Spirit Weaver (5e Class)

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Spirit Weaver[edit]

Spirit weavers harness the power of Wisps to fuel their spells and empower themselves. They are spellcasters that Build their spell list during combat.

Death's Favored[edit]

Be it because of your cruelty or kindness, certain spirits and wisps have started gathering around you imbuing you with their powers.

Creating a Spirit Weaver[edit]

hmm?

Quick Build

You can make a Spirit weaver quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the Acolyte background. Third, choose a light crossbow and 20 bolts, an arcane focus, an explorer's pack, A Dagger and a Shepherd's staff.

Class Features

As a Spirit Weaver you gain the following class features.

Hit Points

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

Proficiencies

Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: Navigators tools
Saving Throws: Charisma, Wisdom
Skills: Choose two from Arcana, Deception, Intimidation, Medicine, Performance, Religion and Slight of Hand

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
  • (a) a component pouch or (b) an arcane focus
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • A Dagger and a Shepherd's staff(Quarterstaff)

Table: The Spirit Weaver

Level Proficiency
Bonus
Features Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Spiritvision, Shepherd of Souls 2 2
2nd +2 Spirit Weaving 3 3
3rd +2 Spooky Knowledge, Spirit Ceremonies 4 4 2
4th +2 Ability Score Improvement 5 4 3
5th +3 Spirit Summons, Ethereal Summoner 6 4 3 2
6th +3 Spirit Ceremony Feature, Coordinated Wisps 7 4 3 3
7th +3 8 4 3 3 1
8th +3 Ability Score Improvement 9 4 3 3 2
9th +4 10 4 3 3 3 1
10th +4 Greater Spirit Weaving 11 4 3 3 3 2
11th +4 12 4 3 3 3 2 1
12th +4 Ability Score Improvement 12 4 3 3 3 2 1
13th +5 13 4 3 3 3 2 1 1
14th +5 Spirit Ceremony Feature 13 4 3 3 3 2 1 1
15th +5 14 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 14 4 3 3 3 2 1 1 1
17th +6 Greater Spirit Summons 15 4 3 3 3 2 1 1 1 1
18th +6 Spirit Ceremony Feature 15 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 15 4 3 3 3 3 2 1 1 1
20th +6 Guide of the Dead 15 4 3 3 3 3 2 2 1 1

Spellcasting[edit]

Something about you draws spirits to you, whose presence imbues you with magical abilities. Your connection to these ethereal creatures fuels your spells.

Cantrips

Due to the nature of your magic you can not cast cantrips yourself.

Spell Slots

The Spirit Weaver table shows how many spell slots you have to cast your spirit weaver spells of 1st level and higher. To cast one of these spirit weaver 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.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the wizard spell list.

The Spells Known column of the Spirit Weaver table shows when you learn more spirit weaver spells of your choice. 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 spirit weaver spells you know and replace it with another spell from the wizard spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your spirit weaver spells, since the power of your magic relies on your ability successfully to herd and guide spirits. 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 spirit weaver 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

Ritual Casting

You can cast a spirit weaver spell as a ritual if that spell has the ritual tag.

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your spirit weaver spells.

Spiritvision[edit]

Being surrounded by spirits all your life made their essences rub off onto you, letting you perceive them. At 1st Level, you gain the ability to see into the Ethereal plane within 90 feet of you.

Shepherd of Souls[edit]

Be it of kindness or cruelty, you excerpt a strong pull on ghosts and spirits around you. The most notable of which are Wisps.

Wisps

Wisps are tiny soul fragments that get left behind when the soul of a creature leaves its body. These tiny undead can take up a shape that represents them in their former life, though most commonly you can perceive them as tiny white flames no larger than your fist that extinguish within seconds without guidance. And although dead, all wisps have little quirks about them. Be it playful, brooding, excitable, mournful or lazy having a bunch of wisps around can feel like quite the troupe to herd, however their quirks never come in the way of their function. As they exist only on the ethereal plane they can turn invisible to anyone without True sight or Spiritvision, have a flight speed of 20 feet and can pass through solid matter. In case they are being attacked, they have 1 hitpoint and use the ac and saves of their shepherd and when casting spell they can affect either the ethereal plane or the material plane.

Shepherd's Domain

At Level 1, a radius of 60 feet around you becomes your Shepherd's Domain. This radius around you, is used to determine the range of influence you have on the spirits that follow you.

Shepherd

Starting from Level 1, you gain the ability to shepherd Wisps. Whenever a creature dies or its soul leaves its body within your Shepherd's Domain that is not undead or a construct, they leave behind a Wisp which will start following you. You can have any number of wisps following you, however herding them is difficult due to their quirks making them often wander off and extinguish on a Long rest. You can retain a number of Wisps you choose during a long rest equals to your Charisma modifier + Half your spirit weaver level(Rounded up) (minimum of one wisp). If the amount of wisps that follow you are beneath your current Herd size on a long rest, add an amount of wisps up to your Charisma modifier to your herd, keep in mind that any excess wisps still disappear. This happens as in rare cases wisps dont burn up without a shepherd and find their way to you, in this way the DM can let you find wisps out in the open aswell! Wisps that you shepherd, keep in a radius of 60 feet around you and stay relative to your position when you move. A wisp vanishes if it ever leaves your Shepherd's Domain, which they tend to avoid unless commanded to.

You can command your wisps with hand or staff gestures which unless stated differently requires a bonus action. You can comm⁠and any or all of them at the same time, issuing the same comm⁠and to each one. You decide what action the wisps will take and where it will move, or you can issue a general com⁠mand, such as to follow a person or guard a door. If you issue no comm⁠ands, wisps will act of their own accord. A curious wisp might look around, a brooding wisp will look for some dark spots, a playful wisp will try to get you to play with it, etc. During combat if not commanded, they will only defend themselves. Once given an order, the wisp continues to follow it until its task is complete. Wisps act on your initiative and will start executing a command as soon as you motion it.

Shepherd's authority

Also at 1st Level you gain access to Shepherd's authority. You can use an action to activate it and choose one effect. If an effect commands a wisp or multiple wisps, the wisps need to use their action to contribute to it, or they do not count as commanded targets. Right now you can only use Minor Incantation, Spell Delivery and Hide/Reveal, you will gain more options at Levels 2, 5, 10 and 17.

Minor Incantation. You command one Wisp that you can see to cast any cantrip from the wizards spell list using your spellcasting modifier. You can also choose for the commanded wisp to possess a non-magical object or a willing creature within 20 feet and cast the cantrip as if it originated from the possessed object or creature. When the cantrip is cast the wisp transforms into the cantrip's effect, ignoring concentration.

Spell Delivery. You command one Wisp that you can see to deliver a spell for you. When you use this effect, the commanded wisp will cast a spell you chose that you have prepared, using the appropriate spell slot. For ongoing benefits or if the target is self, you count as the caster of the spell.

Hide/Reveal. You command as many Wisps as you like to Turn invisible or reveal themselves. Once Invisible they can not be perceived by anyone without True sight or Spiritvision. Creatures on the Ethereal Plane can always see them.

Spirit Weaving[edit]

Your magical prowess is noting to brag about, however you know how to guide your wisps to cast for you. At 2nd Level whenever you gain a wisp you may designate it towards any one spell in the wizard spell list, which must be of a level for which you have spell slots. Once you designate a number of wisps to a spell equal to or more than the spells level you may use the Incantation or Chanting effect for when you use your Shepherd's authority feature. You can redesignate any remaining wisps to different spells by spending an hour at the end of a long rest to retrain them.

Incantation. You command any Wisps you choose that have been designated to the same spell to combine at a destination that you can see within 20 feet of all of them. A Wisp is only eligible for this effect, if it has been designated to the same spell as all the others commanded by this feature, is within 20 feet of the chosen destination and is not currently sustaining a spell, cantrip or summon. If an amount of eligible wisps you chose are equal to their designated spells level, they combine and cast the spell from that position, consuming the appropriate spell slot. If you chose more Wisps than the spells level and you have the spell slot for it, the spell gets cast using a spell slot of a level equals to the amount of commanded and eligible Wisps. Any verbal, somatic and material components have to be performed by the caster as a way to guide the wisps to what they should do and concentration is held by the caster aswell. If the spell targets self or gives ongoing benefits to the caster, treat the Shepherd as the caster of the spell. Once the spell ends the commanded wisps c̶e̶a̶s̶e̶ ̶t̶o̶ ̶e̶x̶i̶s̶t̶ move on to wisp heaven, leaving your herd.

Chanting. You chant and weave any wisps you choose that have been designated to the same Ritual spell. If an amount of wisps you chose are equal to their designated ritual spells level and none of them are not currently sustaining a spell, cantrip or summon, they combine and cast the spell from that position as a Ritual, during which the shepherd has to participate. If you chose more Wisps than the spells level and you have the spell slot for it, the spell gets cast using a spell slot of a level equals to the amount of commanded Wisps. Any verbal, somatic and material components have to be performed by the caster as a way to guide the wisps to what they should do and concentration is held by the caster aswell. If the spell targets self or gives ongoing benefits to the caster, treat the Shepherd as the caster of the spell. Once the spell ends the commanded wisps stay in your herd.

Spooky Knowledge[edit]

Starting from 3rd Level, your dealings with the ethereal plane have made you more intimate with its inner workings. You have advantage to both resist being frightened by the undead and to ability checks made in relation to the ethereal plane and ghosts.

Spirit Ceremonies[edit]

At 3rd level, you chose a Spirit Ceremony. Choose between Ceremony of the Herd, Ceremony of Reaping or Ceremony of Undeath, all detailed at the end of the class description. Your choice grants you ceremony spells and features at 3rd level and again at 6th, 14th and 18th level.

Ceremony spells

Each ceremony has a list of spells-its ceremony spells that you gain at the spirit weaver levels noted in the ceremony description. Once you gain a ceremony spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.

If you have a ceremony spell that doesn't appear on the wizard spell list, the spell is nonetheless a spirit weaver spell for you.

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 Summons[edit]

Upon 5th Level you gain the specific insights you need to manifest your herd in the material plane. Whenever you use an action to activate your Shepherd's authority feature you gain access to the Spirit Summons effect.

Spirit Summons. You choose a point in space or a corpse within your Shepherd's Domain that you can see and command any wisps of your choice within 20feet of that point to merge and manifest there. Depending on the amount of wisps chosen and the target or lack their of, they will merge into a different form. Consult the Manifestation table to determine what creature you summon. If you target a corpse, the corpse should be appropriate for what you are trying to summon. On each of your turns, you can use a bonus action to mentally comma⁠nd any creature you made with this action if the creature is your Shepherd's Domain (if you control multiple creatures, you can comm⁠and any or all of them at the same time, issuing the same comm⁠and to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general com⁠mand, such as to guard a particular chamber or corridor. If you issue no comm⁠ands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for an amount of hours equal to your Charisma Score (to a minimum of 1 hour), after which the wisps will burn up and c̶e̶a̶s̶e̶ ̶t̶o̶ ̶e̶x̶i̶s̶t̶ move on to wisp heaven, leaving your herd. Only the corpse remains.

Manifestation table
Wisp cost No corpse Corpse
2 Shadow Skeleton, Zombie, Warhorse Skeleton
4 Specter Ghoul
6 Will-o'-Wisp Ghast, Ogre Zombie, Minotaur Skeleton
10 Ghost Wight
14 Wraith Revenant, Beholder Zombie

You may summon additional undead creatures with the approval of your DM. To choose the cost of those summons orient yourself using the CR of the creatures in each category.

Ethereal Summoner[edit]

Starting from level 5, whenever you summon any creature without providing a corpse (like for Animate Dead) or object (as for Tiny servant) you may spend an amount of wisps equal to the spells level to make it a Ghost. Doing so means the summoned creature will be considered undead and gain Etherealness and Incorporeal Movement.

Incorporeal Movement. The summon can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Etherealness. As an action the summon enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.

Coordinated Wisps[edit]

At Level 6, you've learned to herd and guide your wisps more efficiently. When taking your bonus action to command your wisps, you may issue a separate command to each wisp designated to a different spell.

Greater Spirit Weaving[edit]

At 10th level, you learn how to consume the wisps and gain their powers or fuel your Summons. As part of a short rest you may use Wisps to regain spell slots and the other way round. Each wisp equals to a spell level, so if you consume 4 wisps, you in turn regain a spent 4th level spell slot and vice versa. You can only regain spell slots up to 5th Level using this feature. Furthermore whenever you use an action to activate your Shepherd's authority feature you gain access to the Sustain Summons effect.

Sustain Summons. You choose any Creature Manifested by the Spirit Summons feature within 60 feet of you and rekindle it with life. As part of this action, choose a number of wisps equal to half the wisp cost of the summon within 20 feet of the summon. Doing so will allow the summon to exist for an additional amount of hours equals to your Charisma score (to a minimum of 1 hour).

Greater Spirit Summons[edit]

Starting from Level 17, your ability to sustain your wisp while they are manifested greatly improved. Whenever you use an action to activate your Shepherd's authority feature you gain access to the Greater Spirit Summons effect. Additionally Wisps casting spells using Incantation or Chanting can now treat other willing creatures within your Shepherd's Domain as if they were the caster of the spell.

Greater Spirit Summons. Once a day, you can combine an absurd amount of wisps to create powerful apparitions, just how many did you kill to obtain this power? You choose a point in space or a corpse within your Shepherd's Domain that you can see and command any wisps of your choice within 20feet of that point to merge and manifest there. Depending on the amount of wisps chosen and the target or lack their of, they will merge into a different form. Consult the Manifestation or Greater Manifestation table to determine what creature you summon. If you target a corpse, the corpse will be molded into the desired form by your wisps, as the contort the corpse and replace the missing parts with spectral ones. On each of your turns, you can use a bonus action to mentally comma⁠nd any creature you made with this action if the creature is within your Shepherd's Domain (if you control multiple creatures, you can comm⁠and any or all of them at the same time, issuing the same comm⁠and to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general com⁠mand, such as to guard a particular chamber or corridor. If you issue no comm⁠ands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for an amount of hours equals to you Charisma Modifier (to a minimum of 1 hour), after which the wisps will burn up and c̶e̶a̶s̶e̶ ̶t̶o̶ ̶e̶x̶i̶s̶t̶ move on to wisp heaven, leaving your herd. This destroys the corpse as it violently shatters and breaks, making it unusable for any further summoning.

Greater Manifestation table
Wisp cost Summon
140 Death Tyrant
170 Adult Blue Dracolich, Death Knight
180 Demilich

You may summon additional undead creatures with the approval of your DM. To be a greater manifestation, the undead creature should be at least CR 6 costing an amount of wisps equal to their CR multiplied by 10.

Guide of the Dead[edit]

At 20th level, you become you gain the ability to cast the following spells at will: speak with Dead, etherealness, True Seeing. Additionally you stop aging, slowly becoming a ghost yourself.

Ceremony of the Herd[edit]

Practitioners of the Ceremony of the Herd, guide their herds like no other. Their expertise and experience herding their flock allows them to more easily move them about.

Ceremony of the Herd Spells
Spirit Weaver Level Spells
3 Animal Messenger, Suggestion
5 Conjure Animals, Enemies Abound
7 Conjure Woodland Beings, Compulsion
9 Danse Macabre, Dominate Person
Accellerated Weaving

Starting from when you acquire this subclass at level 3, you learn how to release magical energy from your wisps faster at the expense of their life force. You may use Minor Incantation effect as a bonus action without the use of Shepherd's Authority. However doing so will d̶e̶s̶t̶r̶o̶y̶ free the commanded wisp at the end of the cantrips effect, making it leave your herd.

Ethereal Mind

At Level 6 youve attuned your mind with that of the wisps and become able to link your mind with theirs. As an action, you can see through one of your wisps’s eyes and hear what it hears until the start of your next turn or it leaves your herd. During this time, you are deaf and blind with regard to your own sen⁠ses.

Shepherd's Domain Expansion

Starting from Level 14 when you get this feature, your Shepherd's Domain increases to a radius of 120 feet around you. Additionally your Ethereal sight increases to a radius of 120 feet around you as well, to match the increase of your domain.

Ethereal Swap

Also at 14th Level you gain the ability to use ethereal magics to swap places with your wisps. As a bonus action you instantly swap places with a wisp in your herd that you can see. If it occupied 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.

Master Shepherd

Your remarkable ability to herd, allows you to gain and retain more wisps. At 18th Level, anytime you would gain a wisp roll a d20. If the roll is equal to or lower than your charisma modifier, you gain an additional wisp. Additionally the amount of wisps that you retain over a Long rest increases to twice your Charisma modifier + Half your spirit weaver level(rounded up) (to a minimum of 2!).


Ceremony of Reaping[edit]

Spirit Weaver of this Ceremony manifest their wisps as deadly weapons for them to use in combat

Ceremony of Reaping Spells
Spirit Weaver Level Spells
3 Blur, Hold Person
5 Haste, Fireball
7 Death Ward, Blight
9 Hold Monster, Steel Wind Strike
Spirit Armory

Selecting this subclass at 3rd level grants you the ability to manifest your wisps into deadly weapons and armor. When using your Shepherd's Authority you gain access to the Spirit Armory effect.

Spirit Armory. You command as many of your wisps within 20 feet of you as you choose to manifest as spectral weaponary and/or protection. You may choose to manifest as many equipment pieces as you like, as long as the total Wisp cost is equal to the wisps commanded by this effect. Any equipment you manifest manifests on your person, is automatically equipped and lasts for 1 minute or upon leaving your Shepherd's Domain. While you are wielding or wearing manifested weapons or armour you are considered proficient with them, and only them, and my use your charisma modifier instead of strength or dexterity to add to the weapons attack amd damage rolls. Meaning if you manifest a spectral scimitar, you will only be able to add your proficiency bonus to attack rolls with the spectral scimitar. The wisp cost and equipment options are displayed in the Spirit Armory table below. Any wisp that manifests into equipment can not be commanded by you or any effect of your Shepherd's Authority, and is destroyed at the end of the duration, leaving your herd.
Spirit Armory table
Wisp Cost Equipment
1 Any Simple non-magical Weapon
2 Any Martial non-magical Weapon
1-2 Light Armor: Ac 10+WispCost+Dex
3-6 Medium Armor: Ac 10+WispCost+Dex(Max.2)
7-8 Heavy Armor: Ac 10+WispCost
2 Shield
Soul Siphon

Also at 3rd level, whenever you bring a creature to 0 hitpoints that isnt an undead or a construct, while you are wielding a weapon manifested by the Spirit Armory effect, you may choose to consume the aquired wisp instead of adding it to your herd. Doing this will let you choose an effect on the Soul Siphon table. You may take the same effect more than once but only have up to 2 non-instantaneous effects active at the same time. All of these effects last a duration mentioned in the duration column, or until the manifested weapon is destroyed.

Soul Siphon table
Effect Duration
Transform your spectral weapon into any other spectral weapon of your choice Instantaneous
Increase the Wisp Cost of your spectral armor by 1 up to a maximum total Wisp cost of 9. Should the wisp cost exceed its current category, the type of armor changes to match its cost, e.g. a 2 cost light armor becomes a 3 cost medium armor. This change lasts until the armor is destroyed Instantaneous
Gain 5 walking speed Until Destroyed
Gain temporary hitpoints equal to your proficiency bonus Instantaneous
Gain advantage on your next attack roll Instantaneous
Gain a +1 to your damage rolls Until Destroyed
Gain a +1 to your attack rolls Until Destroyed
Gain advantage on your next ability check Instantaneous
Improved Spirit Armory

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Additionally when using your Shepherd's Authority to manifest a weapon, it is considered magical for the purpose of overcoming resistances. You may also spend up to 2 additional wisps within 20 feet of you when manifesting a spectral weapon to gain effects from the Soul Siphon table equals to the additional wisps spent and you can have up to 3 non-instantaneous effects from the Soul Siphon table active at a time.

Greater Soul Siphon

At 14th level, all effects in the soul siphon table are doubled (+1 becomes +2, advantage on the next attack becomes advantage on the next two attacks etc.), and the transform weapon effect extends the duration of all your spectral equipment by 1 minute. Additionally whenever you get to choose an effect from the Soul Syphon table, you may choose an effect from the Greater soul siphon table instead. You may choose the same effect multiple times, but only 2 non-instantaneous effects may be active at a time. All of these effects last a duration mentioned in the duration column, or until the manifested weapon is destroyed.

Greater Spirit Siphon table
Effect Duration
You gain spectral wings, giving you a flying speed equals to double your walking speed Until Destroyed
You enter the ethereal plane as if under the effect of the etherealness spell until you make an attack or cast a spell Instantaneous
You get to make another attack as a bonus action on this turn Instantaneous
Your spectral weapon deals an aditional 1d6 cold or necrotic damage Until Destroyed
You gain 3 spectral duplicates making you harder to hit, as if under effect of the Mirror Image spell Until Destroyed or End of spell effect
A shadow appears in the space previously occupied by the fallen, obeying your verbal commands for 1 minute after which it disintegrates Instantaneous
Greater Spirit Armory

At 18th Level, you learn to spend spell slots to call wisps to instantly arm yourself. When using the Spirit Armory effect for your Shepherd's Authority, you may spend a spell slot and add its level to the amount of commanded wisps for the sole purpose of manifesting equipment. Additionally you may spend three additional wisps within 20 feet of you when manifesting a spectral weapon to gain one effect of the Greater Soul Siphon table.

Ceremony of Undeath[edit]

Those practising the Ceremony of death infuse themselves with the energy of their wisps, becoming spirits themselves

Ceremony of Undeath
Spirit Weaver Level Spells
3 Levitate, Phantasmal Force
5 Fear, Bestow Curse
7 Hallucinatory Terrain, Phantasmal Killer
9 Telekinesis, Animate Objects
Spirit Exchange

Beginning at 3rd level, when you pick this ceremony you harness the ethereal nature of your wisps to become ethereal yourself. When using your Shepherd's Authority you gain access to the Spirit Exchange effect.

Spirit Exchange. You draw on the ethereal energy of your wisps to enter/exit the ethereal plane. While you have atleast one wisp, Every Wisp in your herd is transfered to the material plane while you are sent to the ethereal plane, as if under the etherealness spell. While in the ethereal plane, your Shepherd's Domain shrinks to a radius of 30 feet, releasing any wisp still outside of it from your herd. Wisps in the material plane can be attacked but can still pass through solid objects as if they were difficult terrain however it takes 1d10 force damage if it ends its turn inside an object. They also can not be affected by the Hide/Reveal effect of your Shepherd's Authority feature and when they use the Hide action they use your stealth ability. While you are unable to affect any creature on the material plane, your wisps can using the Minor incantation, Spell Delivery or Incantation effects. Additionally while in the ethereal plane you do not need to eat, drink, sleep or breathe, you have advantage on any checks used to frighten or intimidate other creatures and any wisps that start following you get transfered to the material plane aswell. Once all of your wisps have died or are converted into spells or summons you reenter the material plane. If you come back this way you can not use this effect again until completing a long rest. You can also return by using the spirit exchange effect again, sending any remaining wisps back into the ethereal plane.
Jump scare

At 6th level, you learn to cloak yourself and your wisps to get the jump on your enemies. Whenever you or your wisps have not moved (your wisps count as having moved when you move, due to them staying relative to your position) and not taken an action for an entire turn, you or your wisps become invisible at the end of that turn which lasts until you or your wisps move or take an action. While invisible you have advantage on initiative rolls. The first ability check, or attack roll you make after exiting this invisibility has advantage. If you target a creature that is surprised it will have disadvantage on ability checks and saving throws against your first action after exiting invisibility. Additionally due to your intimate knowledge with scares, you become immune to the frightened condition and can not be surprised.

Durable Wisps

Also at level 6, whenever you finish a short or long rest, your Wisps gain temporary hitpoints equal to one third of your spirit weaver level + your charisma modifier.

Spirit Possession

Starting at 14th level, you unravel what makes ghosts, ghosts! As an action while you are in the ethereal plane, you may force any humanoid, construct or undead creature or a corpse there of, whose CR is equal to or below your level, within 10 feet of you that you can see to roll a charisma saving throw against your spell save dc. On a failure they become possessed by you as you slip into their body, retaining your Charisma, Wisdom and Intelligence scores while gaining your targets Strength, Dexterity and Constitution scores. While possessing a body you may freely move it as if it were your own, gaining any racial traits and actions it has, while being unable to utilise any features or traits that they aquired through training e.g. proficiencies, class features, spellcasting etc.. You take half of any damage they take(rounded down) aswell as half of any healing they receive(rounded down). Should the creature you are possessing drop to 0 hit points, they make death saves as usual, and can be stabilised as usual, by others, you may stabilise them by succeeding a dc 10 constitution check as an action. You also gain advantage on deception and performance checks to trick others into thinking you are the creature you possess. At the end of each of their turns a possessed creature may repeat their save against the effect. If they succeed you can not possess them, and they become immune to it for the next 24 hours. If you had already possessed them and they succeeded their save, the possession ends and you get pushed out to the nearest occupiable space in the ethereal plane. If you reach 0 hitpoints or all of your wisps have died or are converted into spells or summons while you are possessing a creature, the possession ends and you reenter the material plane in the nearest occupiable space, unable to use the Spirit Exchange effect again until your next long rest. Creatures that are unconcious as a result of being dropped to 0 hitpoints do not make a save to resist the possession until they would have naturally woken up. Willing creatures can decide to fail their saves. Corpses do not make saves. You can use this feature an amount of times per long rest up to your charisma modifier.

Terrifying Aura

Upon reaching level 18 you are surrounded by an aura of terror. As an action you make your shepherds radius inflict fear into any one that steps inside it. If any creature which isnt currently frightened by you, enters your shepherds radius or starts its turn there, it must make a wisdom saving throw against your spell save dc. On a fail the creature is frightened by you for one minute, while on a success the creature is immune to the effect for an hour. Once you use this action the effect last for 10 minutes or until you use another action to disable it. You can use this feature up to an amount equals to your charisma modifier, regaining any spent uses on a long rest.

Spirit weaver Spell List[edit]

You know all of the spells on the wizard spell list and additional spells based on your subclass.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Spirit weaver class, you must meet these prerequisites: A Charisma stat of 13 or above

Proficiencies. When you multiclass into the Spirit weaver class, you gain the following proficiencies:

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