Spirit Summoner

There a stories that tell of mages, like those of the barbaric Cleve, who revere the inhabitants of the Dreaming as gods, and have trained tirelessly to learn how to commune with and summon them. The spirits who answer the call have often agreed to aid these summoners, presumably in exchange for a glimpse of the physical world.

## Class Features

As a spirit summoner, you gain the following class features.

##### Hit Points

* **Hit Dice:** 1d8 per spirit summoner level
* **Hit Points at 1st Level:** 8 + your Constitution modifier
* **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per spirit summoner level after 1st

##### Proficiencies

* **Armor:** Light armor
* **Weapons:** Staffs
* **Tools:** Herbalism kit, herbalism kit
* **Saving Throws:** Intelligence, Wisdom
* **Skills:** Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival

##### Equipment

You start with the following equipment, in addition to the equipment granted by your background:

* Your personal mage's staff (quarterstaff)
* An explorer's pack
* A spellbook

### Spellcasting

Born a mage, your connection to the Dreaming allows you to tap into its power. You have been trained in the manipulation of its energies, you can cast spells to shape those energies to your will.

##### Cantrips

At 1st level, you know two cantrips of your choice from the natural spell list. You learn additional hedge cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Spirit Summoner table.

##### Preparing and Casting Spells

The Spirit Summoner table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these hedge 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 hedge spells that are available for you to cast, choosing from the hedge spell list. When you do so, choose a number of hedge spells equal to your Wisdom modifier + your Spirit Summoner level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level spirit summoner, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can also change your list of prepared spells when you finish a long rest. Preparing a new list of hedge spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

##### Spellcasting Ability

Wisdom is your spellcasting ability for your hedge spells, since your magic draws upon your devotion and attunement to nature. 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 hedge 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 hedge spell as a ritual if that spell has the ritual tag and you have the spell prepared.

##### Spellcasting Focus

You can use your mage's staff as a spellcasting focus for your hedge spells.

### Speech of the Wild

At 2nd level, you gain the ability to converse with beasts. Beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn’t grant you any special friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character.

### Spirit Totem

Starting at 2nd level, you gain the ability to call forth nature spirits and use them to influence the world around you. As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of the creature it represents. As a bonus action, you can move the spirit up to 60 feet to a point you can see.

At 18th level, the radius of the aura created by a spirit increases to a 60-foot radius around that point.

The spirit persists for 1 minute. Once you use this feature, you can’t use it again until you finish a short or long rest.

The effect of the spirit’s aura depends on the type of spirit you summon from the options below.

***Bear Spirit.*** The bear spirit grants you and your allies its might and endurance. Each creature of your choice in the aura when the spirit appears gains temporary hit points equal to 5 + your spirit summoner level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura.

***Hawk Spirit.*** The hawk spirit is a consummate hunter, aiding you and your allies with its keen sight. When a creature makes an attack roll against a target in the spirit’s aura, you can use your reaction to grant advantage to that attack roll. In addition, you and your allies have advantage on Wisdom (Perception) checks while in the aura.

***Wolf Spirit.*** The wolf spirit lends its protection to those nearby. You and your allies gain advantage on all ability checks made to detect creatures in the spirit’s aura. In addition, if you cast a spell using a spell slot that restores hit points to any creature inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your spirit summoner 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.

### Mighty Summoner

At 6th level, nature spirits that you conjure are more resilient than normal. Any nature spirit summoned or created by a spell that you cast gains two benefits:

* The creature appears with more hit points than normal: 2 extra hit points per Hit Die it has.
* The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.

### Guardian Spirit

Beginning at 10th level, your Spirit Totem safeguards the nature spirits that you call forth with your magic. When a nature spirit that you summoned or created with a spell ends its turn in your Spirit Totem aura, that creature regains a number of hit points equal to half your spirit summoner level.

### Faithful Summons

Starting at 14th level, nature spirits you commune with protect you when you are the most defenseless. If you are reduced to 0 hit points or are incapacitated against your will, you can immediately gain the benefits of Conjure Animals as if it were cast with a 9th-level spell slot. It summons four nature spirits of your choice that are challenge rating 2 or lower. The conjured nature spirits appear within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 1 hour, requiring no concentration, or until you dismiss it (no action required).

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

### Master Summoner

At 20th level, the number of times you can magically summon incorporeal spirits as Spirit Totems per short or long rest increases to equal your Wisdom modifier (a minimum of 1).