Spirit User
Hit Points
Hit Dice: d6 per Spirit User level
Hit Points at first Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier
Proficiences
Armor: None
Weapons: Daggers and Quarterstaves
Tools: None
Saving Throws: Dexterity, Wisdom
Skills: Choose two from Animal Handling, Arcana, History, Insight, Medicine, Nature and Persuasion
Overview & Creation
The spirit users, practicers of an ancient art, channel the energy of spirits to help them create wondrous effects. Spirit users are never truly alone or defenseless, for even the weakest spirit user has a powerful being to their aid. More than simply aid in combat, the contract between a spirit user and their spirits is a deep emotional bond, as they become each other's most loyal companion. As you grow stronger, not only your own magical potential increases but you also become capable of drawing more of your spirit's power, as your bond with them also grows stronger. When making a spirit user, give special attention to your relationship with your spirit. How did you meet them? How did you get them to strike a contract with you? How did that impact your life?
*This class is made specifically for the Silyann setting, but it can be used in other campaigns with some adaptation.
Class Features
Contract with a Major Spirit
Starting at level 1, you have forged a contract with a major spirit that is not only your faithful companion but also fuels your magic and helps you in combat. A major spirit is a timeless being that is native to the spirit realm. Spirits, however, regularly transition to the material world for various reasons. You happened to meet one, and that spirit made a contract with you. Your major spirit is a DM controlled NPC, however, you define it's backstory, personality traits, ideals, bonds, flaws and powers together with the DM. Work together to make a truly enriched character that contributes to the campaign. The spirit has a receptacle, which is usually some sort of jewel or talisman, though it can be pretty much anything (what it is is up to you when creating the spirit, but it cannot be larger than a hand). The receptacle represents your contract with the spirit, and it's the catalyst that binds you together. The spirit MUST necessarily retreat to it's receptacle to do long rests. Most spirits come out during the day and take long rests according to their caster's rests, but they are free to rest whenever they want. If a spirit stays materialized for more than 20 hours without retreating to their receptacle, their physical form will start to fade. They can remain materialized if they desire, however they will be vulnerable to all damage in this state. After a total of 24 hours materialized, the spirit has no choice other than retreat towards the receptacle, lest they fade away for good. If the latter happens, it takes 1d4 days for them to reform and be able to materialize themselves once more. If a spirit is called while clutching their receptacle, they may listen even during their rest and come out. If they do so, however, they can only maintain themselves for 10 minutes (1 minute if they're in combat), and they need to start their long rest again from zero. Some spirits may not be willing to come out during a rest, and some may gladly interrupt their rest to aid their caster. All depends on their personality. Spirits don't need food, drink or air to survive, but they are intrinsically magical beings. That means they can be detected through means like Detect Magic, and they are instantly petrified if they enter an Antimagic Field. That petrification reverts naturally 1 hour after the spirit leaves the Antimagic Field. Casting Dispel Magic on a spirit forces them to make a Constitution Saving Throw, dealing 4d10 force damage and petrifying them for 1 round on a failed save, and dealing half damage on a successful save. Spirits can choose their own form when they come to the material plane. Some choose to look like a member of some race, some choose to look like animals, and some choose to look like something else entirely. Nevertheless, your spirit can speak and understand all languages you know, and depending on their history, they may also know other languages. They can also speak Primeval, a language that all spirits share. All spirits also have a flying speed of 40 feet, in which they float, though their walking speed depends on their form. If a spirit's form grants them a flying speed greater than 40 feet, they may choose to use that one instead. If they do so, they can fly like the equivalent or their shape would (e.g beating wings, soaring, etc), and they can still float at a 40 feet speed. A spirit cannot carry anything that weights more than they do. Spirits can never assume a form whose size is greater than medium, and they do not gain powers inherent from the form they choose (for instance, a spirit that chose a draconic-like form would not gain a fire breath). All spirits have darkvision within a 90-foot range. Spirits may be timeless, but they are not immortal. They cannot, however, be killed in the material world, only in the spirit realm. If a contracted spirit is slain while in the material world, they will fade away in a blue glow, and return to the spirit realm. If this happens, your contract with the spirit is broken, and you must find a way to reunite with them and restore your contract or find another major spirit to make a contract with. You can still communicate with them through your telepathic bond for 5 minutes each day. Until you reunite with them, you can only cast cantrips and you lose any spells from the Spirit Magic feature. Those return to you once you reunite with your spirit. The spirit also cannot be healed neither by medicine or by regular healing spells. The spirit can be healed, however, by executing a mana symbiosis, detailed later on it's own feature. Your spirit's stats are determined together with your DM when you create them, and the spirit's hp is determined through a d10 hit die. However, the spirit does not have actual hit dice, and cannot heal on a short rest because of that. You and your spirit share a telepathic bond, which allows you to communicate with each other mentally regardless of distance. In combat, the spirit rolls its own initiative and acts on its own turn, however you can communicate with them at will using your telepathic bond, and so, you can issue commands to your spirit. How the spirit will act in combat also depends on their personality, some may focus on their own safety while some may focus solely on helping you. You cannot communicate to your spirit to use a reaction immediately, but you can ask them to use a reaction in case some specific event happens. The span of a reaction is too fast for you to be able to communicate that with your spirit. In combat, your spirit can cast spells from their spell list, which is also to be defined when creating the spirit, however, your spirit cannot cast a leveled spell on the same round that you have cast a leveled spell. Usually spirits' spell lists will be focused on a specific aspect of magic, be it an element, a school or even a specific kind of effect that is produced. Spirits don't cast spells with spell slots. Instead, they use mana from their reserve. They can only cast spells of up to a level for which you have spell slots. When casting a spell, they consume mana equal to the spell's level multiplied by 10. The spirit always has all spells from their list prepared, and they restore their mana on a long rest. Regardless of your level, spirits never have level 9 spells on their spell list. If your spirit's Wisdom is higher than yours, it counts as if it was equal to yours for the purpose of spell attack rolls and save DC's only. For any other checks or saving throws, their Wisdom counts as their own. A spirit uses themselves as spellcasting focus, for they're beings made of magic itself. They can ignore any material components that lack a gold cost like this.
Number of spells on the spirit's spell list:
Cantrips |
1st level |
2nd level |
3rd level |
4th level |
5th level |
6th level |
7th level |
8th level |
2 |
6 |
6 |
5 |
5 |
5 |
4 |
3 |
2 |
Spirit Magic
Your connection to your spirit gives you an increased aptitude to learn the spells that your spirit dominates. At certain levels, you can learn additional spells that come from your spirit's spell list. Additionally, when you take a short rest, you can convert mana from your spirit into a spell slot for you, and vice versa. The sum of the spell slots'levels can be up to half your Spirit User level, and you cannot surpass the maximum number of spell slots you have with this feature. You can, however, surpass the spirit's mana limit. If that happens, the spirit gains temporary mana, which lasts until used or until you take another short rest. You cannot gain a spell slot of 6th level or higher with this feature, but you can convert one to mana for your spirit. This feature can be used once, and you regain the ability to use it on a long rest.
Mana Symbiosis
Starting at 2nd level, the spirit can sacrifice some of their mana to regenerate their health. The spirit activates the mana symbiosis with a bonus action. After activating the mana symbiosis, the spirit can only cast cantrips while it's active, and it cannot take a bonus action while it's active, unless it relinquishes their action. For every turn that it stays active, 10 points of mana are consumed and 7 hit points are healed. If the spirit takes more than 30 damage on a single round, the mana symbiosis is immediately interrupted. A spirit can enter the mana symbiosis twice, and regains the ability to do so after a long rest. If the spirit takes force damage while in a Mana Symbiosis, they take no damage, and instead gain temporary hit points equal to the damage dealt.
Overload
Starting at 2nd level, you can use your spirit's mana to empower your spells, and vice versa. When you cast a spell, you can consume some of your spirit's mana to increase the level of the cast spell. Each increased level costs 10 mana. The same way, if your spirit casts a spell, they can draw from your power to get a spell slot from you and cast the spell at a higher level by drawing from their own mana. Whenever one of you tries to draw from the other's power, the other must allow it. This feature requires you to be within 90 feet of your spirit to be used. Overload allows you to cast a spell in a level for which you do not yet have spell slots, but the maximum level you can cast the spell is 2 levels above your highest level spell slot.
Spiritual Order
When you reach 3rd level, you start shaping your spiritual arts in a way that resembles the tradition of one of the four great spiritual orders. The members of these old orders were the first spirit users, and they were responsible for developing the techniques spirit users currently use. Because of that, most spirit users specialize in the techniques inherent from one of the four orders, both out of respect and because the orders have developed truly unique and powerful techniques. You gain a feature from your order when you pick it, and again at 7th, 11th and 15th level.
Ability Score Increase
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.
Spiritual Mantle
When you reach 5th level, your major spirit gifts you with a magical mantle woven specially for you. The mantles are relics of the spirits, and receiving a mantle personally from one is a wondrous present indeed. The mantle has an AC of 13 + your Wisdom modifier, and it grants you a special ability based on your spirit's magic. The mantle cannot be physically damaged by anything short of a Disintegrate spell, and if you lose it, your spirit can spend 1d6 hours to locate it and bring it back to you. If anyone else besides you tries to use the mantle, they do not receive the magical properties of the mantle, instead receiving the effects of a mundane mantle. If the mantle is destroyed, your major spirit will probably be very upset, but if you can convince them, they can spend 1d4 days working to weave a new mantle for you.
Contract with Minor Spirits
When you reach 6th level, you can strike a contract with a minor spirit. Minor spirits manifest as small colored motes of light, and are unable of speaking or performing physical tasks. They can understand you, however, and you can communicate with them telepathically, but they can only express simple ideas and thoughts to you. A minor spirit has a specific aspect of magic that they channel, not unlike a major spirit, but they only grant you the ability to cast a single specific spell that relates to their element without spending a spell slot. After you do so, you must complete a long rest before you can cast that spell again without using a spell slot. You always have the minor spirit's spell prepared, and it doesn't count against the maximum number of spells you can prepare. The spell can be of any level up to level 3, and if it is a level 1 spell, you regain the ability to cast it without expending a spell slot on a
short rest. When you gain this feature at level 6, your major spirit will go to the spirit world and search for a minor spirit that wants to strike a contract with you. Before they go, you can specify what abilities you would like the spirit to have. They spend 1d6 hours searching, and then, return with the minor spirit on tow, who then strikes a contract with you. You gain additional contracts with minor spirits at 9th, 14th and 18th level. Spells cast with minor spirits can be affected by Overload and Overdrive normally.
Scholar of the Spirit Realm
Starting at 6th level, your deep connection to spirits and the spirit world has granted you the ability to call out to minor spirits for help. When you do so, roll a Wisdom check. The DM determines the DC of the check based on the situation and what you want help for. If you succeed, you can get many sorts of help, such as getting a minor spirit to guide you somewhere, be granted some knowledge or even warned of some danger. The minor spirits will never be involved in combat with this feature, however, and they are not capable of performing physical tasks. You can use this feature once, and regain the ability to do so on a long rest. Additionally, you now have advantage on Arcana and History checks related to spirits or the spirit world.
Signature Manifestation
When you reach 8th level, your spirit gains the ability to use a signature manifestation of their power, both in the form of a cantrip and in the form of a special spell. The spell has no level, instead producing an effect based on how much mana you put into it. The Overload and Overdrive features can be used on the spell. Both the cantrip and the spell must relate to your spirit's specialized type of magic, and you create both together with your DM once you gain this feature. You cannot learn the Signature Manifestation spell through the Spirit Magic feature.
Overdrive
When you gain this feature at 10th level, your Overload feature is improved. It can now allow to cast spells in a level that is up to 5 levels above your highest level slot. It is possible to cast a spell in a level above 9th with Overdrive. If you do so, however, levels above 9th cost an additional 5 mana.
Complete Overdrive
You do not have 9th level spell slots, however starting at the 17th level you do have a way of casting 9th level spells. The only way you can cast a 9th level spell is if you drain 100 mana from your spirit and spend an 8th level spell slot. This can be considered an alteration of Overdrive that allows you to dedicate an immense amount of raw magical power. When you do this, you can cast any 9th level spell from the Spirit User spell list. You don't need to know the spell or have it prepared.
Transcendant Bond
When you reach 20th level, your bond with your spirit is so strong that it can persevere through anything. If your spirit dies on the material world, they retreat into their receptacle to take a Long Rest, and return fully reformed and healthy. Your signature manifestation is greatly empowered in a way that you decide with the DM, and you gain a second manifestation spell. Also, you now have immunity to a type of damage that relates to your spirit's powers. Additionally, no matter where your spirit is, if you call for them they can choose to teleport to your location instantly. Lastly, whenever they are taking long rests if you call for them, they can choose to stay out for up to 1 hour and then pick up from where they left off on the rest.
Starting Equipment
As a spirit user, your character starts with the following equipment:
(a) An explorer's pack or (b) A scholar's pack
Any dagger or quarterstaff
The receptacle of your major spirit
A spellbook tailored to fit your spiritual techniques
Spellcasting
As a practitioner of the spiritual arts, you can draw on your spirit's power to let your own magical potential grow.
Cantrips
At 1st level, you know two cantrips of your choice from the spirit user spell list. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Spirit User table.
Spellbook
At 1st level, you have a spellbook that was gifted to you by your spirit. It has 5 spirit user spells of your choice.
The spells that you add to your spellbook as you gain levels reflect the discoveries that you have about the spirit realm's nature, as you draw your power from there. Your spirit helps you learn about magic, as all spirits are directly linked to magic itself, and so, every level you gain can add two spirit user spells to your spellbook of a level for which you have spell slots.
Copying a Spell into the Book: When you find a spirit on your journeys, that spirit can dedicate some time to teach you what they know. They can share knowledge with you, and you can then note that knowledge on your spellbook. Keep in mind that spirits are usually secretive about the nature of their magic (unless you have a contract with them), and so, it may take some convincing to get a spirit to teach you about their particular craft. Nevertheless, whenever a spirit dedicates at least (spell level*3) hours to teach you you can add one of the spells they can cast to your spell list. That spell is usually chosen by the spirit, though you may ask them to learn something specific. You cannot learn the spells known by the spirit you have a contract with like this.
Your spellbook, being a gift from your major spirit, is not a regular book, and if you happen to lose it, your spirit can retrieve it for you if given enough time.
The Book's Appearance: Your spellbook is a magical item made specially to you by your major spirit, and so, it will usually be decorated however your spirit desires.
Preparing and Casting Spells
The Spirit User 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.
You prepare the list of spells that are available for you to cast. To do so, choose a number of spells from your spellbook equal to your Wisdom modifier + your spirit user level (minimum of one spell). The spells must be of a level for which you have spell slots.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of spells requires time spent channeling with your spirit and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Wisdom is your spellcasting ability for your spirit user spells, since you learn your spells through the connection with your spirit, which is an inherently magical creature. 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 spirit user 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 spirit user spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.
Spellcasting Focus
You use your spirit's receptacle as a spellcasting focus for your spirit user spells. Alternatively, you can also use an Arcane Focus. You cannot cast spells from the Spirit Magic feature unless you use the receptacle as focus.
Spirit User spell list:
Cantrips: Acid Splash, Blade Ward, Booming Blade, Chill Touch, Control Flames, Create Bonfire, Dancing Lights, Encode Thoughts, Fire Bolt, Friends, Frostbite, Green-Flame Blade, Gust, Light, Lightning Lure, Mage Hand, Mending, Message, Mind Sliver, Minor Illusion, Mold Earth, Prestidigitation, Poison Spray, Ray of Frost, Shape Water, Shocking Grasp, Sword Burst, Thunderclap, Toll the Dead, True Strike
Level 1: Absorb Elements, Catapult, Cause Fear, Chaos Bolt, Charm Person, Chromatic Orb, Color Spray, Create or Destroy Water, Detect Evil and Good, Detect Magic, Disguise Self, Earth Tremor, Expeditious Retreat, Faerie Fire, Feather Fall, Fog Cloud, Frost Fingers, Gift of Alacrity, Guiding Hand (UA), Ice Knife, Id Insinuation (UA), Identify, Illusory Script, Jim's Magic Missile, Jump, Longstrider, Magic Missile, Magnify Gravity, Protection from Evil and Good, Ray of Sickness, Silent Image, Sleep, Sudden Awakening (UA), Tasha's Caustic Brew, Tenser's Floating Disk, Thunderwave, Witch Bolt
Level 2: Aganazzar's Scorcher, Alter Self, Animal Messenger (with a minor spirit, not an animal), Blindness/Deafness, Blur, Calm Emotions, Cloud of Daggers, Continual Flame, Crown of Madness, Darkness, Darkvision, Detect Thoughts, Dragon's Breath, Dust Devil, Earthbind, Enhance Ability, Enlarge/Reduce, Flame Blade, Flaming Sphere, Gust of Wind, Hold Person, Invisibility, Knock, Levitate, Magic Weapon, Maximillian's Earthen Grasp, Melf's Acid Arrow, Mental Barrier (UA), Mind Spike, Mind Thrust (UA), Mirror Image, Misty Step, Moonbeam, Nathair's Mischief (UA), Phantasmal Force, Protection from Poison, Pyrotechnics, Ray of Enfeeblement, Scorching Ray, See Invisibility, Shadow Blade, Shatter, Silence, Skywrite, Snilloc's Snowball Storm, Spider Climb, Suggestion, Tasha's Mind Whip, Thought Shield (UA), Warding Wind
Level 3: Bestow Curse, Catnap, Clairvoyance, Counterspell, Daylight, Dispel Magic, Elemental Weapon, Enemies Abound, Erupting Earth, Fear, Fireball, Flame Arrows, Flame Stride (UA), Fly, Galder's Tower, Gaseous Form, Haste, Hypnotic Pattern, Intellect Fortress, Leomund's Tiny Hut, Lightning Bolt, Magic Circle, Major Image, Protection from Energy, Psionic Blast (UA), Pulse Wave, Remove Curse, Sending, Sleet Storm, Slow, Spirit Guardians, Stinking Cloud, Thunder Step, Tidal Wave, Tongues, Vampiric Touch, Wall of Sand, Wall of Water, Water Breathing, Water Walk, Wind Wall
Level 4: Arcane Eye, Blight, Charm Monster, Confusion, Control Water, Dimension Door, Divination, Dominate Beast, Ego Whip (UA), Elemental Bane, Fabricate, Fire Shield, Freedom of Movement, Galder's Speedy Courier, Gravity Sinkhole, Greater Invisibility, Hallucinatory Terrain, Ice Storm, Locate Creature, Mordenkainen's Faithful Hound, Phantasmal Killer, Polymorph, Raulothim's Psychic Lance (UA), Sickening Radiance, Stone Shape, Stoneskin, Storm Sphere, Vitriolic Sphere, Wall of Fire, Watery Sphere, Widogast's Web of Fire
Level 5: Animate Objects, Bigby's Hand, Cloudkill, Cone of Cold, Contact Other Plane, Control Winds, Creation, Dawn, Dominate Person, Dream, Enervation, Far Step, Geas, Hold Monster, Immolation, Legend Lore, Mislead, Modify Memory, Passwall, Planar Binding, Rary's Telepathic Bond, Scrying, Seeming, Skill Empowerment, Steel Wind Strike, Synaptic Static, Telekinesis, Teleportation Circle, Temporal Shunt, Transmute Rock, Wall of Force, Wall Of Light, Wall of Stone
Level 6: Arcane Gate, Blade Barrier, Chain Lightning, Circle of Death, Contingency, Disintegrate, Drawmij's Instant Summons, Eyebite, Fizban's Platinum Shield (UA), Flesh to Stone, Globe of Invulnerability, Gravity Fissure, Guards and Wards, Investiture of Flame, Investiture of Ice, Investiture of Stone, Investiture of Wind, Magic Jar, Mass Suggestion, Mental Prison, Move Earth, Otiluke's Freezing Sphere, Otto's Irresistible Dance, Primordial Ward, Programmed Illusion, Psychic Crush (UA), Scatter, Soul Cage, Sunbeam, Tasha's Otherworldly Guise, Tenser's Transformation, True Seeing, Wall of Ice
Level 7: Crown Of Stars, Delayed Blast Fireball, Draconic Transformation (UA), Dream of the Blue Veil, Etherealness, Fire Storm, Forcecage, Mirage Arcane, Mordenkainen's Magnificent Mansion, Mordenkainen's Sword, Plane Shift, Power Word: Pain, Prismatic Spray, Project Image, Reverse Gravity, Sequester, Simulacrum, Symbol, Teleport, Tether Essence, Whirlwind
Level 8: Abi-Dalzim's Horrid Wilting, Antimagic Field, Antipathy/Sympathy, Clone, Control Weather, Dark Star, Demiplane, Dominate Monster, Earthquake, Feeblemind, Glibness, Illusory Dragon, Incendiary Cloud, Maddening Darkness, Maze, Mind Blank, Power Word: Stun, Reality Break, Sunburst, Telepathy
Level 9: Astral Projection, Blade of Disaster, Foresight, Gate, Imprisonment, Invulnerability, Mass Polymorph, Meteor Swarm, Power Word: Kill, Prismatic Wall, Psychic Scream, Ravenous Void, Shapechange, Time Ravage, Time Stop, True Polymorph, Weird, Wish
Subclass Options
Order of the Essence
The order of the essence values the spirits' magical essence above all else, and seeks to make the most of it. It's techniques not only allow the spirit's essence to grow in power, but also become more malleable.
Mana Flow
Starting when you choose this order at 3rd level, your spirit's magical energy flows within them in new ways. Your spirit's spell list gains 2 additional spells, that can be of any level. Whenever your spirit takes a long rest, they can change one of these spells to another of similar nature (this aspect requires the DM's discretion). These spells do not necessarily need to follow the spirit's magical focus entirely, but they cannot oppose it. For instance, a spirit that focuses on fire spells can learn a radiance spell, but they cannot learn a cold spell with this feature. Additionally, your spirit's spell list gains a 3rd cantrip.
Energy Well
Starting at 7th level, your spirit has access to an Energy Well that stores unused mana for later use. The Energy Well can be filled by absorbing magical energy from spells, magical items or even spellcasters. To absorb mana from spells, the spirit must as a Reaction make a Wisdom saving throw, contested by the caster's spell save DC. You can only absorb spells that have a visible effect once cast, such as a Fireball. You cannot absorb a spell that has no visible effect such as Scrying. If the spirit fails, the spell takes effect as normal, and they cannot try to absorb that spell's energy again. Additionally, they have disadvantage to try to absorb a spell from the same caster of a spell that they failed to absorb. This disadvantage goes away on a long rest. If the spirit succeeds, the spell fails and their well is filled with 5 mana multiplied by the level of the absorbed spell. Cantrips can be absorbed, but they do not fill the well with any mana. Instead, whenever a cantrip is absorbed, the spirit can cast a cantrip of their own with the energy from the absorbed cantrip as part of the same reaction used to absorb the cantrip. The spirit can only absorb spells of a level for which you have spell slots. To absorb mana from spellcasters directly, the spirit must make a melee spell attack against them as an action. If they succeed on the attack, they absorb a number of spell slots from the caster. The maximum sum of spell slot levels that can be absorbed equals the spirit user's Wisdom modifier (min 1). (Example: A spirit tries to absorb mana from a Wizard, and their Spirit User has a +2 to Wisdom. They can absorb either one 2nd level slot or 2 1st level slots.). Each absorbed spell slot grants energy to the well that equals 5 times their level. A caster that is willing to give the spirit their mana can allow a spirit to do it with no attack roll. To absorb mana from magical items, you must simply maintain physical contact with the item for 5 minutes straight. After that, you gain 10 mana to your well, and the item becomes temporarily nonmagical for 24 hours. If the same magical item is absorbed over 5 times by the same spirit, they become permanently nonmagical. Only items of Rare or lower rarity can be absorbed like this. The spirit can only absorb mana a number of times equal to their Wisdom modifier, and expended uses are regained when the spirit takes a long rest. To draw energy from the well, the spirit must meditate for 1 minute for every 10 mana drawn. They can draw as much mana as they need, but they cannot exceed their maximum mana by drawing from the well. This meditation must be uninterrupted, or the mana is lost. The spirit can only draw energy from their Energy Well once per long rest. If the well is full, the spirit cannot absorb mana, lest they cause their mana to overflow, as said on the "Restless Mana" feature.
Maximum capacity of the Energy Well:
Spirit User level |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
Maximum capacity |
40 |
45 |
50 |
55 |
60 |
65 |
70 |
75 |
80 |
85 |
90 |
95 |
100 |
100 |
120 |
Restless Mana
Starting at 11th level, your spirit's mana starts to grow restless, longing to be liberated. Whenever your spirit goes over 2 hours without spending any mana, they can cast their Signature Manifestation spell once at 1st level with no mana cost. They must expend mana if they desire to increase the level, as usual. If your spirit goes an entire day without spending mana, their mana is released into their Energy Well. If the well is not full, it receives 20 points of mana. If the well is full, however, it overflows, and is emptied. If this happens, your spirit's magic will manifestate violently around them for 5 minutes. They do not have control over this manifestation, that happens at the DM's discretion.
Overflow
Starting at 15th level, your spirit can draw additional mana from the ambient when they consume their own. Whenever you use the Overload or Overdrive feature, the first level increased costs no mana. This feature only applies if you increase the spell's level by at least 2. If you increase only 1 level, that level is not free.
Order of the Unity
The order of the unity focuses on letting your relationship blossom to full extent, to the point where you act as one in combat.
Perfect Synergy
Starting when you choose this order at 3rd level, you and your spirit now have refined your synergy to a point where you are perfectly synchronized in combat. Whenever you and your spirit roll initiative, both your initiatives equal the highest roll among the two. Your turns occur at the same time, and you can even alternate between using yours and their actions and bonus actions. (Example: If you want, you can use your action, then your spirit uses their bonus action, then they use their action and then you use your bonus action. You can do this in any combination, but this feature does not apply to reactions.)
Combat Training
Also at 3rd level, you gain proficiency with light and medium shields, simple weapons, straight swords and curved swords.
Elusive Tactics
Starting at 7th level, so long as you're within 120 feet of your spirit, you can use a bonus action to switch places with them (they must be willing). Your spirit can also use this bonus action. Additionally, as a reaction when one of you is attacked, you can use this feature to switch places to take the attack in your spirit's stead, or vice versa. This feature can be used a number of times equal to your Wisdom modifier.
Stand Together
Starting at 11th level, whenever you are within 30 feet of your spirit, both your AC's are increased by 2 as you glow with a silvery light.
Fight as One
Starting at 15th level, you are so connected that when you fight it is as if you were the same. Your spirit understands you so well that now, whenever you need them to perform an action, bonus action or even a reaction, they will do what you need without you needing to ask them beforehand. There is a chance they do not do exactly what you need, but it can only happen if you have never let on any sort of sign that you would want someone to do that for you in combat. Additionally, you are now immune to the frightened condition when within 30 feet of your spirit.
Order of the Alikeness
The members of the order of alikeness believe that the spirits are superior to the mortals in every way, and strive to get as close as possible to being a spirit themselves.
Magical Body
Starting at 3rd level when you choose this order, your spirit shows you magical rituals that alter your body's composition to that of a spirit's, intrinsically magical. You no longer need to eat, drink and you can breathe from even the smallest amount of air. You do not need the oxygen to survive, but since breathing is involuntary, you must have something to breathe, otherwise you will suffocate and faint. You cannot die due to lack of air, but you will remain unconscious until you have access to it again. Additionally, you no longer age, and you suffer from the same effects as your spirit from spells that manipulate magic, such as Detect Magic or Antimagic Field.
Spiritual Transformation
Starting at 7th level, you gain the ability to transform into a form similar to your spirit's. If your spirit has a humanoid form, this feature grants you an altered version of the Alter Self spell, that allows you to transform into the same race, height and weight as your spirit. You still keep your gender and some physical characteristics, but you gain all the benefits from the assumed race. If your spirit has an animal form, this feature grants you an altered version of the Polymorph spell, that allows you to transform into the same type of animal that your spirit uses as their form. You can speak your known languages while polymorphed in this way, and you can cast spells normally. However, if your HP reaches 0 while in animal form, the transformation ends immediately and you return to your original form with half the HP you had before transforming, and you become unconscious for 1 minute if this happens. Regardless of the form, this feature lasts for 1 hour when used. After you use it, you can only use it again after you complete a long rest. If after the hour has passed you want to remain in altered form, you can spend a spell slot to increase the duration for 20 minutes multiplied by the slot's level. Alternatively, your spirit can spend some of their mana to increase the duration of your transformation for 2 minutes for each point of mana spent.
Similar Energy
At 11th level, your body's composition becomes even more magical. Whenever you are affected by a hostile spell, you can choose to make a Constitution Saving Throw. The DC equals 13 + the spell's level. If you succeed, you become immune to that spell's effects for 1 round. You can only choose to make the saving throw if you know you are being affected by the spell. It is not possible to resist to 9th level spells with this feature, and attempting to do so will waste an use. You can use this feature a number of times equal to your Wisdom modifier, and you regain expended uses on a long rest.
Whenever you're Ready
Starting at 15th level, you now are so much alike to a spirit that you have access to some parts of the spirit realm through The Cleaving, and you have a flying speed of 10 feet, in which you hover. If you die while in the material world, you reappear in the spirit world as a fully transformed spirit, and gain all the properties of one. However, you cannot die purposely to transform, as it is your major spirit that allows you to transform into a spirit, and no major spirit will accept their contractant commiting suicide. If you turn into a spirit like this, your spell slots transform into mana. Each slot turns into mana equal to 10 times their level.
Order of the Battle
The order of the battle, that was started by spirit users from a subjugated land that used these techniques to free their people, focuses on ultimate combat prowess. By combining the power of the spirits with special combat techniques and unparalelled might, they are fearsome opponents on the battlefield, though sometimes they may leave out other important aspects of the spiritual arts.
Combat Adept
Starting when you choose this order at 3rd level, you gain proficiency with simple and martial weapons, shields and light and medium armor. When you gain your spiritual mantle, you can choose to use it on top of armor. You don't benefit from it's AC, but you still gain its special ability. Additionally, you gain 1 hit point for each Spirit User level you have, and whenever you gain a level in this class, you gain 1 hit point.
Overloaded Attack
Starting at 7th level, whenever you take the Attack action, you can make 2 attacks instead of 1. Additionally, whenever you cast a spell and use the Overload or Overdrive feature on it, you can perform a weapon attack as part of the same action. You also gain an extra cantrip, that must be either Booming Blade, Green-Flame Blade, Resistance (only on yourself), Shocking Grasp (conjured from your weapon) or True Strike (cast as a Bonus Action, but duration is only until the end of your current turn)
Combat Minor Spirits
At 11th level, you form contracts with 3 additional minor spirits, that grant you spells to aid you in combat. The spells can be any from the list below.
Combat Minor Spirit spells: Absorb Elements, Armor of Agathys, Blinding Smite, Blur, Branding Smite, Ensnaring Strike, Elemental Weapon, Flame Blade, Heroism (only on yourself), Searing Smite, Shadow Blade, Shield, Thunderous Smite, Wrathful Smite, Zephyr Strike
Besides that, these minor spirits act as your other minor spirits do.
Spiritual Weapon
When you reach 15th level, your spirit performs a ritual to bless a weapon with their magic. The Ritual takes 1 hour to perform, requires both you and your spirit to be present, and requires both of you to inscribe special sigils along the weapon. Any weapon can be used, and if a weapon with an inferior bonus is used, the weapon gains a +2 to attack and damage rolls. It also gains a special ability based on your spirit's powers. If anyone else tries to wield the weapon, they do not receive any of the benefits, and instead it acts as a normal version of that weapon. If the Spiritual Weapon is lost, the ritual can be performed on another one. As soon as the ritual is performed on a different weapon, the former loses all the benefits.
The Spirit User | |
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Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | Spirit's mana | Spirit Magic spells known | |
1st | +2 | Contract with a Major Spirit, Spellcasting, Spirit Magic | 2 | 1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 15 | 1 | |
2nd | +2 | Mana Symbiosis, Overload | 2 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 30 | 1 | |
3rd | +2 | Spiritual Order | 2 | 3 | 1 | 0 | 0 | 0 | 0 | 0 | 0 | 45 | 2 | |
4th | +2 | Ability Score Improvement | 3 | 3 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 60 | 3 | |
5th | +3 | Spiritual Mantle | 3 | 3 | 2 | 1 | 0 | 0 | 0 | 0 | 0 | 75 | 3 | |
6th | +3 | Contract with Minor Spirits, Scholar of the Spirit Realm | 3 | 3 | 2 | 2 | 0 | 0 | 0 | 0 | 0 | 90 | 4 | |
7th | +3 | Spiritual Order Feature | 4 | 3 | 2 | 2 | 1 | 0 | 0 | 0 | 0 | 105 | 4 | |
8th | +3 | Ability Score Improvement, Signature Manifestation | 4 | 3 | 3 | 2 | 1 | 0 | 0 | 0 | 0 | 120 | 5 | |
9th | +4 | Contract with Minor Spirits (x2) | 4 | 3 | 3 | 2 | 1 | 1 | 0 | 0 | 0 | 135 | 6 | |
10th | +4 | Overdrive | 4 | 3 | 3 | 2 | 2 | 1 | 0 | 0 | 0 | 150 | 6 | |
11th | +4 | Spiritual Order Feature | 4 | 3 | 3 | 2 | 2 | 1 | 1 | 0 | 0 | 165 | 7 | |
12th | +4 | Ability Score Improvement | 4 | 4 | 3 | 2 | 2 | 1 | 1 | 0 | 0 | 180 | 7 | |
13th | +5 | | 4 | 4 | 3 | 2 | 2 | 1 | 1 | 1 | 0 | 195 | 8 | |
14th | +5 | Contract with Minor Spirits (x3) | 4 | 4 | 3 | 3 | 2 | 1 | 1 | 1 | 0 | 210 | 8 | |
15th | +5 | Spiritual Order Feature | 4 | 4 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | 225 | 9 | |
16th | +5 | Ability Score Improvement | 4 | 4 | 3 | 3 | 2 | 2 | 1 | 1 | 1 | 240 | 10 | |
17th | +6 | Complete Overdrive | 4 | 4 | 3 | 3 | 2 | 2 | 1 | 1 | 1 | 255 | 10 | |
18th | +6 | Contract with Minor Spirits (x4) | 4 | 4 | 3 | 3 | 2 | 2 | 2 | 1 | 1 | 270 | 11 | |
19th | +6 | Ability Score Improvement | 4 | 4 | 3 | 3 | 2 | 2 | 2 | 1 | 1 | 285 | 12 | |
20th | +6 | Transcendant Bond | 4 | 4 | 3 | 3 | 2 | 2 | 2 | 1 | 1 | 300 | 12 | |