Spiritualist (5e Class)

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Spiritualist[edit]

Respect the spirits of your home, for they guard the land when you sleep.
—The 4th law of the Rashemaar people.

Spiritualists act as a bridge between the spiritual plain and the material plain. They can connect with the spirits of the dead and act as medium through which the spirits may guide the dwellers of the material plane or even fulfill their own worldly desires or regrets. All though similar to shamans, the spiritualists do not connect with the spirits of the beasts, or be bound by the nature. Spiritualists are magic users that gain their powers through the Devine spirits and spiritual world around them. Hight spiritualists may even act as a vessel/avatar for the divine/primal spirits they serve. Certain spiritualists may stray onto a darker path, delving into the worship of malevolent spirits or becoming ensnared by the vengeful aspects of the spiritual realm.


Spiritual Realm[edit]

The spiritual realm exists parallel to the material realm but heavily influenced by the nature of the surrounding material realm and its habitants. The history and origin of the land may also influence the nature of certain parts of the spiritual realm. This may also influence the spiritualist and people sensitive to spirit realm in a more emotional level. This may also cause fluctuations to those who borrow magic from this realm.

Category of Spirits[edit]

  • Wandering Spirits : Wandering spirits are the souls of common people who have fallen in violent, often sudden and unjust ways who have unfinished business that they have yet to do.
  • Warrior Spirits : Warrior spirits are souls of the warriors who fought for their cause and died. strong will to achieve their cause still binds them to the realm.
  • Heroic Spirits : Heroic Spirits localized as "Legendary Souls" are spirits of heroes who achieved great deeds in life, having become objects of worship or admiration after their deaths. More than personal goals they are bound by the will to guide the dwellers of the material realm.
  • Mythical Spirits : Mythical spirits are manifestation of thoughts, desires and even fears of the living. These are spiritual beings tied to their lore and belief of the people.
  • Primal spirits Spirits : Primal spirits are manifestations of the world's natural power. They are also known to some as nature spirits, and are incarnations of the natural world that is linked to specific natural features or locations in the Prime Material plane. They vary greatly in appearance and power. Some spirits were diminutive in size and might—often called upon for aid by travelers in wilderness, while others were venerated as semi-divine beings or even gods unto themselves.

Creating a Spiritualist[edit]


Quick Build

You can make a Spiritualist quickly by following these suggestions. First, wisdom should be your highest ability score, followed by Strength or Dexterity depending on your fighting style. Second, choose the Outlander background. Third, choose a Sword or Bow.

Class Features

As a Spiritualist you gain the following class features.

Hit Points

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

Proficiencies

Armor: medium armor
Weapons: Simple weapons and Martial melee weapons.
Tools: Herbalism kit, Alchemist's Supply.
Saving Throws: Wisdom and Constitution.
Skills: Choose three from Arcana, History, Insight, Investigation, Medicine, Performance, Persuasion, and Religion.

Equipment

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

Table: The Spiritualist

Level Proficiency
Bonus
Cantrips Known Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 3 Spirit's Gaze, Spirit's Blessing 2
2nd +2 3 Spirit Possession 3
3rd +2 3 Spiritualist Archetype 4 2
4th +2 4 Ability Score Improvement 4 3
5th +3 4 4 3 2
6th +3 4 Spiritualist Archetype Features 4 3 3
7th +3 4 4 3 3 1
8th +3 5 Ability Score Improvement 4 3 3 2
9th +4 5 4 3 3 3 1
10th +4 5 Spiritualist Archetype Features 4 3 3 3 2
11th +4 5 4 3 3 3 2 1
12th +4 5 Ability Score Improvement 4 3 3 3 2 1
13th +5 6 4 3 3 3 2 1 1
14th +5 6 Spiritualist Archetype Features 4 3 3 3 2 1 1
15th +5 6 4 3 3 3 2 1 1 1
16th +5 6 Ability Score Improvement 4 3 3 3 2 1 1 1
17th +6 6 Clairvoyance 4 3 3 3 2 1 1 1 1
18th +6 6 Soul Craft 4 3 3 3 3 1 1 1 1
19th +6 6 Ability Score Improvement 4 3 3 3 3 2 1 1 1
20th +6 6 Aspect of Primal Spirit 4 3 3 3 3 2 2 1 1

Spellcasting[edit]

At 1st level, you gain the ability to cast spells. You prepare the list of Spiritualists spells that are available for you to cast, choosing from the spell list below. When you do so, choose a number of Spiritualists spells equal to your Wisdom modifier + your Spiritualist level. The spells must be of a level for which you have spell slots.

Ritual Casting

You can cast a spiritualist spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spell Slots

The spiritualist table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these 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.

Preparing Spells

You prepare the list of spiritualist spells that are available for you to cast, choosing from the spiritualist spell list. When you do so, choose a number of spiritualist spells equal to your Wisdom modifier + your spiritualist level. The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level spiritualist, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of spiritualist spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability.

Your spellcasting ability for these spells depends on the choice you made on the Spellcasting table.

You use your spellcasting ability whenever a spell refers to that ability. In addition, you use your spellcasting ability modifier when setting the saving throw DC for a spell it casts and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Spellcasting Focus.

You can use a spiritual symbol as a spell casting focus, you get this symbol on your body or any of your precious belongings.

Talisman

Spiritualists can store spiritual energy in talisman to cast spells through it. But to cast spells this way you have to first create the spells patters on the talisman. Follow spell scroll creation rule for creating talismans as well. Talisman of your subclass spells takes half the time to make due to your specialty with the spells. Anyone who knows the spell, can cast the spell using the talisman and you can also attach the talisman on someone/something else and use your own action/reaction/bonus action(depending on what original spell requires) to activate it. the spell will originate from the talisman and affect the attached object or creature.

for example using your own reaction to activate the absorb element spell on someone else wearing the talisman.

Talisman.jpg

Spirit's Gaze[edit]

Beginning at the 1st level, you can see and speak with spirits that has an Intelligence score of at least 6. You can see up to 60 feet into the Ethereal Plane while in the Material Plane, and vice versa. You can also sense Spirits around your area, the stronger the spirit is, the more likely you can detect it's presence. You can only detect it's direction not the exact location.

Sensing Spirits
CR Range (Radius)
0-1 weak 30 Feet
2-4 strong 60 Feet
5-8 powerful, 90 Feet
9-15 Extremely Powerful 120 Feet
16+ Grand Spirits 150 Feet (DM can change based on the higher CR)

Moreover you can directly look into peoples soul while having conversation. depending on the souls color you can detect simple emotions such as

Spiritual Gaze
Emotion Color Emotion Color
Pleased Green Dis-pleased Yellow
Affectionate Cyan Hatred Orange
Curiosity Purple Anger Red
Attracted Pink Disgusted Gray
Alerted Silver Thoughtless Transparent
Interested Silver Cautious Brown
Spirit Types In Monster Manual
  1. Ghosts: Spectral entities that are the spirits of deceased beings.
  2. Banshees: Female spirits that are associated with death and often wail to herald an imminent passing.
  3. Wraiths: Evil spirits that drain the life force of living creatures.
  4. Specters: Intangible undead creatures that can drain life force and paralyze their victims.
  5. Poltergeists: Spirits that can move objects and cause disturbances in the environment.
  6. Shadows: Dark creatures that can merge with and control the shadows of living beings.
  7. Revenants: Undead creatures that have returned from the dead to seek vengeance.
  8. Will-o'-wisps: Mysterious, floating balls of light that lure unsuspecting travelers to their doom.

Spirit's Blessing[edit]

Beginning at 1st level, through your hard works you have gained blessings of the Heroic spirits. Chose a blessing from the list below. The blessing appears as a tattoo/stigma on your body. You can only pick a single blessing, unless your are proven worthy of another blessing. (Determined by the DM)

[Your DM may rename the origin of the blessing Depending on the setting]

Speed of Hermes  : Your movement speed increases by 10 feet. At 5th level you speed increases by 15 feet and you do not provoke opportunity attacks. Moreover small magical wings sprout from your knee you gain a flying speed equal to your movement speed.

Wisdom of Solomon  : You gain proficiency in three of the skills of your choice. At 5th level the proficiency bonus doubles on those skills. Moreover, whenever you finish a long rest, you can replace one of these skills with another skill that you don't have a proficiency and you gain the blessings benefit on the swapped skill instead.

Eyes of Enma : You gain a blindsight of 30ft. at 5th level, you gain the ability of future gaze, the first attack on you in every turn is done with disadvantage.

Sword of Tarnheel : You have +1 to attack roll with one of your swords. At 5th level the bonus becomes +2 and you can attack twice, instead of once, whenever you take the attack action on your turn. [Only for Spiritual Warrior archetype]

Bow of Atalanta  : You have +1 to damage rolls with your bow. At 5th level, whenever you Shoot an arrow using your bow and make a range weapon attack, Your bow makes a replica of original arrow and you shoot two arrows simultaneously but you do not roll separately for both of the arrows, instead a single roll is shared on both of the arrows. Any effects, spells or bonuses on the arrows are also duplicated. You can shoot both arrows on a single target or direct the two arrows to two different enemies but they have to be within 15ft of each other. After hitting or missing the target the duplicated arrow vanishes into thin air. Arrows of very rare or above tier can not be replicated this way. [Only for Spiritual Warrior archetype]

Shield of Pantheon  : As a reaction you can enter a defensive stance with the shield you are carrying, as a spirituals veil covers your allies with in 5ft of you, you all gain +1 to AC while they are within 5ft of you. beginning at 5th level the veils also protects you and your ally from elemental damage as you take half the the damage.

Embrace of Asura  : When you take on your spiritual possession your spirit manifests more physically on you as you gain an extra pair of arms. The secondary arms can manipulate an object, open or close a door or container, pick up or set down an object, wield a shield or a weapon that doesn't have the heavy property. Beginning at 5th level, when you take a bonus action or reaction you can spend your possessions bonus action or reaction instead. You can use this feature a number of time equal to your proficiency bonus.

Spirit Possession[edit]

At 2nd level, you can use your action to enter a spiritual state and allow a Warrior's spirit to possess your body, giving you the abilities and features of the warrior spirit. You can use this feature twice. You regain expended uses when you finish a short or long rest. To be able to get possessed this way, first you need to form a contract with the warrior spirit and this can be achieved through your role play and actions throughout the campaign.

You may stop receiving aids from the warrior spirits if your actions displeases them and they deem you unworthy. The contracted warrior spirits resides within you, and may appear before you but can only be perceived through ethereal sight.

Your spiritualist level determines the spirit that can possess you. You can be possessed by the spirit of a warrior with a CR of no more than half your shaman level (rounded down). The abilities and traits of the spirits you can receive are pointed out in the spirit warriors stats block. Some of the stats blocks of the warrior spirits are mentioned at he end, you may pick from there or your DM may create additional stat-blocks for you.

You can maintain the possession by a number of hours equal to half your spiritualist level (rounded up). You then end the possession unless you expend another use of this feature. You can also end the possession with a bonus action in your turn. You automatically end the possession if you fall to 0 hit points, or die. Renewing possession time of the same spirit doesn't require you to use your action.

While you are possessed, the following general rules are always applied:

  1. Some of your game statistics are replaced by the statistics of the warrior whose spirit is possessing you. Those being, its Strength, Dexterity and Constitution scores, it's attacks, it's senses and any other personal features. You don't gain its hit points or AC.
  2. When you use your attack action to make an attack, you do not use the damage die of your own weapon attacks instead use damage die of the warrior spirits. Also, any extra damage, or bonus to attack rolls you gain from magical weapons/abilities/spells still affect your possession attacks. if your weapon has extra damage dies such as flame tongues fire damage die or damage dies through spells, you retain those.
  3. While possessed this way, you also gain the resistances, abilities(excluding legendary actions) and special features of your Spirits.
  4. Your spirit can guide your movements, If the spirit possessing you have proficiency in saving throws or skills of physical attributes (Strength or Dexterity) , you also share those saving throws. If your own saving throw is higher, you ignore this property and use your own.

When you reach 11th level, you gain temporary hit points equal to your twice spiritualist level when you become possessed. These hit points last until the end of the possession. [You do net get any base movement speed through your possessions, unless it's the spirits ability]

Spiritual Recovery (optional)[edit]

You can meditate and regain some of your spiritual energy. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is double of your spiritual possessions CR. But doing so uses up one of your use of spiritual possessions.

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

Spiritualist Archetype[edit]

At 3rd level, you choose a Archetype of your choice. Choose between Spiritual Warrior, and Spirit Summoner, both detailed at the end of the class description. Your choice grants you spells and other features when you choose it at 3rd level or when you reach certain levels in your class.

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.

Clairvoyance[edit]

At 17th level, you gain the ability to look into people's souls. As a result you know what people around you are thinking and are able to read their thoughts as if they were spoken to you.

Soul Craft[edit]

At 18th level, you gain the ability modify people soul and change their personalities itself. For this you have to perform a 8 hour long ritual on a restrained creature. For example you can turn an evil person good or make a chaotic person peaceful. You may make further modification, taking you extra time and skill checks.

Aspect of Primal Spirit[edit]

At 20th level, you become a aspect of primal spirit. Your appearance changes depending on your primal spirit. See the primal spirit stats which abilities you gain. The abilities you gain this way are permanent.

Click Here>> Primal Spirit

Spiritual Warrior[edit]

Spiritual Warrior Extended Spell Table
Class level Spells
3 shield, hex, comprehend languages
5 invisibility,misty step,haste
7 dimension door, greater invisibility, conjure minor elemental
9 scrying, antilife shell, holy weapon

You always have these spells prepared and can cast normally using your spiritualists spell slots.

Fighting Style (level 3)

At 3rd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

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

Defense. While you are wearing armor, you gain a +1 bonus to AC.

Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.

Mariner (UA). As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC.

Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Soul Walk (level 3)

You glide with the grace of spirits, your footsteps unheard, your passage leaving no trace in your wake. When you are unseen or hidden enemies have disadvantage against perception checks made against you. You do not gain this benefit if you are wearing medium armor or heavy armor. when you reach 10th level your movement speed increases by 10ft.

Blessings of the elemental spirits (level 6)

when you reach this level, you can choose an element of your choice after finishing a long rest. Whenever you make a weapon attack you deal an extra 1d8 points of elemental damage that you have chosen. The extra damage becomes 2d8 at 12th level and 3d8 at 16th.

Spiritual Calling (level 10)

Beginning at 10th level, As an action you can call forth a spirit you have contracted with. The spirits CR must be no more than half your characters level (rounded up). while summoning this way you can not benefit from the same spirits possession.

The spirit takes it's original form of when it was alive and aids you for an hour after which it reverts back to it's intangible spiritual form.

You can use this feature only twice per long rest and you can not call the same spirit twice in a single day

Investiture of Mythical Spirit (level 14)

As a bonus action, You can become an avatar of a mythical spirit that have blessed you with its power. You gain abilities depending on your mythical spirit. See the mythical spirits stat too see which abilities you gain.

Click Here to check. Mythical Spirit

You can use this feature only once per long rest and you stay in this form for one hour.

Spirit Summoner[edit]

Spirit Summoner Extended Spell Table
Class level Spells
3 beast bond, command, goodberry
5 animal messenger, summon fey, invisibility
7 summon construct, charm monster, dominate monster
9 conjure elemental, conjure vrock (ua), mass cure wounds

You always have these spells prepared and can cast normally using your spiritualists spell slots.

Soul Companion (level 3)

Beginning at 3rd level, through your own spiritual energy you can manifest a temporary body for a soul you have made pact with or stole. As, you level up the bond between you and your soul companion increases, improving/unlocking your soul companions abilities.

If your soul companion reaches 0 hit point it vanishes and you need to again do a 10 minute ritual to summon it.

You gain access to the Soul Companion. When under your control, they experience the the following changes:

  • The Companion's AC receives a bonus equal to your proficiency bonus.
  • The Companion's hit points are instead equal to 5 + five times your spiritualist level (the spirit has a number of Hit Dice [d8s] equal to your spiritualist level)
  • The Companion makes ability check and saving throws with a bonus equal to your proficiency bonus.
  • The Companion understands all the languages you speak.
  • The Companion's proficiency bonus is equal to your proficiency bonus.
  • The Companion's action gain a bonus to hit equal to your spell attack modifier.
  • The Companion's action gain a bonus to the damage equal to your proficiency bonus.
Potent Summon (Level 6)

Beginning at 6th level, whenever you summon a creature/spirit the summoned creatures/spirit gains extra temporary hit points equal to 5 times your character level.


Spiritual Calling (level 10)

Beginning at 10th level, As an action you can call forth a spirit you have contracted with. The spirits CR must be no more than half your characters level (rounded up). while summoning this way you can not benefit from the same spirits possession.

The spirit takes it's original form of when it was alive and aids you for an hour after which it reverts back to it's intangible spiritual form.

You can use this feature only twice per long rest and you can not call the same spirit twice in a single day

Soul transfer (level 14)

Beginning at 14th level, As an action you can transfer your soul to a dead body you can see within 60 feet of you which has a CR no higher than your own level. While your soul is transferred this way your original body follows the rule of incapacitation. You can control all of the creatures action and abilities aside from legendary action or innate spell casting. You can stay in the dead body for 1 hour and you can only use this ability once per long rest.

Spiritualist Spell List[edit]

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

Cantrip

light, mending, resistance, guidance, toll the dead, gust, message, prestidigitation, green-flame blade, boom beat arrow

1st Level

absorb elements, animal friendship, charm person, cure wounds, detect evil and good, detect magic, faerie fire, find familiar, goodberry, healing word, comprehend languages, longstrider, gift of alacrity, protection from evil and good, silvery barbs, speak with animals, ceremony, identify, locate animals or plants, quill of duplication, see through, guiding hand

2nd Level

augury, beast sense, see invisibility, blindness/deafness, borrowed knowledge, spiritual weapon, cordon of arrows, darkness, flaming sphere, healing spirit, enlarge/reduce, lesser restoration,air bubble, locate animals or plants, magic mouth, mental barrier, misty step, pass without trace, zone of truth, flock of familiars, soul read, fortune's favor


3rd Level

bestow curse, clairvoyance, dispel magic, fear, fireball, glyph of warding, flame arrows, remove curse, revivify, sending, slow, speak with dead, speak with plants, spirit shroud,tongues, water walk, counterspell

4th Level

divination, conjure minor elemental, fabricate, giant insect, guardian of faith, guardian of nature, polymorph, summon elemental, watery sphere,widogast's vault of amber

5th Level

commune with nature, awaken, conjure elemental, contact other plane, holy weapon, modify memory, scrying, seeming, summon draconic spirit, skill empowerment, swift quiver, teleportation circle, wrath of nature, greater restoration

6th Level

conjure fey, create homunculus, drawmij's instant summons, find the path, heroes' feast, tasha's otherworldly guise, forbiddance, druid grove

7th Level

etherealness, plane shift, resurrection, teleport, simulacrum, conjure celestial

8th Level

animal shapes, clone, control weather, antipathy/sympathy, mighty fortress, demiplane

9th Level

true resurrection, shapechange, invulnerability, astral projection, true polymorph, imprisonment, foresight

Spirits[edit]

[This part depends heavily of the the DM's world setting, So the DMs are advised to talk with their players and create different spirits and lores behind them, some examples are given below]
Only bolded abilities can be used by players

Warrior Spirits[edit]

Heroic spirit's[edit]

[Only for Spirit Summoner]

Mythical Spirit[edit]

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Spiritualist class, you must meet the prerequisite: 13 Wisdom.

Proficiencies. When you multiclass into the wild blade class, you gain the following proficiencies: light armor, medium armor, simple weapons, shield and martial weapons.


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