Ruleset: Spiritualist

 

Spiritualist


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.

Level Features
1 Arcane Blast, Magical Domination, Spirit Aspect
2 Spirit Aspect Feature
3 Improved Arcane Blast
4 Ability Score Improvement
5 -
6 Spirit Aspect Feature
7 -
8 Ability Score Improvement
9 -
10 Spirit Aspect Feature
11 -
12 Ability Score Improvement
13 -
14 Spirit Sight
15 -
16 Ability Score Improvement
17 Spirit Aspect Feature
18 -
19 Ability Score Improvement
20 -

 

Hit Points

Hit Points: 1d4 + CON per Spiritualist Level
Barrier: 1d6 per Spiritualist Level

Proficiencies

Armour: Light armor 
Weapons: All simple weapons
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 light crossbow and 20 bolts or (b) any simple weapon
• (a) a scholar’s pack or (b) an explorer’s pack
• Leather armor, any simple weapon, and two daggers

Spellcasting

A Spiritualist is a full caster and adds its Spiritualist level to his caster level in order to determine spells per day, cantrips known, and spells known. See the Caster Level section to learn more about caster level.

 

Arcane Blast

At 1st level, you gain the cantrip Arcane Blast. This is in addition to any cantrips you would gain normally.

Arcane Blast

Cantrip
Casting Time: 1 action
Range: 120 feet
Duration: Instantaneous

A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 damage that is typed to whatever element your spirit has affinity towards.

The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

 

Magical Domination

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.

 

Spirit Aspect

At 1st level, you have been bound to a spirit against your will. That spirit has a certain nature it is aspected towards which changes how you manifest your magic. The spirit also has an affinity to one type of element which becomes the element that you can cast from.

The type of spirit grants you features at 1st level and again at 2nd, 6th, 10th, and 17th level.

 

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.

 

Improved Arcane Blast

At 3rd level, you can add your Wisdom modifier to the damage your Arcane Blast can do on a hit.

 

Spirit Sight

At 14th level, your bond to your spirit becomes so powerful you can see through its senses even when it isn’t possessing you. As an action you and your spirit can split apart as the spirit enters the spirit realm. While you use this ability you can see through the eyes of your spirit into the physical plane. Your spirit can move up to 90 feet away from your body and can move through walls. While using this ability you lose your ability to cast spells other than cantrips.

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

 

Battleborn


Element: Metal or Water

The thrill of battle is what drives your spirit into possessing those on the physical plane. It urges its host body to seek out fights and becomes restless when it hasn’t had a chance to release its aggression.

 

War Adept

From 1st level, your spirit delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

 

Guided Strike

Starting at 2nd level,you can strike with supernatural accuracy as your skin radiates a silvery cold sheen. When you make an attack roll, you can gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

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

 

Improved Guided Strike

At 6th level, when a creature within 30 feet of you makes an attack roll, you can use your reaction and spend a use of Guided Strike on them granting them a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

 

Arcane Bolt

At 10th level, when you cast Arcane Blast you gain a +2 bonus on attack rolls for each bolt.

 

Avatar of Battle

At 17th level, your skin permanently has a silvery cold sheen to it. You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

 

Devilkin


Element: Fire or Earth

There is no questioning it, this spirit is unmistakably evil. This creature delights in nothing but the corruption or destruction of all that exist.

 

Death’s Respite

Starting at 1st level, your spirit is delighted when your foes are ended. When you reduce a hostile creature to 0 hit points, you gain barrier equal to your Wisdom modifier + your spiritualist level (minimum of 1).

 

Devil’s Luck

Starting at 2nd level, your spirit can take full control of your body to help you in critical moments as your skin pigment burns red and your eyes blacken. When you make an ability check or a saving throw, you can use this feature to add a d8 to your roll. You can do so after seeing the initial roll but before any of the roll’s effects occur.

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

 

Fiendish Resilience

Starting at 6th level, you can choose one damage type when you finish a long rest. Your resistance rating goes up one stage to that damage type until you choose a different one with this feature. 

 

Eldritch Spear

At 10th level, when you cast Arcane Blast it’s range is 300 feet.

 

Devil Form

At 17th level, your body permanently becomes a deep red, your eyes blacken, and small horns begin to form at your forehead. You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

 

Deva


Element: Wood or Water

The spirit that has bound itself to you is good aligned and wishes for nothing more than to end suffering. It’s abilities grants you the ability to heal wounds from the suffering.

 

Disciple of Life

Starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.

 

Preserve Life

Starting at 2nd level, you can heal the badly injured.

As an action, you evoke healing energy causing the ground beneath you to stir with leaves or dampen with water. You can restore a number of hit points equal to five times your Spiritualist level as this effect reaches out to your targets. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum.

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

 

Blessed Healer

Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell’s level.

 

Healing Blast

At 10th level, when you cast Arcane Blast you can force one if its bolts heal damage instead of inflicting it.

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

 

Supreme Healing

Starting at 17th level, your body forever glows with a soft light. When you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.

 

Stormborn


Element: Wood or Metal

This spirit that has bound itself to you has a fascination with the manipulations of weather. These spirits tend to have a chaotic bend towards them as they delight in the destruction of anything that represents order.

 

Wrath of the Storm

At 1st level, your spirit thunderously rebukes attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 damage on a failed saving throw, and half as much damage on a successful one.

The damage is typed depending on your chosen element. Wood causes bludgeoning (wood) damage as wind buffets them. Metal causes lightning (metal) damage as a blast of lightning strikes at them. 

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

 

Destructive Wrath

Starting at 2nd level, you can use wield the power of the storm with unchecked ferocity as your body begins to cackle with lightning or powerful winds begin to stir around you. When you roll lightning or thunder damage, you can use this ability to deal maximum damage, instead of rolling.

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

 

Storm Strike

At 6th level, when you deal lightning or wind damage to a Large or smaller creature, you can also push it up to 10 feet away from you.

 

Repelling Blast

At 10th level, when you hit a creature with Arcane Blast, you can push the creature up to 10 feet away from you in a straight line.

 

Storm Cloud

At 17th level, your skin permanently becomes blue and electricity or wind faintly forms around your body. you have a flying speed equal to your current walking speed whenever you are not underground or indoors.

Ruleset: Spiritualist

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