Class: Lifespinner
The dwarven warrior stands resolutely over the battlefield as her comrades rush into battle. As the arrows and spells start to fly, she is confident in the wards she has placed on her allies, and readies her warhammer to join the fray.
Rising from his countless fight today, the half-elf gladiator straightens as he draws energy from the cheering crowd around him. As another challenger enters the ring, he barks a laugh and his sword begins to glow once more.
Pressing her paws into the mystical carvings on the ground, the leonin mage gasps. She had traced the leylines here, and now it was merely a matter a wrestling them to her will … as long as she survives the attempt.
Lifespinners cover a versatile range of trained fighters and powerful spellcasters, but they all have one thing in common: they have discovered the connection between their own life energy and the energy that fuels magic, and are more than willing to pay one to command the other.
Blood for Power
Drawn from disparate magical backgrounds, a mage becomes a lifespinner once they discover how to apply their own lifeforce as a lever on the source of magic. With this knowledge, lifespinners are able to burn through their own lifeforce to amplify their spells and contort the Weave in ways beyond the reach of straightforward magic.
This approach can take quite the toll on a practitioner of lifespinning. Those who survive the initial foray into this style of magic quickly realize the importance of needing strength of both body and mind. Less scrupulous lifespinners may take this one step further: if spending their own lifeforce unlocks this much power from the Weave, then imagine what could be attained by commanding the life energy of others.
Creating a Lifespinner
As you make your lifespinner character, think about how they learned to manipulate magic in this way. Were they already a practitioner of arcane or divine magic, or did they start as a martial character who discovered new power? Did they first draw on their lifeforce for lifespinning in a time of great need, or was that their goal all along?
In addition, consider how they view this relationship between themselves and the Weave. Does this glimpse behind the curtain fill them with new respect for magic, or reduce other spellcasting to nothing more than parlor tricks? Is the Weave an ally to lean on or a tool to exploit? And is the cost of willbending your burden to bear alone, or are you happy to feed off the lifeforce of others too?
Quick Build
You can make an lifespinner quickly by following these suggestions. First, put your highest ability score in Consti-tution, followed by Strength. Second, choose the soldier background. Third, choose the booming blade and psyche up cantrips.
Optional Rule: Multiclassing
If your group uses the optional rule on multiclassing in the Player's Handbook, here's what you need to know if you choose lifespinner as one of your classes.
Ability Score Minimum. As a multiclass character, you must have at least an Constitution score of 13 to take a level in this class, or to take a level in another class if you are already a lifespinner.
Proficiencies Gained. If lifespinner isn't your initial class, here are the proficiencies you gain when you take your first level as a lifespinner: light armor, medium armor, shields, simple weapons.
Spell Slots. Add half your levels (rounded down) in the life-spinner class to the appropriate levels from other classes to determine your available spell slots.
Class Features
As a lifespinner, you gain the following class features.
Hit Points
- Hit Dice: 1d10 per lifespinner level
- Hit Points at 1st Level: 10 + your Constitution modifier
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per lifespinner level after 1st
The Lifespinner
| Level | Proficiency Bonus | Features | Coercions Known | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Spellcasting | — | 2 | — | — | — | — | — | — |
| 2nd | +2 | Coerce the Weave, Inured to Pain | 2 | 2 | 2 | 2 | — | — | — | — |
| 3rd | +2 | Facet feature, Heightened Senses | 2 | 2 | 3 | 3 | — | — | — | — |
| 4th | +2 | Ability Score Improvement | 2 | 2 | 3 | 3 | ─ | ─ | ─ | ─ |
| 5th | +3 | Extra Attack | 2 | 2 | 4 | 4 | 2 | ─ | ─ | ─ |
| 6th | +3 | Stoic Rebuttal | 2 | 2 | 4 | 4 | 2 | ─ | ─ | ─ |
| 7th | +3 | Coerce the Weave, Shift Fate | 3 | 2 | 5 | 4 | 3 | ─ | ─ | ─ |
| 8th | +3 | Facet feature, Ability Score Improvement | 3 | 2 | 5 | 4 | 3 | ─ | ─ | ─ |
| 9th | +4 | ─ | 3 | 3 | 6 | 4 | 3 | 2 | ─ | ─ |
| 10th | +4 | Overwhelming Numbers | 3 | 3 | 6 | 4 | 3 | 2 | ─ | ─ |
| 11th | +4 | Absorb Vis | 3 | 3 | 7 | 4 | 3 | 3 | ─ | ─ |
| 12th | +4 | Ability Score Improvement | 3 | 3 | 7 | 4 | 3 | 3 | ─ | ─ |
| 13th | +5 | ─ | 3 | 3 | 8 | 4 | 3 | 3 | 1 | ─ |
| 14th | +5 | Coerce the Weave | 4 | 4 | 8 | 4 | 3 | 3 | 1 | ─ |
| 15th | +5 | Facet feature, Immortal Will | 4 | 4 | 9 | 5 | 3 | 3 | 2 | ─ |
| 16th | +5 | Ability Score Improvement | 4 | 4 | 9 | 5 | 3 | 3 | 3 | ─ |
| 17th | +6 | ─ | 4 | 4 | 10 | 5 | 3 | 3 | 3 | 1 |
| 18th | +6 | Coerce the Weave | 5 | 4 | 10 | 5 | 3 | 3 | 3 | 1 |
| 19th | +6 | Ability Score Improvement | 5 | 4 | 11 | 5 | 3 | 3 | 3 | 2 |
| 20th | +6 | Limitless Vitality | 5 | 4 | 11 | 5 | 3 | 3 | 3 | 2 |
Proficiencies
- Armor: Light armor, medium armor, shields
- Weapons: Simple weapons, hand crossbows, scimitars, shortswords
- Tools: None
- Saving Throws: Constitution, Intelligence
- Skills: Choose two from Arcana, Athletics, Intimidation, Investigation, Persuasion, Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) studded leather armor or (b) scale mail
- (a) a scimitar or (b) a shortsword
- (a) a hand crossbow and 20 bolts or (b) any simple weapon
- (a) a dungeoneer's pack or (b) an explorer's pack
If you forgo this starting equipment, as well as the items offered by your background, you start with 5d4 x 10 gp to buy your equipment.
Spellcasting
Through great effort, you have learned to exert your will over the flow of magical energy, using your own lifeforce as a conduit.
Cantrips (0-Level Spells)
At 1st level, you know two cantrips of your choice from the lifespinner spell list. At higher levels, you learn additional lifespinner cantrips of your choice, as shown in the Cantrips Known column of the Lifespinner table.
When you gain a level in this class, you can replace one of the lifespinner cantrips you know with another cantrip from the lifespinner spell list.
Spell Slots
The Lifespinner table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
Spells Known of 1st Level and Higher
At 2nd level, you learn two 1st-level spells of your choice from the lifespinner spell list.
The Spells Known column of the Lifespinner table shows when you learn more lifespinner spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th 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 lifespinner spells you know and replace it with another spell from the lifespinner spell list, which also must be of a level for which you have spell slots.
Spell Versatility
Whenever you finish a long rest, you can replace one spell you learned from this Spellcasting feature with another spell from the lifespinner spell list. The new spell must be the same level as the spell you replace.
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your lifespinner spells.
Spellcasting Ability
Constitution is your spellcasting ability for your lifespinner spells, since your magic draws upon your own lifeforce. You use your Constitution whenever a lifespinner spell refers to your spellcasting ability. In addition, you use your Consti-tution modifier when setting the saving throw DC for a lifespinner spell you cast and when making an attack roll with one.
Spell Save DC
Spell attack modifier
Lifespinner Spell List
Here's the list of spells you consult when you learn a lifespinner spell. The list is organized by spell level, not character level.
These spells are from the Player's Handbook and Xana-thar's Guide to Everything. If a spell's name is followed by an asterisk, the spell is instead described at the end of this document.
Cantrips (0 Level)
- booming blade
- chill touch
- green-flame blade
- light
- lightning lure
- mending
- psyche up*
- ray of frost
- resistance
- shocking grasp
- true strike
1st Level
- absorb elements
- bane
- burning hands
- chaos bolt
- command
- detect magic
- guiding bolt
- hypertrophic healing*
- identify
- protection from evil and good
- searing smite
- thunderous smite
- witch bolt
- wrathful smite
2nd Level
- bleeding smite*
- calm emotions
- crown of madness
- flame blade
- phantasmal force
- pyrotechnics
- see invisibility
- shadow blade
- shatter
- suggestion
- warding bond
3rd Level
- corrode the leylines*
- life transference
- lightning bolt
- magic circle
- Melf's minute meteors
- nondetection
- protection from energy
- vampiric touch
4th Level
- commandeer*
- dimension door
- fabricate
- fire shield
- phantasmal killer
- storm sphere
5th Level
- animate objects
- geas
- subsume will*
- synaptic static
Coerce the Weave
At 2nd level, you gain the ability to channel your life energy to boost the power of your spells. You gain two of the following coercions of your choice. You gain another one at 7th, 14th, and 18th level.
Whenever you learn a new coercion, you can also replace one coercion that you already know with a different one. If a coercion requires a level, you must be the level in this class to learn the coercion.
Casting Coercive Spells. Some coercions allow you to cast spells. To cast one of these spells, you use its casting time and other rules, but you don't need to provide material components for it. It counts as a lifespinner spell for you when you cast it this way.
Adrenaline Rush
As a bonus action, you can spend a hit die to increase your long jump by a number of feet equal to the roll, and your high jump by half that many. In addition, you can immediately take the disengage or dash action.
Bend the Elements
18th Level Required. You can spend two hit dice to cast control weather.
Blood Shield
As a reaction when you are hit by an attack, you can spend a hit die to get a bonus to your AC equal to the roll until your next turn, including against the triggering attack.
Dominate Magic
7th Level Required. Once per short rest, you can spend a hit die to cast counterspell. If it requires you to make an ability check, you add half your hit die roll to that check.
Dominate Will
14th Level Required. You can spend one hit die to cast dominate beast, two hit dice to cast dominate person, or three hit dice to cast dominate monster. The spell's duration is increased by a number of minutes equal to the highest roll on one of the hit dice.
Dualcast
When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of hit dice equal to the spell's level to target a second creature in range with the same spell (one hit die if the spell is a cantrip).
Energy Whip
7th Level Required. As an action, you can spend a hit die to create a whip of crackling electricity that shoves and pulls a creature to unbalance it. A creature that you can see within 30 feet of you must make a Strength saving throw against your spell save DC. On a failed save, the creature takes 3d10 lightning damage, and you can either knock it prone or pull it closer to you up to a number of feet equal to 5 times your hit die roll. On a successful save, the creature takes half as much damage, and you don't pull it or knock it prone.
Essence Bleed
When you deal damage to a creature with a spell, you can spend a hit die to continue draining life from it. For a number of rounds equal to the roll, you can use a bonus action to deal an additional amount of necrotic damage to it equal to your Constitution modifier (minimum of 1) and you gain that many hit points. The target can make a Constitution saving throw against your spell save DC at the end of each of its turns, ending the effect on itself on a success.
Focused Fury
When you cast a spell that forces other creatures to make a saving throw, you can spend a hit die and choose a number of those creatures up to the roll. A chosen creature automatic-ally succeeds on its saving throw against the spell.
Invigorated Spell
When you roll damage for a spell, you can spend a hit die to deal an additional amount of force damage equal to the roll.
Planar Rending
14th Level Required. Once per long rest, you can spend two hit dice as an action to tear a rip in space at a point you can see within 120 feet of you. A burst of raw energy radiates outwards from that point in a 30-foot-radius sphere. You can immediately teleport any number of willing creatures in the sphere to unoccupied spaces immediately outside of it.
Each creature remaining in the sphere must succeed on a Dexterity saving throw against your spell save DC or take 4d10 force damage and be blinded until the end of your next turn.
Turn Back Time
18th Level Required. Once per long rest, you can spend three hit dice to alter the effects of time for a number of creatures you can see within 60 feet of you equal to your Constitution modifier (minimum of 1). Each unwilling target can make a Constitution saving throw against your spell save DC. On a success, the coercion has no effect on that creature.
For each creature affected, it is reduced in age to a child or increases in age until it's elderly (your choice). A creature that becomes younger this way has its Intelligence, Wisdom, and Charisma scores reduced by 2. A creature that becomes older this way has its Strength, Dexterity, and Constitution scores reduced by 2. A greater restoration spell can restore a creature's age and ability scores to normal.
Alternatively, you may reverse the effects of any other age-modifying magic on any of those creatures, and restore their age and ability scores to normal.
Inured to Pain
Starting at 2rd level, you have learned to shrug off a blow that would fell a lesser adventurer. When you roll a 1 or 2 on any hit die you spend to restore health, you can reroll the die and must use the new roll.
Facet of Reality
At 3rd level, you choose a facet of reality to embody, based on your relationship with the magical forces you wrangle: Unstoppable Force or Immovable Object, each of which is detailed at the end of the class's description. Your choice grants you features again at 8th and 15th level.
Heightened Senses
Your innate connection to magic allows you to sense the presence of others who manipulate the Weave. Starting at 3rd level, you can open your awareness to detect such forces as an action. Until the end of your next turn, you know the location of any creature within 30 feet of you that has cast or prepared a spell or used a magical ability within the past minute. Within the same radius, you also detect the presence of any object that stores a spell.
You can use this feature a number of times equal to your Constitution modifier (minimum of once). When you finish a long rest, you regain all expended uses.
Ability Score Increase
When you reach 4th, 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.
If your DM allows the use of feats, you may instead take a feat.
Extra Attack
Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.
Stoic Rebuttal
Starting at 6th level, you have learned to lean into certain untargeted spells and redirect them back towards their casters. Once per short rest, when you are subjected to a spell that allows you to make a saving throw to take only half damage and you succeed on the saving throw, you can use your reaction to deal damage of the triggering type to the source of the spell equal to the amount of damage you took.
Shift Fate
You can assist an ally by twisting the Weave to nudge luck in their favor. Starting at 7th level, when you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to spend a hit die and add the total to the roll. You can roll the hit die before or after the d20 is rolled, but before the DM says whether the roll succeeds or fails.
Overwhelming Numbers
Starting at 10th level, the support of your allies boosts your influence over fate. When you make an attack roll, if an ally is within 5 feet of you, your attacks score a critical hit on a roll of 19 or 20.
Absorb Vis
Your dominion over life essence lets you capture the last gasp of those you kill. Starting at 11th level, whenever you reduce a hostile creature within 60 feet of you to 0 hit points, you can use your reaction to regain a spent hit die. You don't gain this benefit against constructs or undead.
Immortal Will
Starting at 15th level, you can draw on your reserves of raw willpower to survive beyond death. Once per long rest, when you are reduced to 0 hit points, you can immediately spend a hit die to regain a number of hit points equal to the roll + your Constitution modifier (minimum of 1 hit point).
Limitless Vitality
At 20th level, you rejuvenate your stamina supernaturally fast. Once per long rest, you can use a bonus action to regain a number of hit dice equal to your Constitution modifier (mini-mum of one). In addition, you regain all spent hit dice at the end of a long rest.
Facets of Reality
Lifespinners believe that their uninhibited relationship with their magic grants them deeper insight into the funda-mentals of reality. They choose a facet of this reality to embody, for either its ideal or its influence on the world.
Facet of Unstoppable Force
Lifespinners who embrace the Facet of Unstoppable Force believe that through application of sufficient will, no others can resist their designs. These lifespinners tend towards aggression, taking what they want and stopping at nothing. They are often sought after as warriors and mercenaries, and hone their lifeforce as sharp as a blade.
Unstoppable Spells
Starting at 3rd level, you gain access to additional spell options to learn, as shown in the Unstoppable Spells table. These spells count as lifespinner spells for you.
Unstoppable Spells
| Lifespinner Level | Spell |
|---|---|
| 3rd | longstrider, zephyr strike |
| 5th | branding smite, misty step |
| 9th | blinding smite, haste |
| 13th | confusion, staggering smite |
| 17th | banishing smite, steel wind strike |
Battle Ready
When you reach 3rd level, your combat experience and connection to magic have paid off in two ways:
- You gain proficiency with martial weapons.
- You can give yourself a bonus to your initiative rolls equal to your Constitution modifier.
Weapon Bond
At 3rd level, you learn a ritual that creates a magical bond between yourself and a weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.
Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated, and you can use the weapon as a spellcasting focus. If you are not holding the weapon, you can evoke its essence as a bonus action to put it into your hand.
You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.
Rush into Battle
Starting at 8th level, if you moved at least 20 feet straight towards a creature on your turn, you can use a bonus action to shove that creature. It must succeed on Strength saving throw (DC 8 + your proficiency bonus + your Strength modi-fier) or be knocked prone. Ranged spell attacks you cast against that creature this turn are cast without disadvantage if you knocked it prone.
Juggernaut
Starting at 15th level, you become an unstoppable juggernaut in battle. You gain the following benefits during combat:
- When you make a melee weapon attack, you gain a bonus to the damage roll equal to your Constitution modifier (minimum of +1).
- You have resistance to bludgeoning, piercing, and slashing damage.
- You have advantage on Constitution saving throws to maintain concentration on a spell.
Facet of Immovable Object
Lifespinners who embrace the Facet of Immovable Object believe that all spellcasting is a matter of resolve, and that battles are won on the backs of those with determination. These lifespinners tend towards building up their allies' morale and supporting them with defensive magic. Nothing can shake them, making them sought after as the foundation of adventuring groups.
Immovable Spells
Starting at 3rd level, you gain access to additional spell options to learn, as shown in the Immovable Spells table. These spells count as lifespinner spells for you.
In addition, you learn one additional lifespinner cantrip at 3rd level. This does not count against the number of cantrips you can know.
Immovable Spells
| Lifespinner Level | Spell |
|---|---|
| 3rd | armor of Agathys, heroism |
| 5th | aid, warding wind |
| 9th | bestow curse, dispel magic |
| 13th | death ward, Mordenkainen's private sanctum |
| 17th | telekinesis, wall of force |
Defensive Posturing
When you reach 3rd level, your combat experience and connection to magic have paid off in two ways:
- You gain proficiency with heavy armor.
- You can use a shield as a spellcasting focus.
Quick Reflexes
At 3rd level, your attunement to magic allows you to intuitive-ly respond to a magical threat. When you use your reaction to successfully identify a spell, you can immediately ward your-self or another creature you can see within 30 feet of you from that spell. Choose one of the following:
- The warded creature gains advantage on the next saving throw against that spell's effects this turn.
- The caster of that spell has disadvantage on the next attack roll made while casting that spell against the warded creature this turn.
In addition, you have advantage on Intelligence (Arcana) checks to identify any lifespinner spell, not just ones cast by other lifespinners.
Runic Protection
At 8th level, you learn a runic pattern to insulate an object from the effects of opposing magic. Whenever you finish a long rest, you can etch the runes on a shield or suit of armor and choose one of the following damage types: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. The runes fade away after 24 hours.
While wearing the shield or armor, a creature has resistance to the chosen damage type.
Antimagic Aura
Starting at 15th level, you can quench manipulations in the Weave around you. Once per long rest, you can cast Anti-magic Field, except its effects don't apply to you and any items that you are wearing or carrying.
Image credits, in order:
The Elder Scrolls: Legends
Svetlin Velinov (Wizards of the Coast)
Alex Negrea
Clint Cearley (Wizards of the Coast)
Spell Descriptions
Six new spells are presented for lifespinners. At your DM's discretion, they may be appropriate for spellcasters of other classes too. The spells are presented in alphabetical order.
Bleeding Smite
2nd-level evocation
- Casting Time: 1 bonus action
- Range: Self
- Components: V
- Duration: Concentration, up to 1 minute
The next time you hit with a melee weapon attack during this spell's duration, your attack deals an extra 3d6 necrotic damage. Additionally, if the target is a creature, it must succeed on a Constitution saving throw or it can't regain hit points for the duration. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.
Commandeer
4th-level abjuration
- Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell
- Range: 60 feet
- Components: S
- Duration: Instantaneous
You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 4th level or lower, you can choose new targets for it. If it is casting a spell of 5th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, you can choose new targets for it.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can choose new targets for the interrupted spell if its level is less than or equal to the level of the spell slot you used.
Corrode the Leylines
3rd-level evocation
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S, M (a drop of acid)
- Duration: Concentration, up to 1 minute
A sickening aura spreads outward from a point you choose within range. Each creature in a 30-foot-radius sphere centered on that point must make a Constitution saving throw. A target takes 4d6 acid damage on a failed save, or half as much damage on a successful one.
Whenever a creature casts a spell while within the sphere, it must repeat the saving throw.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Hypertrophic Healing
1st-level necromancy
- Casting Time: 1 bonus action
- Range: 60 feet
- Components: V
- Duration: 10 minutes
A willing creature of your choice within range takes an amount of necrotic damage equal to 1d8 + your spellcasting ability modifier, then gains a number of temporary hit points for the duration equal to twice the damage taken. This spell can't reduce the target's hit points to less than 1, and has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the temporary hit points increase by 1d8 for each slot level above 1st.
Psyche Up
Transmutation cantrip
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: 1 minute
You touch one willing creature and choose Strength, Dexterity, or Constitution. For the next minute, the target adds 1 to the result of any ability check or saving throw using the chosen ability score.
Subsume Will
5th-level enchanment
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S, M (an animal collar)
- Duration: Concentration, up to 10 minutes
One creature of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. It has disadvantage on the save if it has less than half of its health remaining. It repeats this save each time it takes damage.
While charmed by this spell, the creature is incapacitated and has a speed of 0, and a scaled version of the collar used as the material component appears around its neck.