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## {className} ### Spiritual Conduit All things; all creatures, plants, natural objects, and places posses raw spiritual energy within them. {classNameC} act as a conduit between this energy and the material world. They draw energy from the spirits of everything around them; flowing rivers, towering trees, raging storms, unwavering stone, and everything in between. {classNameC} are among the few able to harness this spiritual energy with such ease. They form a mystical connection with spirits, gaining facility with spells and magic through channeling their energy. Many {className} find peace with specific spirits derived from one element of the world, such as spirits of plants, beasts, or storms. {classNameC} seek harmony with nature and the spiritual world. If an {className} goes against the natural way of the world or seeks corruption, it is possible to lose their spiritual connection. ### Ritualistic Practitioners {classNameC} are ritualistic in nature, following ancient traditions and customs that they hold high. Often they only know of this path through the teaching of older {className}. As long as a tradition is rooted in good nature, {className} will uphold it to the best of their ability. Much of an {className}s magic is preformed through ritual with sacred chants and ceremony being meticulously practiced to perfection. ### Place in the World {classNameC} tend to be wanderers without certain destiny. They often travel the world looking for natural locations of primal magic to commune with spirits. Many people seek them out believing them to be fortunetellers and guides, while others consider them witches because of the unusual nature of their magic. {classNameC} are often draw to the life of adventure because it allows them to connect with different spirits throughout the world. ### Creating a {className} The most important this to consider when making an {className} is how you became connected with spirits. Perhaps you had a mentor who taught you ancient {className} traditions. Did you always have an inborn ability to harness spiritual energy which has led you to this path? Maybe you had a near death experience in a location prime with spirits, or you have participated in a sacred ceremony to call spirits to you. Whatever the case, there is a bond between you and spirits of the world, of respect and appreciation. \columnbreak ## Class Features As an {className}, you gain the following features. #### Hit Points **Hit Dice:** 1d8 per {className} level
**Hit Points:** at 1st Level: 8 + your Constitution modifier
**Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per {className} level after 1st #### Proficiencies **Armor:** Light armor, hide armor
**Weapons:** Simple weapons
**Tools:** Herbalism kit
**Saving Throws:** Strength, Constitution
**Skills:** Choose three from Animal Handling, Acrobatics, Athletics, Insight, Investigation, Nature, Perception, Religion, and Survival #### Equipment You start with the following equipment, in addition to the equipment granted by your background. - (a) or (b) - (a) or (b) - a spiritual focus > A spiritual focus acts as a connection to spirits and a spellcasting focus. It is often represented by a piece of nature closely related to spirits an animist is close to. It can be a wooden staff, a beasts paw, a bone of an ancestor or animal, a birds feather, or a petrified leaf or flower. \pagebreak
**—Spell Slots per Spell Level—**
##### {className} | Level| Proficiency Bonus | Features |1st|2nd|3rd|4th|5th|6th|7th|8th|9th| |:----:|:-----------------:|:-------------------------|:-:|:-:|:-:|:-:|:-:|:-:|:-:|:-:|:-:| | 1st | +2 | Spellcasting, Spirit Manifestation| 2 |—|—|—|—|— |— |— |— | | 2nd | +2 | {classNameC} Essence | 3 | — | — | — | — | — | — | — | — | | 3rd | +2 | Ritualist | 4 | 2 | — | — | — | — | — | — | — | | 4th | +2 | Ability Score Improvement| 4 | 3 | — | — | — | — | — | — | — | | 5th | +3 | Spirit Link | 4 | 3 | 2 | — | — | — | — | — | — |
### Spellcasting Starting at 1st level, you can draw on the primal magic of spiritual energy to cast spells. See chapter 10 in the PHB for the general rules of spellcasting and the end of this class description for the {className} spell list. #### Cantrips At 1st level, you know three cantrips of your choice from the {className} spell list. You learn additional {className} cantrips of your choice at higher levels, as shown in the Cantrips Known column of the {className} table. #### Preparing and Casting Spells The {className} table shows how many spell slots you have to cast your {className} 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. You prepare the list of {className} spells that are available for you to cast, choosing from the {className} spell list. When you do so, choose a number of {className} spells equal to your Wisdom modifier + half your {className} level, rounded up (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 3rd-level {className}, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include five spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell XXXXXXX, 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 {className} spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. \columnbreak #### Spellcasting Ability You cast spells through your connection with spirits. Wisdom is your spellcasting ability for your {className} spells, so you use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a {className} spell you cast and when making an Attack roll with one. ___ * **Spell save DC** = 8 + your proficiency bonus + your Wisdom modifier ___ * **Spell Attack modifier** = your proficiency bonus + your Wisdom modifier #### Ritual Casting You can cast a {className} spell as a ritual if that spell has the ritual tag and you have the spell prepared. #### Spellcasting Focus You can use a spiritual focus as a spellcasting focus for your {className} spells. \pagebreak ### Spirit Manifestation Your connection to spiritual energy allows you to manifest spirits in the material world. As an action, you can manifest a spirit in a space you can see within 60 feet of you, choosing its form from the spirit forms you know. You start knowing two spirit forms of your choice from the options below. Whenever you gain a level in this class, you can replace one of the spirit forms you know with a different spirit form from the options below. While the spirit is manifested, you can use a bonus action to move it up to 30 feet to a space you can see, or designate it to follow a creature you can see within 30 feet of it. While the spirit is following a creature, it stays in that creature's space and moves with it. You can cast {className} spells as if you were in your manifested spirits location, but you must use your own senses. You cam temporarily dismiss your manifested spirit at any time on your turn (no action required). It disappears into a pocket dimension until you use a bonus action to recall it to a space you can see within 30 feet of you. It is automatically temporarily dismissed this way if it is ever more than 60 feet away from you. The spirit remains manifested for 10 minutes. You can only ever have one spirit manifested in this way at a time. If you manifest another spirit while one is active, the first one ends immediately. You can use this feature once, and regain the ability to do so when you finish a short or long rest. #### Spirit Forms **Aqua Spirit.** The spirit manifests as a small drop of water. While the spirit is following a creature, that creature can move through the space of other creatures as if it were difficult terrain, and opportunity attacks against it have disadvantage. **Beast Spirit.** The spirit manifests as a small floating tooth or claw. While the spirit is following a creature, that creature can add your Wisdom modifier to Wisdom (Perception) and Wisdom (Survival) checks. **Fire Spirit.** The spirit manifests as a small burning flame. While the spirit is following a creature, that creature is lightly obscured by a puff of smoke, and it can add your Wisdom modifier to Charisma (Intimidation) checks. **Leaf Spirit.** The spirit manifests as a small floating leaf. While the spirit is following a creature, that creature has a 5-foot bonus to its speed and can add your Wisdom modifier to saving throws against being poisoned. **Light Spirit.** The spirit manifests as a mote of light that shines dim light 5 feet around it. While the spirit is following a creature, that creature can add your Wisdom modifier to death saving throws and saving throws against being frightened. **Lightning Spirit.** The spirit manifests as a small shock of lightning. While the spirit is following a creature, that creature's speed can't be reduced, and it only takes it 5 feet of movement to stand up from prone. \columnbreak ### {classNameC} Essence At 2nd level, you choose an {className} essence that embodies your spiritual connection. An {className} essence reflects the types of spirits you connect most with. Each essence is detailed at the end of this class description. Your choice grants you additional features at xth, xth, and xth level. #### Essence Spells Each essence has a list of associated spells that you gain at the {className} levels noted in the manifestation description. Once you gain an essence spell, you always have it prepared, it doesn't count against the number of spells you can prepare each day, and if it doesn't appear on the {className} spell list, it is nonetheless a a {className} spell for you. ### Ritualist By 3rd level, you are a master of performing rituals. It takes you one minute to prepare a spell with the ritual tag, regardless of that spells level. When you cast an {className} spell as a ritual, you can do so without increasing the casting time. Once you cast a spell as a ritual this way, you can't do so again until you finish a short or long rest. ### Ability Score Improvement 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 Link Starting at 5ht level, once per turn, when you deal damage to a creature within 30 feet of your manifested spirit, you can deal additional damage to that creature equal to your Wisdom modifier (minimum of 1) or the same type. \pagebreak ## {classNameC} Essence Each {className} excels at channeling different kinds of spirits. Your {className} essence represents the fundamental type of spirits that you draw your magic from. For many this is the type of spirit they are most comfortable with, or the first kind they ever interacted with. It could be based on specific types of spirits that are mystically drawn to you. ### Essence of Verdure Those that follow the essence of verdure draw energy from vegetation, plants, and lush flora of all kinds. They see themselves as an extension of nature, working with the forest to protect all things. ##### Essence Spells | {classNameC} Level | Manifestation Spells | |:------------------:|:--------------------| | 2nd | *Entangle* | | 3rd | *Locate Animals or Plants* | | 5th | *Plant Growth* | #### Bonus Proficiencies When you choose this essence at 2nd level, you gain proficiency in the Nature skill. You also learn the leaf spirit form for your manifest spirit feature. This doesn't count against your number of spirit forms known. #### 2nd Beginning at 1st level, you have a deep connection with plant life. As an action, you can touch a nonmagical plant and cause it to bloom or blossom if able. When you do so, you can choose to have the plant grow a special delicious ripe fruit. A creature holding the fruit can use its action to eat the fruit or feed it to a willing creature within its reach. A creature that ingests the fruit immediately regains 1d4 hit points and can end one condition on it that is causing it to be blind, deaf, or poisoned. If not consumed, the fruit fades when you finish a long rest. While the fruit remains on the plant, and you can see it, you can use a bonus action to destroy the fruit in a bust of poison. Each creature within 5 feet of it must make a Constitution saving throw against your spell save DC. Taking poison damage equal to 1d4 + your Wisdom modifier (minimum of 1) on a failed save, or half as much on a success. You can cause a plant to grow this special fruit a number of times equal to your Wisdom modifier (minimum of once), and regain all uses when you finish a long rest. \columnbreak ### {className} Spells
##### 1st Level - Absorb Elements - Alarm - Animal Friendship - Burning Hands - Cause Fear - Chain Link^NEW^ - Chromatic Orb - Command? - Comprehend Languages - Create or Destroy Water - Cure Wounds - Detect Magic - Detect Poison and Disease - Disguise Self - Faerie Fire - Find Familiar - Fog Cloud - Frigid Winds^NEW^ - Healing Word - Identify - Lightning Arc^NEW^ - Primal Defense^NEW^ - Protection^NEW^ - Protection from Evil and Good? - Purify Food and Drink? - Ray of Sickness - Sense Emotion^UA^ - Silent Image - Sleep - Speak with Animals - Spirit Speak^NEW^ - Tasha’s Hideous Laughter - Thunderwave ##### 2nd Level - Animal Messenger? - Beast Sense? - Blindness/Deafness - Calm Emotions? - Continual Flame - Crown of Madness - Darkness - Darkvision - Flaming Sphere? - Gentle Repose - Gust of Wind - Heat Metal - Hold Person - Invisibility - Lesser Restoration - Locate Animals or Plants - Locate Object - Moonbeam? - Nystul’s Magic Aura - Phantasmal Force - Protection from Poison - Pyrotechnics? - Ray of Enfeeblement - See invisibility - Shatter - Silence? - Skywrite - Spider Climb - Suggestion? - Warding Wind ##### 3rd Level - Animate Dead - Bestow Curse - Call Lighting? - Catnap - Daylight - Dispel Magic - Fear - Feign Death - Fly? - Gaseous Form - Hypnotic Pattern - Leomund’s Tiny Hut - Life Transference? - Magic Circle - Major Image - Meld into Stone - Nondetection - Plant Growth - Primeval Barrier - Protection from Energy - Release Spirit^NEW^ - Remove Curse - Revivify - Sending? - Sleet Storm - Speak with Dead - Speak with Plants - Stinking Cloud - Tidal Wave? - Tiny Servant - Tongues - Water Breathing - Water Walk - Wind Wall
\pagebreak #### Chain Link *1st-level enchantment* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S, M (a ravens feather) - **Duration:** Concentration, up to 1 minute ___ You create a mystical chain between yourself and another creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 necrotic damage and must succeed on a Strength saving throw or become tethered to you and be unable to willingly move more than 30 feet away from you. A creature tethered this way can use its action to repeat the saving throw, ending the tether on a success. As an action on subsequent turns, you can repeat the spell attack against the target if it is within range. On a hit, the target must repeat the saving throw if it is not tethered to you, becoming tethered on a failure. ***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, the damage the attack deals increases by 1d10 for each spell slot above 1st. #### Frigid Winds *1st-level transmutation* ___ - **Casting Time:** 1 action - **Range:** Self (20 feet) - **Components:** V, S - **Duration:** Instantaneous ___ You create a 5 foot wide 20 foot long line of blistering cold winds originating from you. Each creature in the line must make a Constitution saving throw. A creature that fails its save takes 2d6 cold damage and has its speed reduced by 10 feet until the end of its next turn. A creature that succeeds takes half as much damage and does not have its speed reduced. ***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, the damage is increases by 1d6 for each spell level above 1st. #### Lightning Arc *1st-level evocation* ___ - **Casting Time:** 1 action - **Range:** 90 feet - **Components:** V, S, M (a Tiny piece of metal) - **Duration:** Instantaneous ___ Lightning arcs towards a creature of your choice that you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 3d6 lightning damage and can't take reactions until the start of your next turn. On a miss, the lightning arcs to another creature and you make a new ranged spell attack against a different creature of your choice within 10 feet of the original target. On a hit, the target takes 2d6 lightning damage and suffers no other effects. ***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, the damage of each attack increases by 1d6 for each slot level above 1st. #### Protection *1st-level abjuration (ritual)* ___ - **Casting Time:** 1 bonus action - **Range:** Touch - **Components:** V, S - **Duration:** Concentration, up to 1 minute ___ You touch a creature and imbue it with protective energy. The first time that creature takes damage during the spell, the damage is reduced by 1d10 + your spellcasting modifier and the spell then ends. ***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, the damage is reduced by an additional 1d10 for each spell slot above 1st. #### Spirit Speak *1st-level divination (ritual)* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (an acorn or other nut or seed) - **Duration:** Instantaneous ___ You touch a nonmagical plant or object and ask it one question. It answers you in your mind as truthfully as it can based on events that it has experienced in the last day. #### Primeval Barrier *3rd-level abjuration* ___ - **Casting Time:** 1 action - **Range:** Self (10-foot-radius) - **Components:** V S - **Duration:** Concentration, up to 1 minute ___ You create a glowing barrier of energy around yourself. For the duration, you shed bright light in a 10-foot radius and dim light for another 10 feet, and the first time each turn a creature hits you with a melee attack, it takes radiant damage equal to your spellcasting ability modifier. When the spell ends, the energy is expelled in a wave out from you, forcing each creature other than you within 10 feet of you to make a Dexterity saving throw, taking 4d10 radiant damage on a failed save, or half as much on a success. ***At higher levels.*** When you cast this spell using a spell slot of 4th-level or higher, the damage from the spell ending increases by 1d10 for each slot level above 3rd. #### Release Spirit *3rd-level divination* ___ - **Casting Time:** 1 minute - **Range:** 10 feet - **Components:** V, S - **Duration:** Concentration, up to 10 minutes ___ Choose a willing creature to briefly separate its spirit from. The creature must remain within range for the entire casting of the spell, at the end of which, a ghostly visage of itself rises from its body. The creature becomes paralyzed for the duration of the spell, except it can't talk, it can see and hear as if it were in its visages space, and it can use its action to move its visage up to 15 feet, or make a Wisdom (Perception) check from its visages location. The visage can move in any direction and it can move through objects and structures no more than 1 foot thick. The paralyzed creature can choose to end the spell at any time (no action required).