Ruleset: Spiritualist

Contents

Spiritualist
- Health, Proficiencies, and Equipment
- Bind Guard
- Empty Vessel
- Spirit Aspect
- Spiritual Influence
- Form Manifestation
- Ability Score Improvement
- Force Release
Battleborn
- Arcane Blade
- Spirit Ally
- Bonus Proficiencies
- Dual Spirited
- Extra Attack
- Twice Form
- Combined Form
Conduit
- Arcane Bolt
- Multi-Spirited
- Contract Manifest
- Quickened Manifest
- Spellbound
- Reactive Manifestation
- Conduit of Power
Synthesist
- Arcane Burst
- Solo Bound
- Dual Planed
- Expanded Traits
- Limited Form
- Locked Vessel
- Limit Break
Spirits
- Spirit Statistics
- Creating a New Spirit
- Spirit Levels
- Spirit Ability Scores
Spirit Traits
- Arcane Blade
- Arcane Bolt
- Arcane Burst
- Arcane Rebuke
- Greater Spirit Evolution
- Expanded Barrier
- Material Sight
- Material Sight, Improved
- Speed Boost
- Weaken Will
Greater Spirit Forms
- Caranu
- Cashmechong
- Cesplang
- Colosshu
- Dekying
- Geltingwa
- Holjo
- Hookma
- Plumhou
- Rackshur
- Serpelu
- Stinbian
Greater Spirit Traits
- Branch Spell
- Remote Influence

 

Spiritualist


Level Bind
Guard
Influence
Points
Features
1 1 40 Bind Guard,
Empty Vessel,
Spirit Aspect,
Spiritual Influence
2 1 50 Spirit Aspect Feature
3 1 65 Form Manifestation
4 1 75 Ability Score Improvement
Spirit Aspect Feature
5 2 85 -
6 2 100 Spirit Aspect Feature
7 2 110 -
8 2 120 Ability Score Improvement
9 3 145 -
10 3 155 Spirit Aspect Feature
11 3 170 -
12 3 180 Ability Score Improvement
13 4 190 -
14 4 200 Spirit Aspect Feature
15 4 235 -
16 4 245 Ability Score Improvement
17 5 255 -
18 5 280 -
19 5 290 Ability Score Improvement
20 5 300 -

Becoming a spiritualist is not a calling — it's a phenomenon. Spiritualists are the unique binding of two souls, one human and one spirit, into the same physical body. Using the magic of the spirit with the human body as a conduit for casting, a spiritualist uses powerful magical abilities from a realm that rarely is touched by the physical plane.

Two Souls Entwined

When a human is born without the ability to utilize magic or had lost their ability to wield it, they become at risk of being possessed by a spirit. A spiritualist is created when such an event has occurred but the body is strong enough to resist a full manifestation by the spirit. The two souls were then bound together in one body with either capable of using it for their own purposes.

A spiritualist contains two souls, one dominant and one submissive. The dominant soul is usually the one with a stronger will and has full control of the body. The submissive soul, whether forced in this state due to a weaker will or simple preference, can communicate with the other as a voice from within of in the case of submissive spirits as feelings that the dominant soul can interpret. The two souls may agree or disagree with each other over decision made but the dominant soul always has control. The dominant and submissive soul are not static and can switch under certain circumstances, such as times of weakness.

Normally, a spirit who possesses a body can choose to leave whenever they wish or forced out upon the death of their host. Something is binding the spirit to the body, they may be the primary soul, a powerful ritual binds them, a pact was created between the two, or something else altogether.

 

Hit Points

Hit Points: 1d4
Barrier: None

Proficiencies

Armour: Light armor
Weapons: All simple weapons, revolvers
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from Arcana, Deception, History, Insight, Intimidation, Nature, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:
• (a) a revolver and case with 20 iron bullets or (b) any simple weapon made from a common material
• any simple weapon made from a common material, and two daggers made from common materials

True Ethereal Spellcasting

A Spiritualist is a true ethereal full caster and casts spells far differently from any other caster. See the Class Spellcasting section to learn more about spellcasting ability modifier, caster level, and spell slots.

As a true ethereal caster, a Spiritualist does not require somatic components to use any magical abilities of the spiritualist. The one exception is anything that requires a spell slot to be expended in order to cast as casting still requires Ki manipulation to produce an effect.

A Spiritualist applies its full level to determine its Caster Level. A spiritualist does not gain any Cantrips or Spells Known, however still uses its caster level to determine Spell Slots per day. See the Spell Slots section to determine how many spells a Spiritualist can cast per day.

Cantrips and Spells Known are instead a part of a spirit. The spells a Spiritualist can cast are determined by the spirit that is currently bound to the Spiritualist.

As a Spiritualist, your Spellcasting Ability Modifier is equal to the lowest Wisdom modifier between both Spiritualist and Spirit.

 

Bind Guard

At 1st level, you can be possessed by spirits either of your own will or against it. When a spirit possesses you, a contest of wills occurs between spirit and the caster to maintain control of the body. When possessed by a spirit, a spirit must make a Spellcasting Ability check against your Spirit Binding Defense. Your Spirit Binding Defense is equal to:

Spirit Binding Defense. 10 + your Constitution Modifier + your Wisdom Modifier + your Bind Guard bonus

Your Bind Guard bonus starts at a +1. This bonus increases when you reach certain Spiritualist levels, as shown in the Spiritualist table.

 

Empty Vessel

At 1st level, due to the nature of the Spiritualist it requires that the character is incapable of utilizing magic. As such, if the character had any levels in another class prior to taking the Spiritualist level they lose all the spellcasting abilities of those classes and can never gain spellcasting or barrier from other classes.

 

Spirit Aspect

At 1st level, you choose a spirit aspect determining your relationship with the spirits, Battleborn, Conduit, or Synthesist, all detailed at the end of the class description. The chosen aspect grants you features at 1st level and again at 2nd, 4th, 6th, 10th, and 14th level.

 

Spiritual Influence

Your life has always been bound to the spirits of the world. Starting at 1st level, you gain an amount of Influence points to allow you to ally yourself with a spirit and apply some modifications to the spirit. Influence Points helps you help your spirits improve and grow.

You gain additional Influence Points when you reach certain Spiritualist levels, as shown in the Spiritualist table. In addition to the value shown, you gain bonus Influence Points for having a high Wisdom Score. Your total influence points increases by your Wisdom Modifier x your Spiritualist level.

See the Spirits section below for more information on how to spend Influence points.

 

Form Manifestation

At 3rd level, you can manifest aspects of your currently bound spirit into your physical form. If you are currently bound to a greater or ascendant spirit you can release your ki channels as your body begins to secrete ether that takes on properties of the form of your bound spirit. Your spirit releases its remaining barrier to fully manifest into the material plane.

As an action you may enter Form Manifestation. While in form manifestation, you gain the following benefits:
• Your Spellcasting Ability modifier now use the greater of the two Wisdom modifiers between Spiritualist and Spirit.
• The spirit’s entire barrier is used for your barrier, raising your current barrier and maximum barrer by half of the spirit’s barrier.
• Your spirit’s form determines any additional features gained.

Your form manifestation lasts for 1 minute. When manifesting you may select your spirit’s Stage 1 Ether Cloak. At 8th level you have the option of selecting your spirit’s Stage 1 or Stage 2 Ether Cloak. At 14th level you may select and Ether Cloak your spirit has access to.

If you are killed while Form Manifestation is active, both spiritualist and bound spirit are killed. Once Form Manifestation ends and the spirit is not dead, the spirit takes back half of its barrier, reducing your maximum. If any barrier remains it is taken by the spirit.

Once you use this feature, you must finish a long rest before you can use it again.

 

Ability Score Improvement

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.

 

Force Release

At 5th level, a spiritualist has become powerful enough on their own that they can force a spirit to cancel their manifestation and release you, as long as you are not possessed. As an action, you may force the spirit to make a spellcasting ability check against your Spirit Binding Defense DC. On failure, the spirit is forcibly removed from your body and cannot reattempt for 1 minute.

Once you use this feature, you must finish a short or long rest before you can use it again.

 

Battleborn


Some spiritualists are content with the exploration of lost magicks that spirits can draw upon at will. Others like the Battleborn, can’t wait to bring their techniques into combat with them, running into melee armed with their barrier and trusty weapon infused with spiritual power.

 

Arcane Blade

At 1st level, you gain the cantrip Arcane Blade. This cantrip can only be used while a spirit has manifested itself into you.

 

Spirit Ally

You have become allied with many spirits throughout life. Starting at 1st level, you may attract up to two 1st level spirits and spend influence on both of them.

 

Bonus Proficiencies

At 2nd level, you gain proficiency with shields and martial weapons.

 

Dual Spirited

At 4th level your body has become accustomed with a spirit residing within you and can allow yourself to be bound to two at once.

Two spirits become manifested into you at the same time however only one becomes the active bound spirit. The second remains in reserve. The active bound spirit acts as a normally bound spirit, granting the spiritualist all of the normal spirit abilities. The reserve spirit grants nothing.

As an action, you may have the reserve and active spirit swap, causing the reserve spirit to become active and vice versa. At 10th level this becomes a bonus action.

 

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

 

Twice Form

At 10th level, you may use Form Manifestation twice before needing a long rest. Each time you use this ability it must be with a different spirit.

 

Combined Form

At 14th level, you may use all remaining uses of Form Manifestation to combine both spirit forms into one body. You gain the barrier of one of your spirits (your choice) including their total barrier and barrier aspect. You may choose the highest of either’s Barrier AC bonus. You also gain all of the additional Form Manifestation abilities of both spirits.

 

Conduit


For many spiritualists, an alliance with a single spirit is the expectation. However for a Conduit, you have formed a bond with a few spirits that you entrust enough to manifest into your own body. Conduits form pacts with many spirits allowing themselves to swap quickly between each one.

 

Arcane Bolt

At 1st level, you gain the cantrip Arcane Bolt. This cantrip can only be used while a spirit has manifested itself into you.

 

Multi-Spirited

You have become allied with multiple spirits at once. Starting at 1st level, you may attract additional spirits beyond your first one for 5 influence each.

 

Contract Manifest

Starting at 2nd level, your involvement with multiple spirits has allowed you to speed up their manifestation into your body. You may choose two of your spirits to become contracted to you. The number of spirits you can have contracted increases to three at 4th level, four at 8th level, and five at 13th level. You may switch which spirits are contracted to you after a long rest.

As an action from the Spiritualist, contracted spirits may immediately manifest into your body.

 

Quickened Manifest

At 4th level, contracted spirits may immediately manifest into your body as a bonus action.

 

Spellbound

Starting at 6th level, while you are unable to cast spells yourself you find yourself able to learn the motions required to cast a few spells. You gain two free spells from any element and branch of 3rd level or lower. If a greater spirit manifests into your body and their specialization matches the spell’s branch, you may cast that spell. You gain an additional spell at 10th level that is 5th level or lower, then one more at 14th level that is 6th level or lower.

 

Reactive Manifestation

At 10th level, you may manifest a contracted spirit into you as a reaction when you are hit by an attack. The barrier of the spirit you manifest may cause the attack to miss instead if the barrier is resistant to the weapon’s material properties.

Once you use this feature, you can’t use it again until you finish a short or long rest.

 

Conduit of Power

At 14th level, your contracted spirits gain a +2 bonus to all of of their ability scores.

 

Synthesist


You’ve aligned yourself with one spirit and one spirit only. Perhaps this happened at birth or perhaps later in life due to luck. The connection between both you and your spirit is so strong it has become difficult to even consider yourselves separate entities, and yet as a spiritualist you have maintained your will power and can still control your body as you see fit.

 

Arcane Burst

At 1st level, you gain the cantrip Arcane Burst. This cantrip can only be used while a spirit has manifested itself into you.

 

Solo Bound

For a very long time, you have been bound to one spirit and only one spirit. You prefer that it stays or it flat our refuses to leave your body. Beginning at 1st level you gain one 1st level level spirit that you may spend influence upon.

 

Dual Planed

At 2nd level your spirit can exist in both the spirit and material plane at the same time. The spirit travels with your body in both planes and may not move freely in the spirit plane.

 

Expanded Traits

Starting at 4th level, while bound to you, your spirit gains expanded abilities. Your spirit gains 1 bonus trait slot. At 7th level and every 3 levels after, your spirit gains one extra trait slot.

 

Limited Form

At 6th level, you’ve become so attuned to your spirit that you can use a limited version of your Form Manifestation ability more often. As a bonus action you may gain the Stage 1 Ether Cloak benefits of your spirit for 1 minute.

Once you use this feature, you must finish a short or long rest before you can use it again.

 

Locked Vessel Traits

At 10th level, the bond between you and your spirit becomes so strong it is difficult for other spirits to manifest within you. When your spirit is not manifested in you, you gain a bonus to your Force Release ability equal to your spirit’s level.

 

Limit Break

At 14th level, your spirit can break the boundaries of its status. If your spirit is a greater spirit they may increase their level beyond 14th.

 

Spirits


A spirit functions much like a character class. They have ability scores, barrier, AC, and levels, however there are some differences. Magic also exists for spirits, but at a reduced capacity. See The Spirit Realm section for more information on spirits.

 

Spirit Statistics

Ability Scores. Spirits only have three ability scores, Intelligence, Wisdom, and Charisma. Many of the abilities that would require physical ability scores are instead substituted for one of these mental ability scores. Spirits also have different ability score maximums, increasing as a spirit becomes more powerful.

Level. A spirit has a level much like a human can gain class levels.

Proficiency Bonus. Spirits gain a proficiency bonus based on their level. It is identical to when a human gains a proficiency bonus.

Element. Spirits all have affinity to one element and only one element.

Health and Barrier. All spirits lack any kind of health and instead have a barrier covering the entirety of their life value.

Barrier AC. A spirit has AC dependant entirely on their barrier AC. A spirit’s AC is calculated as 10 + their Intelligence Modifier + their Wisdom Modifier.

 

Creating a New Spirit

A spiritualist begins play with one spirit aligned to them. Your Spirit Aspect determines how or even if you can gain additional spirits.

All spirits begin at 1st level with the following values:
Intelligence 6
Wisdom 6
Charisma 6
Barrier 12 + Charisma Modifier
Speed 30 ft
Element Choose one

In addition to the above, all spirits gain the following actions.

Bolt Spell

A spirit begins play learning one cantrip they can use. This cantrip is determined based on the spirit’s elemental affinity.

Wood: Acid Bolt
Fire: Fire Bolt
Earth: Rock Bolt
Metal: Static Bolt
Water: Cold Bolt

Manifest

A spirit can manifest into the material plane by inserting itself into a creature or object. a spirit that is manifesting itself removes itself from the spirit plane, creating a tether between both planes that moves with the spirit in the material plane.

It takes 1 minute to properly manifest into the material plane. Once manifested, a spirit who has manifested into a creature becomes bound to them. The spirit must keep half of its max barrier then grants the creature all of the remaining barrier. If the creature does not have armor, the creature gains barrier AC equal to 10 + the target’s Dexterity modifier + the spirit’s Intelligence modifier, with the Barrier AC maximum calculated from the target creature’s proficiency bonus. Anytime the creature takes damage to the barrier, this damage is subtracted from the spirit’s barrier.

If the spirit manifests itself into a creature it may cast its own spells it has learned, using that creature’s spell slots. While a spirit is manifesting, their Wisdom score increases by the creatures Charisma modifier to a maximum value of 20. A spirit cannot have their Wisdom decreased in this way nor can they gain any benefit when their Wisdom score is above 20.

Possession

A spirit that manifests itself into a living creature may attempt to possess the creature. A spirit that does so makes a Possession check vs. the target’s Spirit Binding Defense or Wisdom Saving Throw + 10, whichever is higher. On success, the creature is possessed and the spirit takes control of all of the creatures actions. Once a spirit has attempted a possession they may not do so again until they have finished a long rest.

Cancel Manifest

A spirit that is manifesting in a creature can cancel their manifestation at any time as an action.

 

Spirit Level

Level Influence
Cost
Trait
Slots
Max Spell
Level
Max
Cantrips
Free Spells
Known
1 - 2 1st 1 1
2 2 2 1st 1 1
3 3 3 2nd 1 2
4 3 3 2nd 1 2
5 4 4 3rd 1 3
6 4 4 3rd 1 3
7 5 5 4th 2 3
8 5 5 4th 2 3
9 6 6 5th 2 4
10 6 6 5th 2 4
11 7 7 6th 2 4
12 7 7 6th 2 4
13 8 8 7th 3 5
14 8 8 7th 3 5
15 9 9 8th 3 5
16 9 10 8th 3 5
17 10 11 9th 3 6
18 10 12 9th 3 6
19 11 13 9th 4 6
20 12 14 9th 4 6

As spirits gain levels they gain various improvements. Each time a spirit levels up, their barrier increases by 1d12 + Charisma Modifier. In addition, they gain access to new abilities and traits that were previously locked.

As a spirit gains levels their capabilities for magic improves. Much like a human, a spirit becomes able to cast higher level spells as they gain levels and is able to cast more spells. For cantrips, a spirit can only select from the fundamental list for their element and then may select from their branch when they become a greater spirit. Spirits gain significantly fewer spells as they level however may select from any branch within their element for both cantrips and spells.

Spirits also gain additional Trait Slots, allowing them to purchase additional abilities as they level up. See Spirit Traits below for more information.

Spirits can gain levels through a spiritualist by spending influence points. Follow the table to the side to determine the cost of a level. A spirit may not gain a level through influence points if it will bring its level higher than the spiritualist. In order to raise a level, you must have already purchased the previous level.

Spirits have different maximum levels based on their power. A lesser spirit’s maximum level is 6th. A greater spirit can grow up to 14th level. An Ascendant spirit can grow up to 20th level.

 

Spirit Ability Scores

To raise an ability score, influence points must be spent as per the table below. In order to raise a score, you must have already purchased the previous score. For example, to raise an ability score from 8 to 12, the values for 9, 10, and 11 must be purchased, making the total cost 4.

Spirits have different ability score maximums based on their grade. A lesser spirit has a maximum ability score of 16. A greater spirit has a maximum ability score of 22. An Ascendant spirit can increase their ability scores to a maximum of 30.

Score Influence
Cost
Score Influence
Cost
7-13 1 22-23 6
14-15 2 24-25 7
16-17 3 26-27 8
18-19 4 28-29 9
20-21 5 30 10

 

Spirit Traits


Spirits can gain traits, abilities similar to feats to improve themselves further. These traits are purchased with Influence and take up a Trait Slot. The number of Trait Slots a spirit increases as they level up, as shown on the Spirit Level Table. Many traits require prerequisites such as having a minimum level or be of a certain element to be purchased. Unless otherwise noted, a trait can only be taken once.

Below are all of the traits available to all spirits. See the Greater Spirit Traits section for a list of spirit traits locked to greater spirits.

 

Arcane Blade

Prerequisite. None
Influence Cost. 5
The spirit learns the cantrip Arcane Blade.

 

Arcane Bolt

Prerequisite. None
Influence Cost. 5
The spirit learns the cantrip Arcane Bolt.

 

Arcane Burst

Prerequisite. None
Influence Cost. 5
The spirit learns the cantrip Arcane Burst. This cantrip can only be used while a spirit has manifested itself into you.

 

Arcane Rebuke

Prerequisite. None
Influence Cost. 5
The spirit learns the cantrip Arcane Rebuke.

 

Greater Spirit Evolution

Prerequisite. Level 3 Lesser Spirit
Influence Cost. 10
A lesser spirit becomes a greater spirit, infused with greater magical power.

When becoming a greater spirit the spirit must choose a Form and a Specialization. Their Form is determined from one of the 12 Zodiac Beasts while their Specialization must be selected from one of the branches of their element. Choose a Specialization from the available branches when you choose this trait and then see the Greater Spirit Forms section for more information on the Forms.

 

Expanded Barrier

Prerequisite. Spirit Level 2
Influence Cost. 5
The spirit’s barrier maximum increases by an amount equal to four times its level when they gain this trait. Whenever they gain a level thereafter, their barrier maximum increases by an additional 4 barrier.

 

Material Sight

Prerequisite. None
Influence Cost. 2
This ability can only be used while in the Spirit Plane. The spirit can gaze into the material plane from its position in the spirit plane. It can see everything from that position out 15 feet in all directions.

 

Material Sight, Improved

Prerequisite. Spirit Level 5, Material Sight Trait
Influence Cost. 1
The spirit’s Material site improves, granting it 60 feet of vision.

 

Speed Boost

Prerequisite. Spirit Level 2
Influence Cost. 2
The spirit’s speed while in the spirit plane increases by 10 ft.

 

Weaken Will

Prerequisite. Spirit Level 5
Influence Cost. 4
The spirit has learned to reduce the willpower of a creature it has possessed. After having possessed a creature for 1 week, the spirit may make an additional possession attempt on that creature. On a success, this spirit gains a +1 bonus to its Possession checks against that creature. This check can be made once a week adding to the bonus each time to a maximum +5 bonus.

 

Greater Spirit Forms


A spirit’s form grants it additional abilities and determines a spiritualists Form Manifestation abilities. All forms have a list of aspects unique to each of them. These aspects allow access to specific spirit traits.

Ether Cloak. When a spiritualist uses its Form Manifestation, they summon a spirits form as a cloak around them. Listed here are the abilities of a spirit form’s Ether Cloak. Ether Cloaks always grant some kind of visual effect in addition to special combat improvements.

All Ether Cloaks have three stages. Stage 1 forms produce a translucent effect around the spiritualist with minor physical alterations. These forms are available to any greater or ascendant spirit.

Stage 2 forms cause physical deformations on the spiritualist’s body and usually allow new abilities to the spiritualist. These forms become available to 8th level spirits.

Finally, Stage 3 forms become available to 14th level spirits. These forms abandon all aspects of the translucent ether and manifest completely into the material and energy aspects of the spirits.

 

Caranu

Type. Mammalian
Size. Medium to Large
Aspects. Armor, Claws, Horn
This creature has powerful claws able to tear through prey and horns to gore those in a charge. The creature prefers to stand on its hind legs with its big, bear-like body, turning its back to attackers and hit its rock hard, shell that covers its back.

Ether Cloak

Stage 1
A misty shell covers your back and clasps around the spiritualist’s chest. Attacks against this shell bounce off as if it was made of a sturdier material. Two horns begin to sprout out at the user’s forehead half an inch long, made of the spirit’s element material branch.

The spiritualist has advantage on all Strength saving throws and gains a +1 bonus to AC.

Stage 2
At stage 2, the ethereal shroud expands all over the body, creating tufts of ethereal fur along the spiritualist’s arms. The horns grow much larger to half a foot. The shell’s chest piece becomes solid, made of material of the spirit’s material branch. Large ethereal hooves form around the feet. An ethereal mask forms around the spiritualist’s face with large teeth and a short muzzle resembling a Caranu.

The spiritualist has advantage on all Strength and Constitution saving throws and gains a +2 bonus to AC. The spiritualist can attack twice, instead of once, whenever they take the Attack action on their turn. The spiritualist gains resistance to all damage types except damage aspected to the spirit’s elemental weakness.

Stage 3
At stage 3 the horns grow to a foot and half, long and sharp. The shell and hooves completely hardens into the spirit’s elemental material. The face mask hardens and fuzes onto the spiritualists’ face in two parts; an upper piece with two large circular eye slots and a lower piece that fuses to the spiritualist’s jaw.

The spiritualist has advantage on all Strength and Constitution checks and saving throws and gains a +3 bonus to AC. The spiritualist can attack twice, instead of once, whenever they take the Attack action on their turn. The spiritualist gains resistance to all damage types.

 

Cashmechong

Type. Reptillian
Size. Tiny to Small
Aspects. Armor, Burrowing, Horn
This creature is covered in a chitinous armor that hides tufts of wool beneath its plating. It has a large, beetle-like horn that it uses to burrow quickly and send aggressors high into the air by using it like a lever.

Ether Cloak

Stage 1
Stuff

The spiritualist has advantage on all Strength saving throws and gains a +1 attack bonus on all melee attack rolls.

Stage 2
Stuff

The spiritualist has advantage on all Strength saving throws and gains a +2 attack bonus on all melee attack rolls. The spiritualist can attack twice, instead of once, whenever they take the Attack action on their turn. The spiritualist gains the effects of Darkvision for the duration of the form. In addition, the spiritualist gains resistance to all bludgeoning and slashing damage and their derivatives except damage aspected to the spirit’s elemental weakness.

As a reaction when the spiritualist is hit by an attack, the spiritualist gains +4 AC versus the triggering attack, potentially causing the attack to miss.

Stage 3
Stuff

The spiritualist has advantage on all Strength saving throws and gains a +3 attack bonus on all melee attack rolls. The spiritualist can attack twice, instead of once, whenever they take the Attack action on their turn. The spiritualist gains the effects of Darkvision for the duration of the form. In addition, the spiritualist gains resistance to all bludgeoning and slashing damage and their derivatives.

As a reaction when the spiritualist is hit by an attack or fails a strength or dexterity saving throw, the spiritualist gains +4 AC or +4 to the saving throw versus the triggering attack, potentially causing the attack to miss.

 

Cesplang

Type. Mammalian
Size. Small to Medium
Aspects. Bite, Claws, Howl
The creature is canine in appearance with large, sharp teeth and a strong upper body. It has a mane of feathers going down its back to provide warmth. Its neck is known to be able to turn in 360 degrees.

Ether Cloak

Stage 1
The spiritualist gains an ethereal cloak made of feathers that drapes down from their shoulder to their mid back. Ethereal claws form around the spiritualist’s hands. Their canines lengthen slightly with the spirit’s elemental branch.

The spiritualist has advantage on all Strength saving throws and gains a +2 bonus on all attack rolls if beside an ally.

Stage 2
The feather cloak becomes made entirely of the spirit’s energy branch. An ethereal tail forms just below the spiritualist’s mid back. The claws become the spirit’s material branch, while ethereal claws form around the spiritualist’s feet. An ethereal mask forms around the spiritualist’s face, creating the appearance of a Cesplang.

The spiritualist has advantage on all Strength saving throws and gains a +3 attack bonus and +1d6 damage bonus on all melee attack rolls if beside an ally. The spiritualist can attack twice, instead of once, whenever they take the Attack action on their turn. The spiritual gains the effects of Scent for the duration of the form.

The spiritualist gains 10 feet to their movement speed and once per round may attempt to trip a foe they make a melee attack against. The target creature must make a dexterity saving throw against your DC of 8 + your proficiency bonus + your strength modifier. On failure, the target creature falls prone.

Stage 3
The feather cloak lengthens, now flying wildly behind them with the spiritualist’s energy tail. Both sets of claws become fully material, while soft black fur covers the spiritualist’s upper arms and torso. The mask fully forms into one piece that covers the entire face. Two narrow slits are made over the spiritualist’s eyes to allow them to see. The spirit’s energy branch whips out wildly from the mask’s edges, joining the feather cloak in its flurry.

The spiritualist has advantage on all Strength checks and saving throws and gains a +3 attack bonus and +1d6 damage bonus on all melee attack rolls if beside an ally. The spiritualist can attack twice, instead of once, whenever they take the Attack action on their turn. The spiritual gains the effects of Scent for the duration of the form.

The spiritualist gains 15 feet to their movement speed and once per round may attempt to trip a foe they make a melee attack against. The target creature must make a dexterity saving throw against your DC of 10 + your proficiency bonus + your strength modifier. On failure, the target creature falls prone.

 

Colosshu

Type. Mammalian
Size. Tiny to Large
Aspects. Bite, Claws, Tail
A colosshu has giant teeth and thick fur. Its tail is flat and leathery, often used as a method for defence and attack. It is often found at river banks, feeding on fish and small creatures.

Ether Cloak

Stage 1
A cloak of ether forms around the spiritualist, causing a translucent ethereal tail and long ears to form on the spiritualist. Teeth made of the spirit’s material branch extend out to cover the spiritualist’s two front teeth.

The spiritualist has advantage on all Constitution saving throws and gains a +2 damage bonus on all melee attack rolls.

Stage 2
The spiritualist’s ethereal ears grow larger while the tail forms into physical form using the spirit’s material branch. The teeth get larger, forcing them to extend outside of the spiritualist’s mouth. An ethereal mask forms around the spiritualist’s face giving them the appearance of a muzzle and mouse-like face.

The spiritualist has advantage on all Constitution saving throws and deals +3 damage on all melee attack rolls. The spiritualist can attack twice, instead of once, whenever they take the Attack action on their turn. The spiritual gains the effects of Scent for the duration of the form.

The spiritualist gains 10 feet to their movement speed and no longer provokes opportunity attacks from movement while their ether cloak is active.

Stage 3
Thick beige fur grows over the Spiritualist’s forearms, chest, and legs.The ears take the form of the spirit’s energy branch and form and release their energy up the ears, releasing at their tips. The mask fully forms as one piece, covering the spiritualist’s forehead down to their with narrow slits

The spiritualist has advantage on all Constitution saving throws and deals +3 damage on all melee attack rolls. The spiritualist can attack twice, instead of once, whenever they take the Attack action on their turn. The spiritual gains the effects of Scent for the duration of the form.

The spiritualist gains 20 feet to their movement speed and no longer provokes opportunity attacks from movement while their ether cloak is active.

 

Dekying

Type. Avian
Size. Small to Medium
Aspects. Howl, Flying, Talons
The creature is vulture-like with red and black feathers and a long neck. It prefers to feed on carrion however is known to attack creatures still alive when desperate. It rakes at foes with its sharp talons and excels at flyby attacks.

Ether Cloak

Stage 1
Ethereal wings form at the spiritualist’s arms, following the spiritualist’s movements. Ethereal talons form around the spiritualist’s legs.A thin layer of the spirit’s material branch forms over the spirit’s nose, extending to a sharp point.

The spiritualist has advantage on all Dexterity saving throws and gains a +2 bonus on all attack rolls if beside an ally.

Stage 2
The spirit’s wings part from the spiritualist’s arms and become separate, attached to the spiritualist’s back and become made of the spirit’s material form with feathers using the spirit’s energy branch. The talons remain ethereal while ethereal tail feathers sprout just below the spiritualist’s lower back. The spiritualist’s nose piece extends outward even further into a long beak that covers over the spiritualist’s upper lip. An ethereal mask begins to form over the spiritualist’s face with the appearance of a Dekying.

The spiritualist has advantage on all Dexterity saving throws and gains a +2 bonus on all melee attack rolls if beside an ally. The spiritualist can attack twice, instead of once, whenever they take the Attack action on their turn. The spiritual gains the effects of Scent for the duration of the form.

The spiritualist’s material wings grant them a fly speed of 30 ft. The spiritualist does not provoke opportunity attacks from creatures they attack during the round they attack. If their ether cloak ends while in flight, this character immediately falls.

Stage 3
The spiritualist’s material wings grow in size. The talons fully form into a material form while the tail feathers form into the spirit’s energy branch. Feathers appear over the spiritualist’s arms and legs. The mask becomes fully material, becoming one piece with circular eye holes, stoping at the beak of the creature leaving the spiritualist’s jaw exposed. The mask’s sides extend outward with feathers made of the spiritualists’ energy branch.

The spiritualist has advantage on all Dexterity checks and saving throws and gains a +3 bonus on all melee attack rolls if beside an ally. The spiritualist can attack twice, instead of once, whenever they take the Attack action on their turn. The spiritual gains the effects of Scent for the duration of the form.

The spiritualist’s material wings grant them a fly speed of 40 ft. The spiritualist does not provoke opportunity attacks from creatures they attack during the round they attack. If their ether cloak ends while in flight, this character immediately falls.

 

Geltingwa

Type. Aquatic
Size. Tiny to Small
Aspects. Swimming, Bite, Sting
This creature is notable for its jumping power and gel-like skin that hides stinging tendrils. The creature’s most prominent aspect is its wide, frog-like mouth and body.

Ether Cloak

Stage 1
Stuff

The spiritualist has advantage on all Dexterity saving throws and the first creature that attack you in melee since the start of your turn takes 1d4 stab damage typed to the spirit’s element.

Stage 2
Stuff

The spiritualist has advantage on all Dexterity saving throws and the first creature that attack you in melee since the start of your turn takes 1d6 stab damage typed to the spirit’s element. The spiritual gains the effects of Water Breathing for the duration of the form.

The spiritualist gains a swim speed of 30 ft. As a reaction when the spiritualist is attacked, the spiritualist can immediately grapple the triggering target by using their sticky cloak, gaining a +2 bonus on their grapple check. The spiritualist can only grapple one target in this way.

Stage 3
Stuff

The spiritualist has advantage on all Dexterity saving throws and all creatures that attack you in melee take 1d6 stab damage typed to the spirit’s element. The spiritual gains the effects of Water Breathing for the duration of the form.

The spiritualist gains a swim speed of 30 ft. As a reaction when the spiritualist is attacked, the spiritualist can immediately grapple the triggering target by using their sticky cloak, gaining a +4 bonus on their grapple check. The spiritualist can only grapple one target in this way.

 

Holjo

Type. Reptillian
Size. Small to Medium
Aspects. Bite, Burrowing, Nocturnal
The creature has tusks like a hog that it uses to gore targets. Its feet are shaped for digging that it uses to dig for insects and create pitfalls to ensnare bigger prey.

Ether Cloak

Stage 1
Stuff

The spiritualist has advantage on all Constitution saving throws and deals +2 damage on all melee attack rolls.

Stage 2
Stuff

The spiritualist has advantage on all Constitution saving throws and deals +4 damage on all melee attack rolls. The spiritualist can attack twice, instead of once, whenever they take the Attack action on their turn. The spiritual gains the effects of Tremorsense for the duration of the form.

The spiritualist gains a 20 ft. burrowing speed for the duration of their ether cloak. If Ether cloak ends while burrowing, the spiritualist becomes stuck underground and must attempt to dig themselves out or suffocate.

Stage 3
Stuff

The spiritualist has advantage on all Strength and Constitution saving throws and deals +6 damage on all melee attack rolls. The spiritualist can attack twice, instead of once, whenever they take the Attack action on their turn. The spiritual gains the effects of Tremorsense for the duration of the form.

The spiritualist gains a 30 ft. burrowing speed for the duration of their ether cloak. If Ether cloak ends while burrowing, the spiritualist becomes stuck underground and must attempt to dig themselves out or suffocate.

 

Hookma

Type. Mammalian
Size. Medium to Large
Aspects. Armor, Horn, Hooves
The creature is horse-like with a wide back and armored, rock-like plating covering its outer body making it extremely sturdy. The creature has a large horn it uses to gore targets and prefers to charge creatures when it can.

Ether Cloak

Stage 1
Stuff

The spiritualist has advantage on all Constitution saving throws and gains a +1 bonus to AC.

Stage 2
Stuff

The spiritualist has advantage on all Strength and Constitution saving throws and gains a +1 bonus to AC. The spiritualist can attack twice, instead of once, whenever they take the Attack action on their turn. The spiritualist gains resistance to all damage types except damage aspected to the spirit’s elemental weakness.

The spiritualist gains the benefits of the Charger feat. If the spiritualist already has the charger feat, they gain a +2 attack bonus when making an attack as a bonus action after moving at least 10 feet in a straight line.

Stage 3
Stuff

The spiritualist has advantage on all Strength, Dexterity, and Constitution saving throws and gains a +2 bonus to AC. The spiritualist can attack twice, instead of once, whenever they take the Attack action on their turn. The spiritualist gains resistance to all damage types except damage aspected to the spirit’s elemental weakness.

The spiritualist gains the benefits of the Charger feat. If the spiritualist already has the charger feat, they gain a +2 attack bonus when making an attack as a bonus action after moving at least 10 feet in a straight line.

 

Plumhou

Type. Avian
Size. Tiny to Small
Aspects. Claws, Tail, Talons
The creature is small, built like a chimp with talons for feat. A feathered cloak connects its arms with its stomach’s sides to form a web of flesh that it uses to glide between areas. This creature is known to be a bit of a trickster, often stealing from humans traveling through its nested areas. It is also entirely herbivorous, preferring sweet fruits.

Ether Cloak

Stage 1
Stuff

The spiritualist has advantage on all Dexterity saving throws and gains a +1 bonus to ranged attack rolls.

Stage 2
Stuff

The spiritualist has advantage on all Dexterity saving throws and gains a +2 attack bonus to ranged attack rolls. The spiritualist can attack twice, instead of once, whenever they take the Attack action on their turn.

The spiritualist’s material membrane grant them a glide of 20 ft. While the spiritualist is gliding they do not provoke opportunity attacks. If their ether cloak ends while in flight, this character immediately falls.

Stage 3
Stuff

The spiritualist has advantage on all Dexterity saving throws and gains a +3 attack bonus to ranged attack rolls. The spiritualist can attack twice, instead of once, whenever they take the Attack action on their turn.

The spiritualist’s material membrane grant them a glide of 30 ft. While the spiritualist is moving they do not provoke opportunity attacks. If their ether cloak ends while in flight, this character immediately falls.

 

Rackshur

Type. Mammalian
Size. Small to Medium
Aspects. Bite, Hooves, Horn
The creature has a feline body with horns upon its head that curl in and then out. Its feet are hooves and shaped such that it can climb steep mountains with ease.

Ether Cloak

Stage 1
Your canines sharpen to a point as ether made from the spirits material branch form on top of them. A thin tail of ether extrudes from behind you and your legs become cloaked in translucent ether in the shape of a thick, furry, clove hooved legs.

The spiritualist has advantage on all Dexterity saving throws and deals +2 damage on all melee attack rolls.

Stage 2
Stuff

The spiritualist has advantage on all Dexterity saving throws and deals +3 damage on all melee attack rolls. The spiritualist can attack twice, instead of once, whenever they take the Attack action on their turn. The spiritualist gains the effects of Scent for the duration of the form.

Once per round when moving at least 10 ft. before making a melee attack, the spiritualist may attempt to trip a foe they make a melee attack against. The target creature must make a dexterity saving throw against your DC of 8 + your proficiency bonus + your strength modifier. On failure, the target creature falls prone and the spiritualist may then immediately make another melee attack against the target creature. The spiritualist does not add their Strength or Dexterity modifier to the damage roll of this attack.

Stage 3
Stuff

The spiritualist has advantage on all Dexterity checks and saving throws and deals +3 damage on all melee attack rolls. The spiritualist can attack twice, instead of once, whenever they take the Attack action on their turn. The spiritualist gains the effects of Scent for the duration of the form.

Once per round when making a melee attack, the spiritualist may attempt to trip a foe they make a melee attack against. The target creature must make a dexterity saving throw against your DC of 8 + your proficiency bonus + your strength modifier. On failure, the target creature falls prone and the spiritualist may then immediately make another melee attack against the target creature. The spiritualist adds their Strength or Dexterity modifier to the damage roll of this attack.

 

Serpelu

Type. Aquatic
Size. Medium to Large
Aspects. Swimming, Tail, Sting
The creature has a long serpentine body, ending in a pointed sting it uses to strike at prey. The creature’s head has two large horns upon it and an almost deer-like face. It has four legs, the front long and the back short ending in flippers.

Ether Cloak

Stage 1
Stuff

The spiritualist has advantage on all Constitution saving throws and gains a +1 bonus to melee attack rolls.

Stage 2
Stuff

The spiritualist has advantage on all Constitution saving throws and gains a +2 bonus to melee attack rolls. The spiritualist can attack twice, instead of once, whenever they take the Attack action on their turn. The spiritual gains the effects of Aquasense and Water Breathing for the duration of the form.

The spiritualist gains a swim speed of 30 ft. Using the material tail, as a bonus action the spiritualist may attempt a grapple against a target within 5 ft. of the spiritualist.

Stage 3
Stuff

The spiritualist has advantage on all Constitution saving throws and gains a +3 bonus to melee attack rolls. The spiritualist can attack three times, instead of once, whenever they take the Attack action on their turn. The spiritual gains the effects of Aquasense and Water Breathing for the duration of the form.

The spiritualist gains a swim speed of 30 ft. Using the material tail, as a bonus action the spiritualist may attempt a grapple against a target within 5 ft. of the spiritualist.

 

Stinbian

Type. Avian
Size. Small to Medium
Aspects. Flying, Nocturnal, Sting
It has large, leathery bat-like wings to keep it aloft with a stinger at its tail to ward of predators. The creature is a nocturnal herbivore, surviving off of nectar and fruits from trees.

Ether Cloak

Stage 1
Stuff

The spiritualist has advantage on all Dexterity saving throws and gains a +1 bonus to ranged attack rolls.

Stage 2
Stuff

The spiritualist has advantage on all Dexterity saving throws and gains a +2 bonus to ranged attack rolls. The spiritual gains the effects of Darkvision for the duration of the form.

The spiritualist’s material wings grant them a fly speed of 30 ft. If their ether cloak ends while in flight, this character immediately falls.

Stage 3
Stuff

The spiritualist has advantage on all Dexterity saving throws and gains a +3 bonus to ranged attack rolls. The spiritual gains the effects of Darkvision for the duration of the form.

The spiritualist’s material wings grant them a fly speed of 40 ft. If their ether cloak ends while in flight, this character immediately falls.

 

Greater Spirit Traits


 

Branch Spell

Prerequisite. None
Influence Cost. Varies
The spirit learns a spell from their own branch. The influence cost is equal to the level of the spell x2.

This trait can be taken multiple times. Each time you take this trait you may select a new spell to learn.

 

Ethereal Burrow

Prerequisite. Burrowing Aspect, Spirit Level 5
Influence Cost. 5
The spirit increases their movement speed by 10 ft. in the spirit realm. When a spiritualist burrows while this spirit is manifesting within them, the spiritualist may manifest the spirit’s arms in their ethereal form to add an additional 10 ft. to their burrow speed. This does not count as a use of form manifestation.

 

Ethereal Flight

Prerequisite. Flying Aspect, Spirit Level 5
Influence Cost. 5
The spirit increases their movement speed by 10 ft. in the spirit realm. When a spiritualist flies while this spirit is manifesting within them, the spiritualist may manifest the spirit’s wings in their ethereal form to add an additional 10 ft. to their fly speed. This does not count as a use of form manifestation.

 

Ethereal Swim

Prerequisite. Swimming Aspect, Spirit Level 5
Influence Cost. 5
The spirit increases their movement speed by 10 ft. in the spirit realm. When a spiritualist swims while this spirit is manifesting within them, the spiritualist may manifest the spirit’s arms and legs in their ethereal form to add an additional 10 ft. to their swim speed. This does not count as a use of form manifestation.

 

Manifest Bite

Prerequisite. Bite Aspect
Influence Cost. 3
As a bonus action, the spiritualist can manifest their spirit’s maw over top of their own face. The maw is made of the spirit’s material branch and deals 1d10 stab damage aspected to the spirit’s element. The spiritualist is not proficient with this weapon and may add their strength or dexterity bonus to attack and damage rolls when using this weapon to attack.

 

Manifest Claw

Prerequisite. Claw Aspect
Influence Cost. 3
As a bonus action, the spiritualist can manifest their spirit’s claws over top of their own hands. The claws are made of the spirit’s material branch and deals 1d6 rending damage aspected to the spirit’s element. The spiritualist becomes proficient with this weapon and may add their strength or dexterity bonus to attack and damage rolls when using this weapon to attack.

 

Manifest Horn

Prerequisite. Horn Aspect
Influence Cost. 3
As a bonus action, the spiritualist can manifest their spirit’s horn over top of their head. The horn is made of the spirit’s material branch and deals 1d10 stab damage aspected to the spirit’s element. The spiritualist is not proficient with this weapon and may add their strength or dexterity bonus to attack and damage rolls when using this weapon to attack.

 

Manifest Talon

Prerequisite. Claw Aspect
Influence Cost. 3
As a bonus action, the spiritualist can manifest their spirit’s talons over top of their own feet. The talons are made of the spirit’s material branch and deals 1d6 stab damage aspected to the spirit’s element. The spiritualist becomes proficient with this weapon and may add their strength or dexterity bonus to attack and damage rolls when using this weapon to attack.

 

Remote Influence

Prerequisite. Spirit Level 9
Influence Cost. 6
The spirit can manifest itself into a spiritualist and remain in the spirit plane, free to roam as it wishes. The spirit creates a tether between itself and the spiritualist, allowing it to lengthen up to 150 feet. If the spirit roams farther than this length it returns to the spiritualist.

 

Spirit Strength

Prerequisite. Spirit Level 6
Influence Cost. 6
When in Form Manifestation, the spiritualist may use the spirit’s Intelligence bonus or their own Strength bonus for all Strength related attack, damage, and skill rolls.

 

War Cry

Prerequisite. Howl Aspect, Spirit Level 8
Influence Cost. 5
When the spiritualist first enters Form Manifestation they can deliver a powerful war cry, granting themselves and allies within 30 feet a +1 bonus to all attack rolls and a +2 bonus to all damage rolls until the end of their next turn.

 

War Cry, Greater

Prerequisite. Howl Aspect, Spirit Level 13, War Cry
Influence Cost. 5
The bonuses from War Cry increase to a +2 bonus to all attack rolls and a +4 bonus to all damage rolls.

Ruleset: Spiritualist

Tan Suo Gelatos