Spirit Summoner (5e Class)

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Spirit Summoner[edit]

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

Indirect Fighting[edit]

As the small girl went unconscious, out from her body came a hulking behemoth that tore through the assailant like a sword through a wet paper. After she arose the behemoth was nowhere to be found and the surviving bandit refused to speak.

Creating a Spirit Summoner[edit]

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

Quick Build

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

Class Features

As a Spirit Summoner you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light, Medium, Shields
Weapons: Simple, Longbow, Shortsword
Tools: Any 1 Tool
Saving Throws: Wisdom and Constution
Skills: Any 2 Skills

Equipment

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

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

Table: The Spirit Summoner

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

Spirit Guardian[edit]

As a bonus action, you may expend a major summon and, make your mortal body unconscious and use your spirit to fight in your place, This spirit shares your hit points, ability scores, saving throws, and is resistant to all damage excluding force damage, and magical damage from bludgeoning, piercing and slashing weapons. Additionally, they are immune to all conditions except banishment. At the start of your turn you roll a d100. On a roll of 90 or higher, you lose control of the spirit and it either attacks or casts a spell on the nearest non-friendly creature decided by the DM. The spirit may not leave a 120ft radius circle around you and may appear anywhere within said circle upon summoning. If the spirit leaves the circle it will disappear and you may use your reaction to wake up and stand up(if not already standing). You may start with one of the Four starter Spirits. You regain all Major Summons at the end of a long rest.

Dextrous

This spirit is equipped with a longbow and a shortbow and does not require ammunition to fire said weapons. This spirit also has two daggers that it has access to. This spirit may not become a spirit with Elemental magic nor a Warrior spirit.

Brave

This spirit may be givin longsword or greatsword and is considered proficient with them. Additionally, its unarmed damage is 1d8 + Strength Modifier or 1d6 + Dexterity Modifier. This spirit may not become a Rogueish spirit.

Beastial

This spirit is equipped with Claws and Fangs. Its claw attack does damage equal to 1d8+ your dexterity modifier. Additionally, as a bonus action, this spirit can make a bite attack that does damage equal to 1d6+your dexterity modifier. This spirit may not become a spirit with Non-Druidic Magic nor a Rogueish spirit.

Intelligent

This Spirit is equipped with spells that it can use in combat. The spirit has any 2 cantrips of the user's choice from the Any spell list however one must deal damage. This spirit's spells and spell casing are based on the user's Intelligence or Wisdom, your spell save DC is 8 + Intelligence or Wisdom Modifier + Proficiency Bonus, and the spell attack bonus is the user's Intelligence or Wisdom Modifier + Proficiency Bonus.

Profession[edit]

At 2nd Level, you may select one of the following features that only your conscious self can use.

  • Fortune Teller: When you finish a long rest, roll one d20 and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll. This roll can be used only once. When you finish a long rest, you lose any unused foretelling roll.
  • Orderkeeper: Your connection to spirits allows you to equalize chaotic moments. When a creature you can see within 60 feet of you is about to roll a d20 with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage and disadvantage. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
  • Naturally Attuned: You may have a creature with a CR of 1/2 or Lower and it must be either a Beast, Plant or Monstrosity. The creature you choose must be unaligned. It functions as a Familiar from the spell find familiar, except you may not cast spells through them
  • Well-Rounded: You gain proficiency in one Skill, Language, and Tool.
  • Well Prepared: You may magically conjure any weapon you are proficient with as a bonus action. This weapon is considered magical for the purpose of overcoming resistance. If the weapon you summon is a ranged weapon that usually requires ammunition the one you summon does not.

Minor Summons[edit]

In your spiritual attunement, you have unearthed smaller ways to summon your spirit, fragments of spiritual power that imbue you with an abiding magical ability. When performing minor summons you do not fall unconscious

At 2nd level, you gain two Minor Summons of your choice. When you gain certain Spirit Summoner levels, you gain additional summons of your choice, as shown in the Minor Summons column of the Spirit Summoner table.

Additionally, when you gain a level in this class, you can choose one of the summons you know and replace it with another summon that you could learn at that level.

A level prerequisite in a summon refers to Spirit Summoner level, not character level.

Spiritual Expertise[edit]

At 3rd level, you chose a Spiritual Expertise. Choose between Rogueish, Warrior, Magician, Shaman, Cleric or Primal Beast. All of the Spiritual Expertises are detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

After a maximum of 1 hour, your spirit dissipates and you wake up. when you wake up you experience a short rest if your spirit has protected you for the entire duration. You may also wake up at any time and before the spirit dissipates you may use your action to switch places with it once per long rest. The spirits only hover up to 5 ft off of the ground and can maintain their height however they cannot rise more than 5 ft beyond the level that the user's unconscious body is on, on its own. The only creatures that can see your spirit are people with truesight or some other form of arcane vision(that allows them to see the etherial plain), however, your spirit cannot have advantage on an attack more than once per turn.

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.

Spiritual Guidance[edit]

At 5th level, If your spirit can cast spells it learns the spell guidance and it has a range of 120ft for you as your spirit can go and cast it in your stead. If your Spirit is non-magical you may select one skill that you are already proficient in and so long as your spirit is not out you gain an extra 1d4 to that skill.

Spiritual Bond[edit]

At 10th level, Once per long rest, you can deny death as your summoned spirit shoves your soul back in your body. After you have a third failed death save your death save counter becomes clear. Unless you are healed or stabilized you still roll death-saving throws.

Soul Control[edit]

Once at 14th level, you may stay awake while your spirit is out for 1d6+2 turns.You make this choice when you would go unconscious. You must choose whether or not you take a reaction or movement, however, you may take actions and bonus actions as normal. the radius of your spirit guardian's range is centered on your current position, so when you move the radius moves with you. If you are up while your spirit guardian is out you may use your bonus action to swap places with them however you cannot gain the benefits of a short rest after the hour is up.

Twin Soul[edit]

At 20th level once per long rest, you may instead expend 2 Major Summons instead of 1 to summon two Spiritual guardians, for the same duration. This second guardian follows all of the same rules as the first guardian.

Rogueish[edit]

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

Spiritual Development

At 3rd level, you gain the ability to summon non-physical thieves tools from your spirit. You also gain proficiency in sleight of hand.

Spiritual Quickness

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

Evasion

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

Spiritual Assistance

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

Mystical Intervention

At 15th level, your Spirit aids with Stealth and Silence, Your spirit may cast a number of the following spells a number of times equal to your Intelligence modifier (to a minimum of 1) per short rest, Greater Invisibility, Silence, Darkness, Hypnotic Pattern, and Mislead. All of these spells are cast at their base level. You also gain the Minor Illusion and Prestidigitation Cantrips.

Warrior[edit]

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

Spiritual Development

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

Spiritual Toughness

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

Extra Warrior

At 7th level, You and your spirit gain the extra attack feature (you can attack twice, instead of once, whenever you take the Attack action on Your Turn) and one of the following features.

  • Escape the Horde. Opportunity Attacks against you are made with disadvantage.
  • Multiattack Defense. When a creature hits you with an attack, you gain a bonus to AC equal to your Dexterity Modifier against all subsequent attacks made by that creature for the rest of the turn.
  • Misty Soul. You may as a reaction to taking damage (Though you are unconscious this may still happen) teleport 10ft to an unoccupied space that your spirit can see
  • Steel Will. You have advantage on Wisdom Saving Throws.
Relentless Spirit

By 11th level, When your spirit is summoned you have 30 seconds(5 in combat turns) before you go unconscious to perform any actions other than attacking. This time can be used in the place of the roll made in soul control, however when using this instead of the roll for soul control you may attack. Additionally, you and your spirit may dodge or disengage as a bonus action.

Mystical Destruction

At 15th level, Whenever a creature hits you or your spirit and you or your spirit lose any amount of hitpoints they take force damage equal to your Constitution modifier. Additionally, you may cast the spell Armor of Agathis, as a 5th level spell once per short rest.

Primal Beast[edit]

You Guardian takes on the form of a beast. Though generally quadrupedal some stand upright and all of them are the true essence of the word beast.

Beast of Speed

At 3rd level, you gain natural claws to match your beast. You gain a bonus to your walking speed equal to your dexterity score. Additionally, your spirit gains the ability to teleport between plant life that is within 100 feet of your unconscious body as a bonus action. You also gain proficiency in the survival skill

Primal Destruction

At 7th level, You gain the extra attack feature, and as a bonus action you and your spirit's claw's damage type can be changed to one of the following: Fire, Cold, Lightning, Acid, Poison,

God's Hand

At 11th level, you may sacrifice accuracy for speed and in place of advantage, you may make another attack.

Primal Ward

At 15th level, your spirit and unconscious body gains resistance to the damage from spells and other magical effects. Additionally Once per short rest, you and your spirit can gain advantage on all spell saving throws for a number of rounds equal to your wisdom score divided by 2 as a reaction when a spell saving throw is imposed.

Magician(Arcane Magic)[edit]

Your spirit shares its power with the Weave itself and can manipulate it as if a Sorcerer. When you Select this Spiritual Expertise you Gain 1/3rd spell casting and access to the sorcerer spell list.

Summoner Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 4 3 2 - - -
4th 4 4 3 - - -
5th 4 4 3 - - -
6th 4 4 3 - - -
7th 4 5 4 2 - -
8th 5 6 4 2 - -
9th 5 6 4 2 - -
10th 5 7 4 3 - -
11th 5 8 4 3 - -
12th 5 8 4 3 2 -
13th 6 9 4 3 2 -
14th 6 10 4 3 2 -
15th 6 10 4 3 2 -
16th 6 11 4 3 3 -
17th 6 11 4 3 3 -
18th 6 12 4 3 3 -
19th 6 12 4 3 3 1
20th 6 13 4 3 3 1
Spellcasting

Spirit Casting
You and your spirit, share Spells and Cantrips known as well as spell slots. You both regain slots when one regains slots and while your spirit is out you cannot cast leveled spells. Your Spirit does not know spells that you learn from sources that are not this class.

Cantrips
At 3rd level, you and your spirit know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at 5th and 10th level respectively.

Spell Slots
The Magician table shows how many spell slots you and your spirit have to cast your spells of 1st level and higher. To cast one of these sorcerer 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. For example, if you know the 1st-level spell Burning Hands and have a 1st-level and a 2nd-level spell slot available, you can cast Burning Hands using either slot. You and your spirit share spell slots. for example, if your spirit casts the spell magic missile you and your spirit both lose a 1st level spell slot and you both will regain the spell slot after a long rest.

Spells Known of 1st Level and Higher
You know 4 1st-level spells of your choice from the sorcerer spell list. These Spells must be of the Evocation, Abjuration, Transmutation, or Conjuration schools of magic.

The Spells Known column of the Magician Spellcasting table shows when you learn more wizard spells of 1st level or higher. Spells gained 8th, 14th, and 20, level can be of any school of magic. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability
Intelligence is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to call forth your spiritual power. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Spiritual spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Ritual Casting You can cast a sorcerer spell as a ritual if that spell has the ritual tag and you know the spell.

Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your sorcerer spells.

Mind that Matters

At 3rd Level, You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier. You also gain proficiency in arcana.

Defensive Spirit

At 7th level, you have learned to weave your spirit to fortify yourself against harm. When you are hit by an attack or you fail a saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw. Once you use this spell you cannot cast any spell larger than a cantrip until the end of your next turn.
Your Spirit can also perform this reaction as many times as your total amount of major summons.

Elemental Fury

At 11th level, When you or your spirit cast a leveled spell that deals a type of damage from the following list and change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.

Boundless Sorcerery

At 15th level, Your Defensive Spirit becomes empowered with deadly magic. When you use your Defensive Spirit feature, you can cause magical energy to arc from you. Up to four creatures of your choice within 60 feet of you each take force damage equal to half your Magician Spirit Summoner level.
If your spirit is using this feature this can only target two creatures within 60 feet, however, they take your full level in force damage.

Cleric(Divine Magic)[edit]

Your spirit shares its power with the forces of Belief and Worship and can manipulate it as if a Cleric. When you Select this Spiritual Expertise you Gain 1/3rd spell casting and access to the Cleric spell list.

Summoner Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 3 3 2 - - -
4th 3 4 3 - - -
5th 3 4 3 - - -
6th 3 4 3 - - -
7th 3 5 4 2 - -
8th 3 6 4 2 - -
9th 3 6 4 2 - -
10th 4 7 4 3 - -
11th 4 8 4 3 - -
12th 4 8 4 3 2 -
13th 4 9 4 3 2 -
14th 4 10 4 3 2 -
15th 4 10 4 3 2 -
16th 4 11 4 3 3 -
17th 4 11 4 3 3 -
18th 4 12 4 3 3 -
19th 4 12 4 3 3 1
20th 4 13 4 3 3 1

Spirit Casting
You and your spirit, share Spells and Cantrips known as well as spell slots. You both regain slots when one regains slots and while your spirit is out you cannot cast leveled spells. Your Spirit does not know spells that you learn from sources that are not this class.

Spellcasting

Cantrips
At 3rd level, you know three cantrips of your choice from the cleric spell list. You learn an additional cleric cantrip of your choice at 10th level.

Spell Slots
The Shaman table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these druid 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. For example, if you know the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot.

Spells Known of 1st Level and Higher
You know 4 1st-level spells of your choice from the druid spell list. These Spells must be of the Evocation, Abjuration, Necromancy, or Divination schools of magic.

The Spells Known column of the Divine Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the cleric spells you know and replace it with another spell from the cleric spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability
Wisdom is your spellcasting ability for your cleric spells since the power of your magic relies on your ability to call forth your spiritual power. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting You can cast a cleric spell as a ritual if that spell has the ritual tag and you know the spell.

Spellcasting Focus
You can use a divine focus as a spellcasting focus for your cleric spells.

Divine Stances

3rd Level, You can call forth your spirit to perform one of these effects:

  • Help: as an action, Heal an ally a number of hit points equal to your level.
  • Distraction: as an action Impose disadvantage on a creatures' attack rolls and saving throws till the end of your next turn
  • Shake: as a bonus action cause a creature to be unsteady and only have half its usual movement speed. This effect lasts for one minute
  • Protect: as a bonus action grant an allied creature a bonus to AC equal to your half proficiency bonus rounded up + 1.This effect lasts for one minute

You may do this when your spirit is not summoned and your spirit may not use these effects. You may only have one non-instant effect on a creature at one time. You also gain proficiency in religion skill.

Divine Conviction

At 7th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip or with any weapon attack.

Divine Abjurer

At 11th level, when you restore hit points to an ally with a spell of 1st level or higher, you can also end one spell of your choice on that creature. The level of the spell you end must be equal to or lower than the level of the spell slot you use to cast the healing spell. Additionally, when you heal a creature any amount of hitpoints they gain a number of temporary hit points equal to 1/3rd the amount healed.

Divine Radiance

At 15th level, Your spirit begins to produce light bright light to 30 feet and dim light 30 feet further. While in this light enemies have disadvantage to hit you and you have advantage on saving throws for spells that deal any amount of damage. Additionally while unconscious in the aura you gain 15 temporary hit points at the end of your turn. You may use this feature once per short rest.

Shaman(Nature Magic)[edit]

Your spirit shares its power with the forces of nature and can manipulate it as if a druid. When you Select this Spiritual Expertise you Gain 1/3rd spell casting and access to the druid spell list.

Summoner Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 3 3 2 - - -
4th 3 4 3 - - -
5th 3 4 3 - - -
6th 3 4 3 - - -
7th 3 5 4 2 - -
8th 3 6 4 2 - -
9th 3 6 4 2 - -
10th 4 7 4 3 - -
11th 4 8 4 3 - -
12th 4 8 4 3 2 -
13th 4 9 4 3 2 -
14th 4 10 4 3 2 -
15th 4 10 4 3 2 -
16th 4 11 4 3 3 -
17th 4 11 4 3 3 -
18th 4 12 4 3 3 -
19th 4 12 4 3 3 1
20th 4 13 4 3 3 1
Spellcasting

Spirit Casting
You and your spirit, share Spells and Cantrips known as well as spell slots. You both regain slots when one regains slots and while your spirit is out you cannot cast leveled spells. Your Spirit does not know spells that you learn from sources that are not this class.

Cantrips
At 3rd level, you know three cantrips of your choice from the druid spell list. You learn an additional druid cantrip of your choice at 10th level.

Spell Slots
The Shaman table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these druid 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. For example, if you know the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot.

Spells Known of 1st Level and Higher
You know 4 1st-level spells of your choice from the druid spell list. These Spells must be of the Evocation, Illusion, Transmutation, or Conjuration schools of magic.

The Spells Known column of the Shaman Spellcasting table shows when you learn more druid spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the druid spells you know and replace it with another spell from the druid spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability
Wisdom is your spellcasting ability for your druid spells since the power of your magic relies on your ability to call forth your spiritual power. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting
You can cast a druid spell as a ritual if that spell has the ritual tag and you know the spell.

Spellcasting Focus
You can use an druidic focus as a spellcasting focus for your druid spells.

Meditation

At 3rd Level, You can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your summoner level (rounded up). You can't use this feature again until you finish a long rest. You have proficiency in the Nature skill.

For example, when you are a 4th-level Summoner, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.

Nature's Companions

At 7th level, beasts and fey that you and your spirit conjure are more resilient than normal. Any beast or fey summoned or created by a spell that you or your spirit cast gains two benefits:

  • The creature appears with more hit points than normal: 2 extra hit points per Hit Die it has.
  • The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.

Additionally, you learn the spell find familiar and may cast it as a summoner spell. You and your spirit cannot both have familiars.

Natural Adaptation

At 11th level, whenever you or your spirit cast a leveled spell you may choose one of the following features for a number of hours equal to half your Summoner Level:

  • You and your spirit gain the ability to breathe underwater and swim up to 30 feet.
  • You and your spirit gain the ability to glide 30 feet after falling for at least 10 feet.
  • You and your spirit gain the ability to use less oxygen doubling the amount of time you can hold your breath and gain a burrow speed of 20ft.

At 15th level, these no longer require you to cast a spell and you may instead use this without expending a spell slot a number of times equal to your proficiency bonus with these uses returning on a short or long rest.

Shaman's Santurary

At 15th level, While your spirit is out and you are unconscious your body resists all damage except psychic damage and your spirit and you may make a critical hit count as a normal hit as many times as your constitution modifier. Your Spirit can no longer be targeted by Fey, Beasts, Plants.

Minor Summons[edit]

  • Oracle

Prerequisite: Fortune Teller Profession, Level 10

You may roll and use a second foretelling roll

  • Armor of Spirit

You and your spirit's AC can be calculated as 12 + Dexterity Modifier

  • Spiritual Flotation

Prerequisite: 5th level

You can cast Levitate on yourself once per short rest

  • Night Owl

Prerequisite: Intelligent or Dextrous Spirit

You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity or performing spiritual rituals.

  • Beast Speech

Prerequisite: Beastial Spirit

You have the ability to communicate with beasts and plants. You have advantage on all Charisma checks you make to influence them.

  • Spiritual Charm

Prerequisite: Non-Bestial Spirit

You gain proficiency in the Deception and Persuasion skills.

  • Speech of the Soul

Prerequisite: 14th level, A spirit that has spell slots.

You can cast Compulsion once without using a spell slot. You can't do so again until you finish a long rest.

  • Bond of the Divine Stance

Prerequisite: 12th level, Cleric Spirit.

While someone else is affected by one of your divine stances, you can use your bonus action to teleport to the unoccupied space closest to them, provided the two of you are on the same plane of existence. The wearer of your talisman can do the same thing, using their bonus action to teleport to you. The teleportation can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.

  • Book of Secret Souls

Prerequisite: Magician Spirit

Your Spirit now knows more spells that it can perform for you. Choose two 1st-level spells that have the ritual tag from any class's spell list; these rituals needn’t be from the same spell list. These spells do not count against spells known and both you and your spirit know them. You can't cast the spells except as rituals, unless you've learned them by some other means.

On your adventures, you can embed ritual knowledge into your spirit. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your spirit summoner level (rounded up) and if you can spare the time to sacrifice the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare herbs and incenses needed to perform the embedding ritual.

  • Unshackled Spirit

Prerequisite: 15th level, A spirit that has no spell slots.

When you are bound by any non-magical material, you may use your spirit to free you by whatever means it can. e.g. a bestial spirit slashing ropes or chains apart or a dexterous spirit unlocking or untying you.

  • Beastial Screech

Prerequisite: 5th level, Beastial spirit.

As a bonus action, you and/or your spirit can perform a loud piercing scream. This scream can be heard up to 400ft away. Each creature within 10 foot cube of you must make a Constitution saving throw. On a failure, they take 1d4 thunder damage and only you have advantage on unarmed strikes and weapon attacks on a success they take no damage and you only have advantage on your first unarmed strike or weapon attack against them. At 15th level the damage becomes 2d4 thunder damage. The DC for this saving throw is 8 + Strength Modifier + Constitution Modifier

  • Soul Sight

Prerequisite: 17th level

You gain Truesight out to a range of 30ft.

  • Orderkeeper's Speech

Prerequisite: Orderkeeper Profession, Non-beastial spirit.

You may speak a sentence as a bonus action and pick a number of creatures equal to your proficiency bonus. These creatures can no longer benefit from advantage or disadvantage and this effect lasts for one minute as if you were concentrating on it like a spell.

  • Spiritual Equipment

Prerequisite: Brave Spirit

As an action, you can touch a suit of armor that isn’t being worn or carried by anyone and instantly don it, provided you aren’t wearing armor already. You are proficient with this suit of armor until it’s removed.

  • Spiritual Mind

Prerequisite: Magician or Shaman Spirit

You have advantage on Constitution saving throws that you make to maintain your concentration on a spell.

  • Spiritual Vision

You gain blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

  • Spiritual Smite

Prerequisite: 5th level, Divine or Shaman Spirit. Once per turn when you hit a creature with a weapon, you can expend a spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot.

  • Magical Sniper

Prerequisite: A Cantrip that requires a ranged spell attack roll

When you cast one cantrip you choose when getting this Summon, the range for its' attack becomes 300 feet.

  • Eyes of the Seer

You can read all writing.

  • Spiritual Depths

Prerequisite: Shaman, or Primal Beast

You can breathe underwater, and you gain a swimming speed equal to your walking speed. You can also cast Water Breathing without expending a spell slot. You regain the ability to do so when you finish a long rest.

  • Soul's Survival

Prerequisite: 5th Level, Divine, Warrior, Shaman, Primal Beast Spirit.

Whenever you regain hit points while your spirit is within 60ft of you/your body treat any dice rolled to determine the hit points you and/or your spirit regain as having rolled their maximum value for you.

  • Spiritual Negation

Prerequisite: 9th level

Once per long rest, when you would drop to 0 hit points, you may instead drop to 1 you cannot be reduced below 1 Hit Point until the end of you next turn.


  • Spiritual Pull

Prerequisite: A Cantrip that requires a ranged spell attack roll

You choose one cantrip that requires an attack roll upon choosing this minor summon. Once on each of your turns when you hit a creature with your chosen cantrip, you can move that creature in a straight line 10 feet closer to yourself.

  • Spiritual Superiority

Prerequisite: Warrior Spirit, Level 5

You can use any weapon you can physically wield. Once per long rest you may cast the spell Magic Weapon at 2nd level, once you reach level 10 you may cast this spell at level 4.

  • Silver Bond

Prerequisite: Rogueish Spirit

Once per long rest, you can look at one creature and gain a number of silver pieces equal to their level or Challenge Rating

  • Soulful Drain

Prerequisite: A Cantrip that requires a ranged spell attack roll

You choose one cantrip that requires an attack roll upon choosing this minor summon. Once on each of your turns when you hit a creature with your chosen cantrip, you can reduce that creature’s speed by 10 feet until the end of your next turn.

  • Soul Crusher

Prerequisite: 12th level, Warrior Soul

When you or your spirit hit a creature with a melee weapon attack they take an extra amount of necrotic damage equal to your total number of major summons

  • Spiritual Disguise

You can cast Disguise Self at will, without expending a spell slot.

  • Master of Spiritual Disguise

Prerequisite: 17th level

You can cast Alter Self at will, without expending a spell slot.

  • Ethereally Perfected

Prerequisite: Well Rounded Profession

You gain expertise in one skill you are already proficient with

  • Ethereally Trained

You may gain proficiency in one skill that you may change at the end of a long rest.

  • Ghostly Stamina

Prerequisite: A spirit that has spell slots.

You can cast False Life on yourself at will as a 1st-level spell, without expending a spell slot or material components.

  • Life with Two Souls

Prerequisite: Level 14

You can use your action. you can become possessed by your spirit your body is unconscious and your spirit loses its resistances.

  • Ghostly Gaze

Prerequisite: 7th level

As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don’t already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images.

Once you use this minor summon, you can’t use it again until you finish a short or long rest.

  • Eternally Sustained

You no longer require food or air and cannot be forced to eat by any means. You still require rest unless you have another feature negating that need.

  • Etherial Element

Prerequisite: 5th level, A spirit that has spell slots.

You and your spirit have advantage on the damage rolls of one element from the following list: Fire, Poison, Cold, Acid, Lightning, or Thunder.

You can select this minor summon multiple times. Each time you do so, you must choose a different damage type.

  • Etherial Metaelements

Prerequisite: 14th level, A spirit that has spell slots.

You and your spirit have advantage on the damage rolls of one element from the following list: Force, Necrotic, Raident, Psychic, Bludgeoning, Piercing, or Slashing.

This Minor Summon may only be taken once

  • Ethereal Advantage

Prerequisite: 17th level, A spirit that has no spell slots.

You gain resistance to non-magical bludgeoning, piercing, and slashing damage and when taking magical bludgeoning piercing and slashing damage you may subtract a number equal to half your spirit summoner level rounded down.

  • Soul Shot

Prerequisite: A cantrip that has a range longer than 5 ft.

You may add one mental stat of your choice to the damage of the cantrip you choose upon taking this minor summon.

This Minor Summon may only be taken once.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Spirit Summoner class, you must meet these prerequisites: Have Spent an extended period of time in the Astral Plane, Befriend a Spirit with an intelligence of 12 or higher, or Roll three Natural 20's in a row with unweighted dice

Proficiencies. When you multiclass into the Spirit Summoner class, you gain the following proficiencies: You gain proficiency in one skill and Light Armor.

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