Spirit Weaver (5e Class)

From D&D Wiki
Jump to navigation Jump to search

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 through cruelty or kindness, certain spirits and wisps have begun gathering around particular individuals, imbuing them with their power. In places where death and decay are most prevalent, those who feel the touch of the ethereal may become Spirit Weavers. The rarest among them are the kind and gentle, often emerging from cemeteries or hospitals, guiding their Herd peacefully into the afterlife. More commonly, they are Shamans—those who have witnessed bloody battles or routine sacrifices. These individuals guide their Herds with a sense of purpose and are unafraid to wield their power to achieve their own goals. And finally, there are the cruelest: murderers, warmongers, and blood-hungry soldiers who twist the souls of the dead into weapons and consume them to increase their own strength.

Creating a Spirit Weaver[edit]

amirul-hhf-3.jpg
A Spirit weaver

Image Source

When you create your spirit weaver, consider in which environment have they met death so many times over? Why are the dead so interested in them? How did they learn the skills to guide and shape the dead to their will? What do they think of the dead? Are they just tools to be used, or remnants of people deserving to find peace?

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 crossbow 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: Navigator's tools
Saving Throws: Charisma, Wisdom
Skills: Choose two from Arcana, Deception, Intimidation, Medicine, Performance, Religion and Sleight of Hand

Equipment

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

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 Spirit weaver 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 Spirit weaver 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 or a shepherd's staff as a spellcasting focus for your spirit weaver spells.

Spiritvision[edit]

Being surrounded by spirits all your life infused you with their essence, 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[edit]
onibi.jpg
A group of Wisps

Image Source

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 truesight 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[edit]

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[edit]

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. If it is unclear whether you should gain a Wisp or not, the DM gets to decide.

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 up to your Charisma modifier + half your spirit weaver level(Rounded up) (to a minimum of 1 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 as well! Wisps that you shepherd, stay within your Shepherd's Domain 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 otherwise, 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 play around, 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[edit]

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 the Minor Incantation, Spell Delivery and Hide/Reveal effects, you will gain more options at Levels 2, 5, 10 and 17.

Minor Incantation. You command one Wisp in your herd to cast any cantrip from the Spirit weaver 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. The Wisp that cast the cantrip also holds its concentration if necessary.

Spell Delivery. You command one Wisp in your herd 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 truesight or Spiritvision. Creatures on the Ethereal Plane can always see them.

Spirit Weaving[edit]

Your magical prowess is nothing 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 Spirit weaver 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 choose the Incantation or Chanting effect when you use your Shepherd's Authority feature. You can designate 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 concentrating on a cantrip. 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 your 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 must be performed by the shepherd to guide the Wisps in what they should do, and concentration is maintained by the shepherd as well. If the spell targets the caster or provides ongoing benefits, treat the shepherd as the caster of the spell. The commanded Wisps then 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 currently concentrating on a cantrip, 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 at a level equals to the amount of commanded Wisps. Any verbal, somatic, and material components must be performed by the shepherd to guide the Wisps in what they should do, and concentration is maintained by the shepherd as well. If the spell targets the caster or provides ongoing benefits, 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 on rolls to resist being frightened, charmed or possessed 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, Ceremony of Undeath or Ceremony of Manifestation, 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 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 may choose 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 20 feet 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 as long as 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 equal to your Charisma Score (to a minimum of 1 hour), after which only a corpse remains. The Wisps used to summon the creature will burn up and c̶e̶a̶s̶e̶ ̶t̶o̶ ̶e̶x̶i̶s̶t̶ move on to wisp heaven, leaving your herd.

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 (The maximum being CR 5).

Ethereal Summoner[edit]

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

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 may choose the Sustain Summons effect.

Sustain Summons. You choose any creature manifested by the Spirit Summons feature within your Shepherd's Domain 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 to be consumed by it. 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 Wisps while they are manifested greatly improved. Whenever you use an action to activate your Shepherd's Authority feature you may choose 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 or a corpse within your Shepherd's Domain that you can see and command any Wisps of your choice within 20 feet 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 they contort the corpse and replace the missing parts with spectral ones, making it possible to summon a humanoid undead using the corpse of a rat. On each of your turns, you can use a bonus action to mentally comma⁠nd any creature you made with this action as long as 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 corpse is destroyed as it violently shatters and breaks, making it unusable for any further summoning. The Wisps used in the summoning burn up and c̶e̶a̶s̶e̶ ̶t̶o̶ ̶e̶x̶i̶s̶t̶ move on to wisp heaven, leaving your herd.

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 a master at guiding spirits, you gain the ability to cast the following spells at will: speak with dead, etherealness and true seeing. Additionally you stop aging, slowly becoming a ghost yourself.

Ceremony of the Herd[edit]

amirul-hhf-3.jpg
A Practitioner of the Ceremony of the Herd

Image Source

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 and you will be holding its concentration if necessary.

Ethereal Mind

At Level 6 you've 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.

Additionally you can now control any and all of your undead summons and Wisps using the same bonus action, able to give them all separate orders if you so choose.

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 Spiritvision increases to a radius of 180 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 may 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, 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]

2861891_ziggygoat_onibi.png
A Practitioner of the Ceremony of Reaping

Image Source

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 may use 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 weaponry 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 an amount of time equals to your Charisma score in minutes (to a minimum of 1 minute). While you are wielding or wearing manifested weapons or armour you are considered proficient with them, and only them, and may use your Charisma modifier instead of Strength or Dexterity to add to the weapons attack and damage rolls. The Wisp cost and equipment options are displayed in the Spirit Armory table below. Any Wisp that manifests into equipment is destroyed, 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: +2 AC
Soul Siphon

Also at 3rd level, whenever you gain a Wisp while you are wielding a weapon manifested by the Spirit Armory effect, you may choose to consume the acquired 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 can only have up to two major effects, or one major effect taken twice, active at the same time. All of these effects last a duration mentioned in the duration column, or until the manifested equipment is destroyed.

Soul Siphon table
Effect Tier Duration
Transform your spectral weapon into any other spectral weapon of your choice Minor Until destroyed
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. Minor Until destroyed
Gain 5 walking speed Major Until Destroyed
Gain temporary hitpoints equal to your proficiency bonus Minor Instantaneous
Gain advantage on your next attack roll Minor Instantaneous
Gain a +1 to your damage rolls Major Until Destroyed
Gain a +1 to your attack rolls Major Until Destroyed
Gain advantage on your next ability check Minor Instantaneous
Extra Attack

From Level 6 onwards, you can now attack twice instead of once whenever you take the Attack action on your turn.

Improved Spirit Armory

Starting at 6th level, 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 spectral equipment to gain effects from the Soul Siphon table equals to the additional Wisps spent and may now have up to 3 major 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 an amount of time equals to your Charisma score in minutes (to a minimum of 1 minute).

Additionally whenever you get to choose an effect from the Soul Siphon table, you may choose an effect from the Greater Soul Siphon table instead. You may choose the same effect multiple times, but only can only have up to two major effects, or one major effect taken twice, active at the same time. All of these effects last a duration mentioned in the duration column, or until the manifested equipment is destroyed.

Greater Soul Siphon table
Effect Tier Duration
You gain spectral wings, giving you a flying speed equals to double your walking speed Major Until destroyed
You enter the ethereal plane as if under the effect of the etherealness spell until you decide to make an attack or cast a spell Minor Until destroyed or end of effect
You get to make another attack as a bonus action on this turn Minor Instantaneous
Your spectral weapon deals an additional 1d6 cold or necrotic damage Major Until Destroyed
You gain 3 spectral duplicates making you harder to hit, as if under effect of the mirror image spell Major 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 Minor Until destroyed or end of effect
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 spectral equipment to gain one effect of the Greater Soul Siphon table.

Ceremony of Undeath[edit]

24e80561540d49be0243e7a07205b63b.jpg
A Practitioner of the Ceremony of Undeath

Image Source

Those practising the Ceremony of Undeath 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

Starting at 3rd level, you gain the ability to step between the Material and Ethereal Planes by harnessing the energy of your Wisps. When you use your Shepherd's Authority, you may choose the Spirit Exchange effect.

Spirit Exchange. While you have at least one Wisp in your herd, you can shift into the Ethereal Plane, as if affected by the etherealness spell. In doing so, every Wisp in your herd gets forced into the Material Plane. While in the Ethereal Plane, your Shepherd's Domain shrinks to a 30-foot radius, releasing any Wisps outside of it from your control.
Your Wisps can be attacked while in the Material Plane, but they retain their ability to pass through solid objects, though doing so is now considered difficult terrain for them. If a Wisp ends its turn inside an object, it takes 1d10 force damage. While in this state, your Wisps are unable to be affected by the Hide/Reveal effect of your Shepherd’s Authority feature, but they may still hide using the Hide action with your Stealth ability. Though you cannot interact with creatures on the Material Plane, you can command your Wisps to do so using Minor Incantation, Spell Delivery, and Incantation effects.
While in the Ethereal Plane, you do not need to eat, drink, sleep, or breathe. Additionally, you have advantage on Charisma (Intimidation) checks made against creatures that can perceive you. Any new Wisps that begin following you while you are in the Ethereal Plane are immediately transferred to the Material Plane.
You remain in the Ethereal Plane until all of your Wisps have been destroyed or expended as spells or summons, at which point you immediately return to the Material Plane and cannot use this feature again until you complete a long rest. Alternatively, you can use Spirit Exchange again to return willingly, sending any remaining Wisps back to the Ethereal Plane in your place.
Jump scare

At 6th level, you learn to cloak yourself and your Wisps to get the jump on your enemies. Whenever you and your Wisps have not moved and not taken any action for an entire turn, you and your Wisps become invisible at the end of that turn which lasts until you or your wisps move or take an action.

This form of invisibility grants you:

  • Advantage on initiative rolls.
  • Advantage on the first ability check, or attack roll you make after exiting this invisibility.
  • 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 hit points equal to one third of your spirit weaver level (rounded up) + your Charisma modifier.

Spirit Possession

At 14th level, you learn to unravel the essence of what makes a creature truly alive—or dead—and use this knowledge to possess the bodies of others. As an action, while you are in the Ethereal Plane, you can target a humanoid, construct, undead, or a corpse within 10 feet of you whose Challenge Rating is equal to or lower than your level. The creature must make a Charisma saving throw against your spell save DC. On a failed save, you possess the creature’s body, slipping into it and gaining control.

While possessing a body, you retain your Charisma, Wisdom, and Intelligence scores but gain the creature’s Strength, Dexterity, and Constitution scores. You can move and act freely using the body as if it were your own, gaining any racial traits and actions the creature possesses. However, you cannot use any features, traits or actions that the creature has acquired through training, such as proficiencies, class features, or spellcasting (you may still use your own however).

You take half of any damage dealt to the possessed creature (rounded down), as well as half of any healing they receive (rounded down). If the possessed creature drops to 0 hit points, they begin making death saving throws as normal. The creature can be stabilized by others, or you can stabilize them yourself by succeeding on a DC 10 Constitution check as an action.

While possessing the creature, you gain advantage on Deception and Performance checks to impersonate them.

At the end of each of the possessed creature’s turns, they may make another Charisma saving throw to end the possession. If they succeed, the possession ends, and they become immune to further possession for the next 24 hours. If the possession ends due to a successful save, you are pushed out into the nearest occupiable space in the Ethereal Plane.

If you reach 0 hit points or all of your Wisps have been destroyed or converted into spells or summons while possessing a creature, the possession ends. You are immediately returned to the Material Plane in the nearest unoccupied space, and you cannot use the Spirit Exchange feature again until you complete a long rest.

Creatures that are unconscious due to dropping to 0 hit points do not make saving throws to resist the possession until they would naturally wake up. Willing creatures can choose to automatically fail their save. Corpses do not make saving throws.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once) per long rest.

Terrifying Aura

Upon reaching level 18 you are surrounded by an aura of terror. As an action you make your Shepherd's Domain inflict fear into any one that steps inside it. If any creature which isn't currently frightened by you, enters your Shepherd's Domain or starts its turn there, it must make a Wisdom saving throw against your spell save DC. On a failure 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.

Ceremony of Manifestation[edit]

1af96q1nro471.png
A Practitioner of the Ceremony of Manifestation

Image Source

Spirit Weavers practising this Ceremony focus on bringing the dead into the world of the living.

Ceremony of Manifestation
Spirit Weaver Level Spells
3 find steed, spiritual weapon
5 revivify, spirit guardians
7 mordenkainen's faithful hound, summon aberration
9 reincarnate, awaken
Minor Spirit Summons

Beginning at 3rd level you learn how to charge your Wisps with the memories of adventurers past, allowing them to manifest before you. When using your Shepherd's Authority you may choose the Minor Spirit Summons effect.

Minor Spirit Summons. Manifest a wisp as a ghostly visage of a past hero or villain. You target a Wisp in your herd and choose one of the following forms for it to take: The Brute or The Magus. The Wisp then summons the selected form in its place, which will appear as a spectral humanoid with the statistics of its selected form found below. On each of your turns, you can use a bonus action to mentally comma⁠nd any creature you made with this action as long as 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). 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 it will burn up and c̶e̶a̶s̶e̶ ̶t̶o̶ ̶e̶x̶i̶s̶t̶ move on to Wisp heaven, leaving your herd. You can not have more of these summons at the same time than half your proficiency bonus (rounded down). You may only use this effect an amount of times equals to half your proficiency bonus (rounded down) per long rest.
Enhanced Spirit Summons

At 6th level, you are able to enhance the spirits you summon. Whenever you summon a creature using the Spirit Summons or Minor Spirit Summons effect, it has additional benefits:

  • The creature gains temporary hit points equal to your spirit weaver level.
  • The creature adds your Charisma modifier to its weapon damage rolls.
Ritual of Resurrection

Starting at 6th level, you learn to guide lost souls back to their bodies, extending their time within the mortal realm. Whenever a creature dies within your Shepherd's Domain, you may use an action to expend Wisps equal to or double the creature’s level or challenge rating, preserving its body for up to 10 days as if affected by the gentle repose spell.

A creature preserved in this way can be revived without requiring material components if you either:

  • Spend double the usual amount of Wisps when initiating this effect, or
  • Expend the same amount of Wisps again during the preservation period.

A creature can only benefit from this effect once until it is successfully revived.

Otherworldly Gate

Starting at 14th level, your experience in manifesting spirits has granted you new insights to how to connect the world of the living with the world of the dead. When using your Shepherd's Authority you may choose the Spirit Gate effect. Additionally you can now use the Minor Spirit Summons effect an amount of times equal to your proficiency bonus.

Spirit Gate. You tear open a gateway to the Ethereal Plane, allowing your Wisps to summon spectral entities en masse. When activating this effect, you must expend a spell slot of 2nd level or higher to immediately use the Minor Spirit Summons or Spirit Summons effect. This does not require an action but still consumes the necessary Wisps. The number of times you can use these summoning effects equals twice the level of the expended spell slot. You can split these uses freely between Minor Spirit Summons and Spirit Summons in any combination. Additionally, the Wisp cost for summoning creatures in this way is halved (rounded up).
Soul Channeling

At 18th level, your connection to wandering souls deepens, allowing you to temporarily host the spirits of the recently fallen within your own body, temporarily overlaying them onto your body.

When a creature whose challenge rating or level is equal to or lower than yours dies or drops to 0 hit points within your Shepherd's Domain, you can use your reaction and expend a number of Wisps equal to one-fourth of their CR or level (rounded down) to absorb a fragment of their fading soul.

For 1 minute, or until the creature is revived or restored to at least 1 hit point, you gain the following benefits in addition to your own abilities:

  • All of the creature’s features, proficiencies, spells, traits, Armor Class, speed, and abilities. Not including Legendary actions, Resistances and abilities with the Recharge feature.
  • Spectral versions of any equipment necessary to perform the creature’s abilities.
  • If an action, ability, or spell granted by the absorbed soul requires a roll, or if a creature must make a saving throw against it, you use the exact ability modifier and save DC listed in the absorbed creature’s stat block instead of your own.

Your hit points remain unchanged, but you gain temporary hit points equal to half of the creature’s maximum hit points (rounded down). If these temporary hit points are depleted, the soul is released, and you revert to your normal form.

Additionally, when summoning a creature capable of entering the Ethereal Plane, you can choose to forgo the summoning and instead channel its essence directly into yourself. If you use this feature in this way, the transformation lasts for the duration of the summoning effect or until the temporary hit points are lost.

Heroic Forms

Here you can find additional stat blocks for your new summons.

The Brute

74f403fe61443b9479478279958c5ab8.jpg
The Brute

Image Source

Medium undead,


Armor Class 13 + your Charisma modifier (Natural armor)
Hit Points 4 + your Charisma modifier + your Spirit Weaver Level (the brute has a number of Hit Dice [d4s] equal to your Spirit Weaver level)
Speed 30 feet


STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 14 (+2) 4 (-3) 10 (+0) 6 (-2)

Saving Throws Str +3 plus PB, Con +2 plus PB
Skills Athletics +3 plus PB
Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft, passive Perception 8
Languages Understands All Languages The Spirit Weaver Is Proficient In But Can't Speak
Challenge 1 (200 XP)


Menacing Build. Creatures within 5ft., which are hostile to the Spirit Weaver that has summoned it or any of their allies, have disadvantage on any attack roll that doesn't target the Brute.

ACTIONS

Spectral Axe. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 3 + PB force damage.



The Magus

ac124ad40d335b294097f80e7a979ba9.jpg
The Magus

Image Source

Medium undead,


Armor Class 10 + your Charisma modifier (Natural armor)
Hit Points 2 + your Charisma modifier + half your Spirit Weaver Level (rounded down) (the magus has a number of Hit Dice [d4s] equal to your Spirit Weaver level)
Speed 30 feet


STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 8 (-1) 14 (+2) 12 (+1) 6 (-2)

Saving Throws Int +2 plus PB, Wis +1 plus PB
Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft, passive Perception 10 + PB
Languages Understands All Languages The Spirit Weaver Is Proficient In But Can't Speak
Challenge 1 (200 XP)


ACTIONS

Spectral Missile. Ranged Weapon Attack: your spell attack modifier to hit, reach 120 ft., one target. Hit: 1d8 + 2 + PB fire, cold, lightning or force damage (choose one).

Minor Displacement. Constitution Saving throw: your spell save DC, reach 5 ft., one target. Hit: The affected creature of size Large or smaller or object weighing no more than 1000lbs. teleports to an unoccupied space you choose within 10 feet of it. If the space is occupied or on a Successful save nothing happens.

REACTIONS

Spell Delivery. While in the Shepherd's Domain of the Spirit Weaver that summoned it, the magus can use its reaction when their summoner is casting a spell, to deliver the spell in their stead.


Spirit weaver Spell List[edit]

All of the spells on the wizard spell list and additional spells based on your subclass count as spirit weaver spells.

Multiclassing[edit]

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

Proficiencies. When you multiclass into the Spirit weaver class, you gain the following proficiencies: Navigator's tools

0.00
(0 votes)

Back to Main Page5e HomebrewClasses