Spirit User (5e Class)

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Spirit User[edit]

Creating a Spirit User[edit]

Quick Build

You can make a Spirit User quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Intelligence.

Class Features

As a Spirit User you gain the following class features.

Hit Points

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

Proficiencies

Armor: none
Weapons: Simple and Martial
Tools: A gaming set
Saving Throws: Intellegence and Charisma
Skills: Choose three, arcana, investigation, performance, persuasion, intimidation, Deception

Equipment

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

  • (a) a dagger or (b) a quarterstaff
  • (a) One long sword or (b) Two simple weapons or (c) Crossbow, Light 10x Bolts
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • Spellbook

Table: The Spirit User

Level Proficiency
Bonus
Spells Known Cantrips Known Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 1 3 Spirit Call, Spirit Possessen 2
2nd +2 1 3 Spirit Control 3
3rd +2 2 3 Spirit School 4 2
4th +2 2 3 Ability Score Improvement, More and more Spirits, Lost Spirits 4 3
5th +3 3 5 Hardend Spirit 4 3 2
6th +3 3 5 Improved Control 4 3 3
7th +3 4 5 4 3 3 1
8th +3 4 5 Ability Score Improvement, More and more Spirits 4 3 3 2
9th +4 5 5 4 3 3 3 1
10th +4 5 7 Spiritsynchronization 4 3 3 3 2
11th +4 6 7 4 3 3 3 2 1
12th +4 6 7 Ability Score Improvement, More and more Spirits 4 3 3 3 2 1
13th +5 7 7 4 3 3 3 2 1 1
14th +5 7 7 Spirit Sacrifice 4 3 3 3 2 1 1
15th +5 8 9 4 3 3 3 2 1 1 1
16th +5 8 9 Ability Score Improvement, More and more Spirits 4 3 3 3 2 1 1 1
17th +6 9 9 4 3 3 3 2 1 1 1 1
18th +6 9 9 Spirit Guardians 4 3 3 3 3 1 1 1 1
19th +6 9 9 Ability Score Improvement, More and more Spirits 4 3 3 3 3 2 1 1 1
20th +6 9 9 Spirit Master 4 3 3 3 3 2 2 1 1

Spellcasting[edit]

Spellcasting Ability[edit]

You use Wisdom as your spellcasting ability for your Mage spells.

Spell save DC = 8 + Proficiency bonus + Wisdom Modifier

Spell attack modifier = Proficiency bonus + Wisdom Modifier

Cantrips[edit]

At 1st level, you know three cantrips which you may choose from the bard, sorcerer, warlock, or wizard spell lists. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Mage table.

Casting Spells The Spirit User table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare each spell only once, imbuing it into your focus. An effective shortcut around the age-old practice of preparing spells each morning, you can cast each as many times as your spell slots will allow.

Learning Spells of 1st Level and Higher Each time you gain access to a new level of spell, you learn a single spell chosen from the bard, sorcerer, warlock, or wizard spell list of the appropriate level.

Much like a wizard writing spells in their spell book, you may use scrolls or other tomes you find along your way to change the imbued spells in your focus, but your focus may only carry one spell of each level.

SpellBook[edit]

At 1st level, you have a Spellbook containing six 1st-level wizard Spells of your choice. Your Spellbook is the repository of the wizard Spells you know, except your Cantrips, which are fixed in your mind.

The Spirits that you add to your Spellbook as you gain levels reflect the spirits you have summoned you may have a number of spirits equal to you wisdom modifier. You might find other Spirits during your adventures. You could discover a spirit recorded on a scroll in an evil wizard’s chest, for example, or in a dusty tome in an ancient Library. You can also have spells in your spellbook.

Copying a Spell into the Book
When you find a wizard spell of 1st level or higher, you can add it to your Spellbook if it is of a Spell Level you can prepare and if you can spare the time to decipher and copy it.

Copying that spell into your Spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your Spellbook using your own notation.

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material Components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other Spells.

Replacing the Book
You can copy a spell from your own Spellbook into another book—for example, if you want to make a backup copy of your Spellbook. This is just like copying a new spell into your Spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.

If you lose your Spellbook, you can use the same procedure to transcribe the Spells that you have prepared into a new Spellbook. Filling out the remainder of your Spellbook requires you to find new Spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.

The Book’s Appearance
Your Spellbook is a unique compilation of Spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-­edged tome you found in an ancient Library, or even a loose collection of notes scrounged together after you lost your previous Spellbook in a mishap.

Spirit Call[edit]

At 1st level, you gain the service of one spirit roll 1d12, the name of that spirit is automatically written down in your spellbook. You or the DM can come up with the names.

Barbarian
Rage

In battle, you fight with primal ferocity. On Your Turn, you can enter a rage as a Bonus Action.

While raging, you gain the following benefits if you aren't wearing heavy armor:

• You have advantage on Strength Checks and Strength saving throws.

• When you make a melee weapon Attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you level.

• You have Resistance to bludgeoning, piercing, and slashing damage.

If you are able to cast Spells, you can't cast them or concentrate on them while raging.

Your rage lasts for 1 minute. It ends early if you are knocked Unconscious or if Your Turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on Your Turn as a Bonus Action.


Bard
Bardic Inspiration

You can inspire others through stirring words or music. To do so, you use a Bonus Action on Your Turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, Attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once).


Cleric
Heal

Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 1d8 hit points. The spell also ends blindness, deafness, and any Diseases affecting the target. This spell has no effect on constructs or Undead.


Druid
Wild Shape

You change from your humanoid form to beast form or vice versa. When you change from beast form back to your humanoid form you shift 1 square. While you are in beast form, you can't use weapon or implement attack powers that lack the beast form keyword, although you can sustain such powers. You can choose a specific form when you use wild shape to change into beast form. The beast form is your size, resembles a natural beast or a fey beast, and normally doesn't change your game statistics or movement modes. Your equipment becomes part of your beast form, but you drop anything you are holding, except implements you can use. You continue to gain the benefits of the equipment you wear, except a shield. You can use the properties and the powers of implements as well as magic items that you wear, but not the properties or the powers of weapons or the powers of wondrous items. While equipment is part of your beast form, it cannot be removed, and anything in a container that is part of your beast form is inaccessible.


Fighter
Action Surge

You can push yourself beyond your normal limits for a moment. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action.


Monk
Martial Arts

Your practice of martial arts gives you mastery of Combat styles that use unarmed strikes and monk Weapons, which are shortswords and any simple Melee Weapons that don't have the Two-Handed or heavy property.

You gain the following benefits while you are unarmed or wielding only monk Weapons and you aren't wearing armor or wielding a Shield.

• You can use Dexterity instead of Strength for the Attack and Damage Rolls of your unarmed strikes and monk Weapons.

• You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon.

• When you use the Attack action with an unarmed strike or a monk weapon on Your Turn, you can make one unarmed strike as a Bonus Action. For example, if you take the Attack action and Attack with a Quarterstaff, you can also make an unarmed strike as a Bonus Action, assuming you haven't already taken a Bonus Action this turn.

Certain monasteries use specialized forms of the monk Weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a Sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game Statistics provided for the weapon.


Paladin
Divine Smite

When you hit a creature with a melee weapon Attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each Spell Level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an Undead or a fiend.


Ranger
Hunter's Mark

Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.


Rogue
Sneak Attack

You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an Attack if you have advantage on the Attack roll. The Attack must use a Finesse or a ranged weapon.

You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll.


Sorcerer
Twinned Spell

When you Cast a Spell that Targets only one creature and doesn’t have a range of self, target a second creature in range with the same spell.

To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, Magic Missile and Scorching Ray aren’t eligible, but Ray of Frost is.


Warlock

With the Warlock spirit bacuse of the Warlocks nature in pact magic your spirit will be the one to hold the pact. roll 1d10-1 to get your pact.(or pick one if your DM says it's ok)

Pact Boon

You gain the 1st level abilities http://engl393-dnd5th.wikia.com/wiki/Warlock

The Archfey

The Celestial

The Fiend

The Ghost in the Machine

The Great Old One

The Hexblade

The Raven Queen

The Seeker

The Undying


Wizard
Signature Spells

You gain mastery over two powerful Spells and can cast them with little effort. Choose two 2nd-level wizard Spells in your Spellbook as your signature Spells. You always have these Spells prepared, they don't count against the number of Spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or Long Rest.

Spirit Possession[edit]

As an action, you can allow one spirit to possess you so that you gain the abilities shown in Spirit Call for a total amount of hours equal to your Wisdom modifier. The spirits can talk through your body, but they do your bidding. If you use this ability at the start of your turn it counts as a bonus action.

Spirit Control[edit]

At your 2nd level, as a action you can gain control of a willing creatures soul who is within 30 feet of you. On that creature's turn, you can use your reaction to allow the target to move and make an action, even if they are incapacitated, paralyzed or stunned. In addition, you can use your reaction to immediately stand the target up if they are knocked prone. If used against an enemy the creature must make a wisdom DC check against your spellcasting DC.(if used against Undead or Constructs you are at advantage unless they are being controlled already)

More and more Spirits[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase your spirit "slot" by 1

Lost Spirits[edit]

At your 4th level, you gain the ability to steal living spirits as a reaction, if you kill a creature while they are under you Spirit Control you can try to convince them to become one of your servants the creature must roll its wisdom saving throw against your Spellcasting DC. (If your DM allows you may also be able to find random Spirits)

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.

Hardend Spirit[edit]

At your 5th level, as a reaction, you may increase your AC by 4 you may use this ability equal to your wisdom modifier.

Improved Control[edit]

At 6th level, you gain the ability to allow 2 spirits to possess you, but you run the risk of being controlled by them. Every time you take damage you must roll your wisdom saving throw if you fail the spirits are forced out of your body and go back to your spellbook and you take 1d10 damage.

Spiritsynchronization[edit]

At level 10, you gain the ability to communicate directly with another ally's spirit up to 60ft

Spirit Sacrifice[edit]

At level 14, you can sacrifice one of your spirits as an action to heal your self for half your max health. Your spirit may not be fully destroyed, but you may meet them again if your DM permits.

Spirit Guardians[edit]

At level 18, You call forth lesser 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.

Spirit Master[edit]

At level 20, you can use your Spirit Possession an unlimited number of times. Additionally, you can ignore the verbal and somatic components of your spells, as well as any material components that lack a cost and aren’t consumed by a spell.

Spirits Schools[edit]

Spirit Master[edit]

Thing[edit]

Spirit Master[edit]

Thing[edit]

Spirit Master[edit]

Thing[edit]

Speical Spirits[edit]

Wyvern/Dragon Spirit[edit]

<!-For subclasses introduce this class option here->

Wings

You gain a flying speed of 40 feet and you are able to use your wings to move creatures nearby 15 feet and move up to half of its flying speed.

Breath attack

You can use an action to use a breath attack,3d6(refer damage to type), depending on the type of dragon spirit you have. You can do this twice a day. Wyvern=Arcane Breath, Other Dragons=different breaths.

Roar of the Furious

You can use an action or bonus action to roar loudly frightening others around you in a 2- ft diameter for 3 minutes, spellcasting DC. Disadvantage on kobolds, goblins, dryads and all creatures undersize: "Large".

Lich Spirit[edit]

<!-Introduce this subclass here->

Undead presence

You have resistance to necromancy based attacks made to yourself and when attacking you have advantage to attacking undead.

Arcane Horror

You are able to use an action or bonus attack to induce fear into your opponents in a 30ft cone must succeed on a DC 18 Wisdom Throw or become frightened by you. 3 uses a day, recharging 1d4+1 on a short rest or long rest in order to use this ability again.

Commander of the undead

You can use the Create, Destroy, and the Command undead spells at will and are able to use them as cantrips.

King Spirit[edit]

<!-Introduce this subclass here->

Command others

You gain the ability to make others do its bidding during your action instead of making an action, The commanded creature does not use its action when commanded or used in this way. Wisdom saving throw.

Knighting

When the king knights a character, that character gains temporary hit points equal to 1d10 plus your Wisdom modifier. You can do this only 1 + your Wisdom modifier (with a minimum of 1) times per day.

Checkmate

When you are about to be attacked, you can use your reaction to either move away from the attacker or can bring another creature and move it into its place. (You can move on of your spirits instead but, you will be unable to use that spirit for 2 days)

Medusa Spirit[edit]

<!-Introduce this subclass here->

Petrifying gaze

You use your gaze to turn any creatures in a 30ft range cone to stone. (No save if eye contact/multi-eyed being) If shielding eyes or otherwise blocking own eyesight, Wisdom Save DC

Beauty beyond compare

You use your unearthly beauty in order to charm (1 min) opponents in a 30ft cone, wisdom save DC, Works on both genders. Twice per long rest.

Slippery

You are able to use your reaction to slip out of a grapple or attack made to your, wisdom save DC

The Spirit Friend[edit]

<!-Introduce this subclass here->

Tri Possessed

You may have 3 spirits possess you at the same time. However, every 2 turn you will have to make a Wisdom saving throw the DC is 18.

A Friendly Sheild

You have +2 to your AC.

Phase Alignment

You gain resistance to slashing damage.

Spirit User Spell List[edit]

You know all of the spells on the basic Spirit User spell list and additional spells based on your subclass.

You can use the wizard and shaman spells

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Spirit User class, you must meet these prerequisites: 16 Wisdom and 15 Intelligence

Proficiencies. When you multiclass into the Spirit User class, you gain the following proficiencies: Daggers, Darts, Javelins, Quarterstaffs, Shortswords, and Spears. You also gain proficiency in Arcana and Insight



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