The Spiritcaller Package

by vonBoomslang

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I call with thorn, I call with branch, attend me.


I call with bloom, I call with breath, attend me.


I call with dust, with ash, with leaf, attend me.


I call with flame and trespasser's blood, attend me.

Ranger Optional Class Feature:

Spiritcaller

3rd-level ranger feature, which replaces the Primeval Awareness feature


You are familiar with spirits of nature, and they come to your aid freely. When you cast a ranger spell which has a limited number of uses, and that limit depends on your spellcasting modifier, you can also add your proficiency bonus to the limit.

Ranger - Kekai Kotaki
Spiritual Chaos - Dominik Mayer
Breath of Winter - Sylwia Smerdel
Firedancer Fairy - Aurinart
Uses stains by Jared Ondricek.


Yet Another vonBoomslang Original - More here!

Spirit Spells

Brambles

1st-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a sharp thorn or a sharpened twig)
  • Duration: Concentration, up to 1 minute
  • Classes: Druid, Ranger

An intangible nature spirit appears in a space which is a 5-foot cube within range. It has the appearance of a beast or monstrosity twisted together out of thorny brambles. As a bonus action on your turn, you can move the spirit up to 30 feet to a space you can see.

The ground within 30 feet of the spirit is covered in ghostly brambles. Whenever a creature in the area is knocked prone, the spirit deals 2d4 slashing damage to it. The spirit disappears after dealing damage a number of times equal to 1 + your spellcasting modifier (minimum of twice).


At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each level above 1st.

Rancor

1st-level conjuration


  • Casting Time: 1 action or 1 bonus action
  • Range: 30 feet
  • Components: V, S, M (a dry twig, snapped underfoot)
  • Duration: 1 minute
  • Classes: Druid, Ranger, Warlock

You summon a wild and wrathful nature spirit to empower a creature within range, or yourself if cast as a bonus action. The intangible spirit appears as balefully glowing eyes and ghostly bestial features such as claws of great antlers. The empowered creature deals an additional 3 damage with its melee weapon attacks.

The spirit is wily and prone to abandoning its host for a stronger or more violent one. Whenever the empowered creature takes damage, it must make a Charisma saving throw (the DC is 5 + half the damage taken). On a failure, or if the empowered creature falls unconscious or ends its turn without making a melee attack, the spirit escapes and seeks out another creature within 30 feet to empower. The spirit will preferably seek out a creature hostile to its previous host which is nearest in the initiative order.

The spirit disappears if it cannot find a new host or after dealing its bonus damage a number of times equal to 1 + your spellcasting modifier (minimum of twice).


At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the bonus damage increases by 1 for each level above 1st.

Favorable Winds

2nd-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a mature dandelion)
  • Duration: Concentration, up to 1 hour
  • Classes: Bard, Druid, Ranger, Sorcerer

You summon a mirthful nature spirit in a space which is a 5-foot cube within range. It has the appearance of a transparent flying fey or beast of your choice. As a bonus action, you can move the spirit up to 30 feet to a space you can see.

A moderate wind circles in an area within 30 feet of the spirit. The wind protects and aids creatures of your choice; ranged weapon attacks against them that pass through the area have their range reduced by 30 feet (to a minimum of half), while their own have their range increased by 30 feet (to a maximum of doubled), and if they have a flying speed, it is increased by 10 feet while in the area.

The winds hinder all other creatures; ranged weapon attacks suffer the opposite effects for them, and if they fly, the area is difficult terrain for them.

When a creature you can see in the area is the target of a ranged weapon attack, you can use your reaction to cause the roll to have advantage or disadvantage. The spirit disappears after you use this reaction a number of times equal to 1 + your spellcasting modifier (minimum of twice).

Wrath of Winter

2nd-level conjuration


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes
  • Classes: Artificer, Druid, Ranger, Sorcerer, Warlock

You call wrathful nature or elemental spirits to your aid. When you hit a creature within 60 feet with an attack, you can have a Small or Medium intangible spirit appear in its space. A spirit disappears harmlessly when the spell ends or if you are ever more than 60 feet away from it. You can conjure a total number of spirits equal to 1 + your spellcasting ability modifier (minimum of two).

As a bonus action, you can cause all summoned spirits to burst into elemental cold. Creatures other than you within 5 feet of a spirit must make a Constitution saving throw, taking 2d6 cold damage on a failure. Creatures within range of multiple spirits make only one save, taking their combined damage on a failure and half as much damage on a success.


At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create an additional 2 spirits for each level above 2nd.

Winnowing

3rd-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a handful of dust, ash, and crushed leaves)
  • Duration: Concentration, up to 1 minute
  • Classes: Druid, Ranger

An intangible nature spirit appears in a space which is a 5-foot cube within range. It has the appearance of a beast or fey of your choice, though skull-headed and decrepit. As a bonus action on your turn, you can move the spirit up to 30 feet to a space you can see.

An aura of decay surrounds the spirit, manifesting as an unnatural stillness of the air and a smell of dry rot. Whenever a creature within 15 feet of the spirit regains hit points, it regains only half the amount.

Additionally, if a creature in the area is dealt bludgeoning, piercing or slashing damage, the spirit can empower that damage (no action required). Empowered damage counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage, and the spirit deals an additional 2d8 damage of that type to the target, or 3d8 if it is an undead that has flesh (such as a ghoul or zombie). This additional damage cannot be higher the initial damage. After doing so a number of times equal to 1 + your spellcasting modifier (minimum of twice), the spirit disappears.

Wildfire

4th-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a candleflame or larger open flame)
  • Duration: Concentration, up to 10 minutes
  • Classes: Druid, Ranger, Sorcerer

A spirit of wildfire appears in an unoccupied space within range. The spirit is a Medium elemental, appearing as a graceful humanoid or beast made of dancing flames. Its AC is equal to your Spell Save DC, and if forced to make any saving throw, its bonus equals your proficiency bonus + your spellcasting modifier. It is immune to fire damage and resistant to all other types except cold.

An aura of oppressive heat surrounds the spirit out to a range of 20 feet. Non-elemental creatures which end their turn in the area cannot benefit from resistance to fire damage until they leave the area, unless they are immune to fire damage, in which case they take damage as if only resistant. Flammable objects in the area for one round ignite.

As a bonus action, you can ask the spirit to fly up to 40 feet and optionally make a melee spell attack against a creature within 5 feet of it, dealing 4d6 fire damage on a hit. You can also use your reaction to make the same attack as an opportunity attack when a creature leaves the spirit's reach. The spirit disappears after making this attack a number of times equal to 1 + your spellcasting modifier (minimum of twice), and it also loses one use for every 6 damage it takes.

Vigor and Valor

5th-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a hunting horn worth 3gp)
  • Duration: Concentration, up to 1 minute
  • Classes: Druid, Ranger

An intangible spirit of the hunt answers your call, appearing in a space within range. The Large spirit has the appearance of a dire beast apex predator, a larger-than-life fey warrior, or one riding the other. As a bonus action on your turn, you can move the spirit up to 40 feet to a space you can see.

The spirit's presence invigorates your allies and sharpens their instincts. Creatures of your choice within 30 feet of the spirit have advantage on saving throws to end or avoid the frightened condition, and when they take the Attack action, they can make one additional attack. The spirit disappears after inspiring a number of attacks equal to 1 + your spellcasting modifier (minimum of two).

 

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