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spiritual


Hit Points

Hit Dice: d12 per spiritual level
Hit Points at first Level: 12 +your constitution modifier
Hit Points at Higher Levels: 1d12(or 7) + your constitution

Proficiences

Armor: light armour
Weapons: quaterstaff,longbow,shortbow and a shortsword
Tools:
Saving Throws: wisdom,intelligance
Skills: choose three from animal handling,survival,nature,medicine,insight,deception,investigation.

Overview & Creation

as a spiritual you were just a child when a spirit animal walked in your room and took care of you.spiritual are always fond of animals and would never hurt the type of animal that brought it in to this world.As a player the best way to role play is to talk to your spiritual animal midway through game


Class Features

raise animal   starting at 1st level you decide which spiritual animal raised you choose 1 of these   deer   bear   wolf   lion   tiger   your decision will effect your stats later   channelling   starting at 1st level when you cast a spell you may channel your spirit animal to help you when casting the spell your spirit animal casts it too to help you can do this a number of times each day as shown on the spiritual table   spiritual animal   when you reach 2nd level your spirit animal starts to kick in you gain the following benefits depending on the spirit animal you choose deer your always really perspective of everything   when you make an investigation roll double your bonus and add it to your roll   bear your always a tough fighter   when you make an attack roll you deal an extra 1d6 damage   wolf you are an expert hunter   when making a nature check you gain advantage and your dexterity increases by 1.   lion you always have an unbreakable pride   you cant be frightened by a creature double the size or smaller than you   tiger you're always looking for something to do   when you roll initiative you may choose to use your wisdom instead of dexterity   at 4th 8th 12th 16th and 19th level you gain an ability score improvement   spiritual animal: starting at 6th level you gain another spiritual animal feature   deer   when casting a spell using a spell slot of higher than its original you may take an extra action   bear   you become proficient in simple and martial weapons and when you make an attack with one you deal an extra 4 damage   wolf   you gain advantage whenever you make a stealth check   lion   you gain advantage on all attack rolls   tiger   you become proficient in 3 skills of your choice   guidance   at 7th level when you use the ability of your spirit animal you may cast a spell at the same time (3/day) or (6/day) at 11th level   starting at 10th level your spirit animal becomes proud and can enter a body   deer   you may use an action to summon your deer as an elk   bear   you may use an action to summon a brown bear   wolf   you may use an action to cast markuths faithful hound   lion   you may use an action to summon a lion   tiger   you may use an action to summon a tiger   extra animal at 14th level another animal wants to join you choose one of the following   rabbit   you become proficient in 2 more skills of your choice   squirrel   you gain advantage on any skill that requires sight   mouse   your dexterity increases by 2   nature   starting at 18th level you become one with nature you gain the following ability if you meditate for 30 muinites or more you can cast an extra spell   one with nature   starting at 20th level you become part of nature you can summon animals of medium or smaller at will you can grow trees at will and you can stop natural disasters of will


Starting Equipment

.a quaterstaff (or) a shortsword .an explorers pack (or) dungeoneers pack .healers kit .a book on nature .15 gp


Spellcasting

spells starting at 1st level you learn 4 spells from the spiritual spell list and 3 cantrips   learning new spells you get 2 spell each level as long as you have a spell slot in it your spellcasting ability is wisdom



Created by

not so good.

Statblock Type

Class Features

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