spell also hits all enemies in a 100ft cone behind the target, in the direction of the attack.
False Life 1st Weak Spirit: you gain 1d10 Hit Points instead of 1d4. Average Spirit: You can target an additional creature within 10ft. Strong Spirit: You keep the temporary hit points until is has been depleted via. attacks or until dispelled, but you can not gain any temporary hit points until your current temporary hit points have been depleted.
Guiding Bolt 1st Weak Spirit: you can target up to two creatures. Average Spirit: you can instead target up to three creatures. Strong Spirit: You automatically crit.
Spiritual Weapon 2nd Weak Spirit: Your Spiritual weapon gains the reach trait. Average Spirit: An ally gains +2 Ac id within 10ft of the weapon. Strong Spirit: The weapon lasts until dispelled or you finish a long rest.
Warding Bond 2nd Weak Spirit: Average Spirit: Strong Spirit:
Hold Person 2nd Weak Spirit: Average Spirit: Strong Spirit:
Blink 3rd Weak Spirit: Average Spirit: Strong Spirit:
Enlarge/Reduce 3rd Weak Spirit: Average Spirit: Strong Spirit:
Fear 3rd Weak Spirit: The spell only targets enemies. Average Spirit: The spell deals 2d10 psychic damage at the start of the enemies turn for every turn they are affected by the spell. Strong Spirit: Roll a d20, if you roll 20 the enemies become so scared they become paralyzed until they succeed the saving throw.
Compulsion 4th Weak Spirit: You can command the targets as a free action. Average Spirit: Targets don't care weather or they are moving into a hazardous area. Strong Spirit: Opportunity attack made against the targets are always critical hits.
Banishment 4th Weak Spirit: If the target were to return, it takes 2d20 psychic damage. Average Spirit: If the target were to return, it takes an additional 4d20 psychic damage. Strong Spirit: The spell is cast without concentration.
Phantasmal Killer 4th Weak Spirit: you can target an additional creature Average Spirit: The target must make the wisdom saving throw with disadvantage. Strong Spirit: the damage die increases to a d20.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

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

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