Spiritualist
Level | Proficiency Bonus | Features |
---|---|---|
1st | +2 | Spirit Summoning, Spirit save DC |
2nd | +2 | Spiritual Understanding, Spiritual Resistance |
3rd | +2 | |
4th | +2 | Ability Score Improvement |
5th | +3 | Spirit Invocations |
6th | +3 | |
7th | +3 | Spiritualist Archetype Feature |
8th | +3 | Ability Score Improvement |
9th | +4 | Semi Understanding |
10th | +4 | Spiritualist Archetype Feature , Ability Score Improvement |
11th | +4 | Full Understanding |
12th | +4 | Ability Score Improvement |
13th | +5 | - |
14th | +5 | |
15th | +5 | |
16th | +5 | Ability Score Improvement |
17th | +6 | Spiritualist Archetype Feature |
18th | +6 | |
19th | +6 | Ability Score Improvement |
20th | +6 | Ultimate Spirit |
Wizards use the arcane arts to execute powerful spells and to understand the cosmos. Artificers put their understanding of arcane magic to enhance equipment such as weapons, armor, and machinery. The Spiritualist takes a different approach to science to understand its connections throughout all living beings and materials. Creating a Spiritualist demands some backstory as to some big discovery. What drove your character to pursuing the ties between the Arcanic energy and living creatures and inanimate object? Was it some form of experiment gone wrong or did curiosity spawn your Spiritualist jump into the rabbit hole? Despite how you came across this new found power, you are determined to show the world its devastating prowress.
Quick Build
You can make a Spiritualist quickly by following these suggestions. First, Intelligence should be your highest score, followed by Constitution or Dexterity. Choose the Possessor Bond type. Third make the Hermit your background type.
Class Features
As a Spiritualist you gain the following class features.
Hit Points
Hit Dice: 1d8 per Spiritualist Level Hit Points at 1st level: 8 + your constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your constitution modifier per Spiritualist level after 1st.
Proficiencies
Armor: Light Armor
Weapons: Simple weapons
Tools:
Saving Throws: Intelligence, Dexterity
Skills: Choose two from Arcana, Medicine, Animal Handling, Survival, Investigation, Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) dagger or (b) Handaxe
- (a) scholar's pack or (b) explorer's pack
- (a) Leather Armor with Light crossbow and 20 bolts or (b) Studded leather and 20 darts
Spirit Summoning
Once per long rest you may summon a spirit as many times equal to the amount of your Intelligence Modifier. You can only have one spirit at a time. This spirit is capable of possessing inanimate objects. The spirit is capable of flying 50ft both horizontal and vertical from the Spiritualist. Once the maximum distance is reached the spirit leaves the possessed object and returns to the Spiritualist leaving the object behind. The spirit has 10 stats all across the board but uses the Spiritualist's Intelligence stat. The spirit can be killed and once killed the Spiritualist suffers a level of exhaustion. Summoning a new spirit does not get rid of the level of exhaustion. Possessing the inanimate object vessel gives the Spirit the objects characteristics. For Example, if your spirit were to possess a full suit of armor then its stats would follow the suit of armor besides its Intelligence stat if it is higher. Note: Destroying any vessel that the spirit possesses does not kill the spirit itself. The spirit may not possess another vessel used by a different spirit. Spirits cannot possess inanimate objects that are attuned. Your spirit may only use this feature again after completing a long rest.
Spirit Save DC
Intelligence is your ability score when using your Spiritualist abilities. In addition, you use your Intelligence modifier when setting the saving throw DC for Spiritualist abilities. Spirit save DC = 8 + your proficiency bonus + your Intelligence modifier
Spiritual Understanding
When possessing an object that has something inside of it or has written material, your spirit is able to understand it. The spirit may pass on this knowledge to the Spiritualist granted the Spiritualist can understand the written language.
Spiritual Resistance
The spirit becomes immune to the spells turn undead and dispel evil and good meaning it still is capable of having possession of any object it currently possesses.
Spirit Archetype
The Spiritualist chooses between different archetypes called Bonds. Choose between Poltergeist, Fusionist, Possessor.
Spirit Invocations
Below are special abilities that your spirit can learn equal to your Intelligence modifier and uses your bonus action to perform.
Force Field Once a day the spirit creates a protective shield around itself and up to 4 creatures granting resistance to all bludgeoning, piercing and slashing damage for 1 round.
Earthquake Once every long rest the spirit can slam itself into the ground, causing a 20-foot radius earthquake. All creatures within this radius must make a Dexterity saving throw or take 2d6 bludgeoning damage and be knocked prone.
Magnetic Pull Once every short rest the spirit exerts a powerful magnetic force within a 30-foot radius, pulling all metallic objects and creatures towards it. Any creature wearing metal armor or carrying a metal weapon must make a Strength saving throw or be pulled towards the spirit and restrained for 1 minute.
Arcane Bombardment Once every long rest the spirit channels raw magical energy into a powerful barrage of arcane missiles. Each missile deals 1d6 force damage and each missile increases according to the Spiritualist's proficiency bonus.
Void Rift Once per long rest the spirit opens a rift to a Void, unleashing a wave of dark energy that deals 3d8 necrotic damage to all creatures within a 5 foot radius. In addition any humanoid creatures within this radius must make a Wisdom saving throw versus Spirit save DC or be afflicted with madness.
spirit Leap The spirit propels itself into the air, landing up tot 30 feet away. Any creatures within 5 feet of the landing point must make a Strength saving throw or take 2d10 bludgeoning damage and be knocked prone.
Fortify The spirit enhances its armor plating, granting itself resistance to all damage types for 1 minute.
Phase Shift Once per long rest the spirit shifts out of phase with reality, becoming insubstantial and immune to all damage for 1 minute. While phased, the spirit can move through solid objects and creatures as though they were difficult terrain.
Reflective Shield Once per long rest, the spirit raises a magical shield, reflecting any incoming spells back at the caster. The caster must make a Dexterity saving throw or take the full effect of their own spell.
Entangling Vines Once per long rest, the spirit channels nature magic, causing vines to sprout from the ground and entangle all creatures within a 20-foot radius. The effected creatures must make a Strength saving throw or be restrained for 1 minute.
Echoing Roar Once per long rest the spirit lets out a deafening roar, stunning all creatures within a 30-foot cone for 1 round if they fail a Wisdom saving throw. Creatures that succeed on the saving throw are still deafened for 1 round.
Semi Understanding
When possessing objects with written text inside of it or on it the spirit and Spiritualist are capable of telepathically sending messages to each other even if the Spiritualist doesn't understand the language.
Full Understanding
When possessing objects with written text inside of it or on it the spirit is capable of using the item if it is a magic rune, spell scroll, magic item magic weapon or spell book. The spell or effect uses the Spirit save dc for Area of Effect spells.
Ultimate Spirit
Your spirit is able to mimic the stats of the Spiritualist as though the clone spell was cast.
Poltergeist
Some Spiritualists have their spirits focus on possessing inanimate objects. After possessing an inanimate object the spirit is able to float around 50 ft horizontally and vertically and has a flight speed of 50ft.
Magic item Possession
Unless the weapon, object, item is attuned the spirit is able to possess the object and use it as though it was an everyday object.
Ghostly Attacks
After possessing an weapon the spirit is able to make attacks with the possessed weapon. The attack roll uses the Spiritualist's proficiency bonus + the intelligence modifier and the damage roll adds the intelligence modifier. The weapon's AC is the Spirit's spell save dc.
Transcribe
The spirit is able to cast spells from objects through other objects that have not been possessed and increases the range of the spell by the distance the object is from the nearest targeted creature.
Fusionist
Some Spiritualists learn the ability to fuse with their spirits making themselves stronger. The Spiritualist is able to fuse with their spirit equal to their intelligence modifier. Once fused the Spiritualist is able to add their intelligence modifier to their AC. The intelligence modifier AC increase only applies once.
Fused Battler
When fused with their spirit the Spiritualist is capable of using any weapon they are not proficient with and uses their intelligence modifier added to the proficiency bonus added to the attack roll and intelligence modifier added to the damage roll. Lasts for 1 minute
Fused Warrior
When fused with their spirit the Spiritualist is capable of using any weapon or armor that they are not proficient with. The AC granted from the armor stacks with the intelligence modifier.
Possessor
Some Spiritualists have their spirit be able to possess actual creatures. When possession is activated your spirit is capable of possessing tiny creatures. When possession is attempted the target must make a Charisma saving throw versus the Spirit save DC.
Improved Possession
When attempting to possess creatures the spirit is capable of possessing medium sized creatures whether magical or not.
Ultimate Possession
The spirit is now capable of possessing large creatures whether they are magical or not.
To Multiclass into this class you must have 13 points or higher in the Intellgience stat.
Note: Your spirit takes influence from your character's features, such as Dragonborn breathing attacks and resistances, sorcery points and barbarians rage.