Archetype - Spiritualist

## Hit Points

* Add 1d6 (or 4) + Constitution Modifier Hit Points for each level of Spiritualist you have.

## Level 0

In addition to the features your Character gains at Level 1, they gain the following for starting their adventure as a Spiritualist .

### Starter Feat

* Choose one *Starter* *Feat* from the *Starter Feats* section.
* For a Spiritualist we recommend choosing a *Support Starter Feat,* such as the Leadership Feat.

### Additional Hit Points

* Begin with an additional 6 + Constitution Modifier Hit Points.

### Saving Throw Proficiencies

* Wisdom Saving Throw Proficiency
* Intelligence Saving Throw Proficiency

### Starting Equipment

* Spellcasting Focus: A Symbol appearing somewhere on your body. This represents your connection to Spirits.
* Armour: Choose any set of Light Armour with a cost less than 50 Credits

## Level 1

### Weapon and Armor Proficiencies

* Spiritualists begin with light armor proficiencies.
* Spiritualists are proficient in Simple Weapons.

### Spiritual Blast

* At Level 1 you are able to manifest a small piece of raw Supernatural power into being.
* You may use the Cast a Spell Action to cast a Cantrip Unique to Spiritualists: Spiritual Blast
* The Damage Type of Spiritual Blast is determined by the Spirit Form you choose at Level 1 (see Spirit Form).
* Additionally many Blessings and Curses available to Spiritualists confer additional benefits to your Spiritual Blast Spell (see Blessings and Curses).

#### Spiritual Blast Spell Description

* Availability: Spiritualist Only
* Level: Cantrip
* Casting Time: 1 Action
* Range/Area: 120ft
* Components: M (Your Spiritualist Symbol)
* Duration: Instantaneous
* School: Evocation
* Attack/Save: Attack
* Damage and Effect: Radiant, Necrotic, Psychic or Force Damage (Dependent on your Spirit Form Type) equal to 1d6
* **Description:** Choose a point you can you can see within the Range of 120ft of you. Each Character of your choice within 5ft of that point must make a Dexterity Saving Throw or take Radiant, Necrotic, Psychic or Force Damage (Dependent upon your Spirit Form Type) equal to 1d6.
* **Scaling:** When you reach higher levels of the Spiritualist Archetype, the Damage and area affected by this Spell increases. At 5th Level the Damage increases to 2d6 and Characters within 10ft of the point chosen may be Targeted. At 11th Level the Damage increases to 3d6 and Characters within 15ft of the point chosen may be Targeted. At 17th Level the Damage increases to 4d6 and Characters within 20ft of the point chosen may be Targeted.

### Spirit Form

* **Spirit Form:** At Level 1 you have learned to manifest a Spirit which wards you and grants you greater power. This Spirit may represent a part of your own being such as your good or evil tendencies or your strength of will, or it may be a being external to yourself such as the spirit of a Fiend, Celestial or Aberration.
* **Type of Spirit:** Choose one of the following Spirit Forms, Angelic, Demonic, Psionic or Mystic. Your choice of Spirit Form determines a number of your Spiritualist Features.
* **Summon Spirit:** As a Bonus Action, you may Summon your Spirit. When it appears it occupies the same space as you, is always the same SIze Category as you, but it is invisible. Additionally it makes no sounds and passes through objects and Characters without effort. It also cannot be perceived with Blindsight or Tremor sense as it lacks a physical body. You and characters who are able to perceive invisible creatures are however able to see it, and you choose it's appearance. You may dismiss your Spirit as a Bonus Action, whereupon it retreats into your body or consciousness.
* **Hit Points:** The Spirit is Immune to all Conditions and cannot be interacted with directly in anyway, however it has Hit Points equal to 10 times your Spiritualist Pact Slot Level (see the Spirit Form HP Column of the Spiritualist Archetype Features Table). Your Spirit Form cannot gain Temporary Hit Points and it cannot regain Hit Points except through features granted by the Spiritualist Archetype. It recovers all of it's Hit Points at the End of a Long Rest.
* **Spiritual Protector:** While you have your Spirit Summoned, you may choose to have Damage dealt against you to instead be dealt against your Spirit. You may choose to have the Spirit take this Damage after you know the total Damage being taken from the effect. The entirety of this Damage is directed at your Spirit, unless the Damage dealing effect causes multiple different Types of Damage. In such cases you may decide for your Spirit Form to only take Damage of particular types from that instance of Damage.
* **Concentration:** If you are Concentrating on a Spell or similar effect, you do not need to make a Constitution Saving Throw to maintain your Concentration due to Damage caused against you, provided the Spirit absorbs all of the Damage.
* **Damage Resistance:** Effects which would mitigate damage against you (such as Damage Reduction or Resistance) are applied to the Damage taken before it is absorbed by the Spirit Form.
* **Reducing to 0HP and Resummoning:** If Damage would reduce your Spirit 0 HP or less, it retreats into your body and you take the remaining Damage. To Resummon your Spirit, you must wait until it has either recovered all of it's Hit Points (e.g. at the End of a Long Rest) or you must expend a Pact Magic Spell slot as part of the Bonus Action you take to Summon it.
* **Unconscious:** Your Spirit Form retreats into your body while you are Unconscious.
* **Telepathy:** Your Spirit form speaks all the languages you can speak, and you may speak to it Telepathically. However it cannot perform Skill Checks or assist you in them.
* **Changing your Spirit Form:** You may change your chosen Spirit Form whenever you Level Up, losing the benefits of the previous Spirit Form. If any other Spiritualist features (e.g. Blessings) depended upon this choice of Spirit, you must change those features for other ones for which you do qualify. The Spirit you previously had transforms it's appearance to that described by your new choice.
* **Improvements:** You gain additional improvements from your Spirit Form at Level 5 and 18.

#### Angelic Spirit

* **Description:** Your Spirit Form is represented by a benevolent presence. This may be a manifestation of a part of your own psyche or it may be an external being from a Plane of Existence associated with benevolent forces, such as angels, creatures of light and life, or benevolent spirits.
* **Damage Resistance:** You have Resistance to Radiant Damage.
* **Radiant Blast:** The Damage Type of your Spiritual Blast is Radiant.
* **Healing Touch:** As an Action, you may expend 5 Hit Points from your Spirit form to heal yourself or a Character within 5ft of you. They recover hit points equal to one Roll of your Support Die.
* You may increase the amount of healing granted by expending additional Hit Points. For every 5 additional Hit Points you Spend, roll an additional Support Die.

#### Demonic Spirit

* **Description:** Your Spirit Form is represented by a malevolent presence. This may be a manifestation of a part of your own psyche or it may be an external being from a Plane of Existence associated with malevolent forces, such as demons or creatures of shadow, darkness or death, or malevolent spirits.
* **Damage Resistance:** You have Resistance to Necrotic Damage.
* **Necrotic Blast:** The Damage Type of your Spiritual Blast is Necrotic.
* **Spite:** Once per Turn, when you Damage a Target with an Attack or Spell, such as your Spiritual Blast, you may expend 5 of your Spirit Form's Hit Points to deal additional Necrotic Damage to one Target you Damaged. The Damage Dealt against that Target is equal to one roll of your Support Die.
* You may increase the amount of Damage dealt against a Target by spending additional Hit Points. For every additional 5 Hit Points spent, you may roll an additional Support Die.
* A Target may only take this additional Necrotic Damage once, even if the Spell causes multiple instances of Damage against that Target.
* If the triggering Attack was a Critical Hit, double the total number of Support Dice rolled.

#### Psionic Spirit

* **Description:** Your Spirit Form is represented by a Psychic presence manifesting itself. This may be a manifestation of the power of your own mind or it may be the manifestation of a supremely intelligent being's consciousness. It may be malevolent, benevolent or both.
* **Damage Resistance:** You have Resistance to Psychic Damage.
* **Psychic Blast:** The Damage Type of your Spiritual Blast is Psychic.
* **Illusory Pain:** When your Spirit Form takes Damage due to an Attack, you may as a Reaction inflict Psychic Damage to the Character which Attacked you equal to two Rolls of your Support Die.

#### Mystic Spirit

* **Description:** Your Spirit Form is represented by a Soul, either your own or those of the departed who are drawn to you as a protector or guide. Your Soul or those drawn to you may be malevolent, benevolent or both.
* **Damage Resistance:** You have Resistance to Force Damage.
* **Force Blast:** The Damage Type of your Spiritual Blast is Force.
* **Spirit Shield:** While your Spirit Form is Summoned and you are Hit by an Attack, you can use your Reaction to add your Support Die to your AC for that Attack, potentially turning the Hit into a Miss

#### Primal Spirit

* **Description:** Your Spirit Form is represented by a Animal Spirit. This may represent your inner Id, or curse placed upon you such as lycanthropy, or it may be a primal Spirit Guide. Your Spirit may be malevolent, benevolent or both.
* **Damage Resistance:** You have Resistance to Psychic Damage.
* **Terrifying Blast:** The Damage Type of your Spiritual Blast is Psychic.
* **Resilience:** When your Spirit Form is Summoned and you take Damage, you may as a Reaction reduce the Damage taken by one roll of your Support Die.

### Support Die

* At Level 1 your Support Die is a d4. This die represents your Character's ability to provide help and guidance to those around them.
* At levels 5, 11 and 16 of Spiritualist, the Improved Support Die feature increases the size of your Support Die to a d6, a d8 and a d10 respectively.
* If you gain the Improved Support Die feature from another source (such as the Paragon or Naturalist Archetypes or the Mentor Subtype), increase the Support Die by one size category. The maximum die size the Support Die can use is a d12.

## Spellcasting

You have learned to channel Supernatural Power through communication with Otherworldly Spirits. This may be seen as you acting as a guide or mediator with them, and Spellcasting is power granted to you by them in return.

Below you will find a list of rules describing what spells you can learn, how many you can learn as well as how you may change the Spells you have learned.

### **Spell List**

* Spiritualists may learn Supernatural Spells from ANY School of Magic.

**Cantrips**

You know two Cantrips of your choice from the Supernatural Spell List. You learn additional Supernatural Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Spiritualist Spellcasting Table. You may change you choice of Cantrips whenever you Level Up.

**Pact Magic**

The Spiritualist Archetype benefits from a special form of Spellcasting called Pact Magic, which represents how their magic is derived from a source outside of themselves.

The Spiritualist Spellcasting Table shows how many Spell Slots you have to cast your Spells and their Spell Level.

The Spell Slots you gain as a Spiritualist are all at the same Spell Level (e.g. at Level 1 of Spiritualist you have one 1st Level Spell, while at Level 7 you have three 4th Level Spells). Spells you cast using Pact Magic are always cast at that Level. If the Spell Cast is of a Lower Level than this Spell Slot, it is Upcast to match the Level of your Spell Slot, even if that Spell lacks additional benefits when Upcast.

You regain all expended Pact Magic Spell Slots when you finish a Long or Short Rest.

If you gain Pact Magic from multiple sources, your equivalent Spellcasting level for Pact Magic may be found by adding the Total Number of Levels of Archetypes which gain the Pact Magic feature together. For example, if a Character has 3 Levels of Chosen and 4 levels of Spiritualist, their equivalent Pact Magic Spell Casting Level would be 7, meaning they would have three 4th Level spell slots which they recover whenever they finish a Short or Long rest.

**Spells Known of 1st Level and Higher**

* Spiritualists Learn their Spells.
* The number of Spells you may learn increases as you level up.
* Whenever you gain an Additional Spell Known, choose a New Spell from the Spiritualist Spell List. The Spell Learned must be of a Level you are capable of Casting (or Upcasting).
* The total number of Spells you may learn is shown in the Spiritualist Spellcasting Table.
* Whenever you gain a New Level, you may in addition to learning new Spells replace as many Spells known as you wish with other Spells available from the Spiritualist Spell List in addition to learning new Spells.
* Whenever you finish a Long Rest, you can replace only **one** Spell known with another Spell available from the Spiritualist Spell List.

**Spellcasting Ability**

Awareness is your Spellcasting ability for your Spiritualist Spells. Your magic comes from your empathic link with the Spirits which govern Supernatural Magic. You use your Awareness Modifier whenever a Spell refers to your Spellcasting Ability. In addition, you use your Awareness Modifier when setting the Saving Throw DC for a Spiritualist Spell you cast and when making an Attack roll for such a Spell.

**Spell save DC** = 8 + your Proficiency bonus + your Awareness modifier

**Spell Attack modifier** = your Proficiency bonus + your Awareness modifier

**Ritual Casting**

You can cast any Spell you know as a Ritual if that Spell has the Ritual tag.

**Spellcasting Focus**

Spiritualists may use their Symbol (see equipment) as a Spellcasting Focus.

While their Spirit is summoned, they do not need to provide uncostly material components for a Spiritualist Spell they cast.

### Intelligence Spellcasting (Optional Rule)

For many the fantasy of the Spiritualist is better described by a Character who uses their Intelligence as the Spellcasting Modifier. This is especially true of those who have come by their powers through the powers of their mind.

At the GM's Discretion, a Character may choose to use Intelligence for their Spellcasting modifier in place of Awareness for Spiritualist Spells and features.

## Level 2

### Blessings

* At 2nd level, you're granted a Blessings through your interactions with different Spiritual forces. These may be understood to be granted to you by the Patron you will Choose at Level 3, Spirits you have interacted with or are simply powers you have manifested yourself.
* Blessings are presented at the end of this Archetype.
* You gain two Blessings of your choice. When you gain certain Spiritualist levels, you gain additional Blessings of your choice, as shown in the Blessings Known column of the Spiritualist Archetype Features Table. A level prerequisite for an Blessings refers to your Level in this Archetype, and some Blessings require you to have chosen a particular Spirit Form.
* When you gain a level in this Archetype, you can choose any number of Blessings you know and replace it with another Blessing that you could learn at that Level.

## Level 3

### Subtype Choice

* At level 3 you have made a Bargain with a powerful Spiritual entity, allowing you to strike a Pact with them. You draw power from this Patron, granting you additional Spells known and powerful additional Features. Your choice of Patron represents this Archetype's Subtype.
* Your Patron may communicate with you Telepathically at any time of the GM's choosing. You may also attempt to contact your Patron Telepathically at any time, but the GM determines whether or not they are listening or will answer.
* Choose a Spiritualist Patron Subtype, each time you gain a level which grants features from your Spiritualist Patron Subtype, refer to the rules for your Subtype.

### **Patron Rewards and Punishments (Optional Rule)**

The features presented for the Spiritualist Archetype are presented with the assumption that the GM, through the acts of the Patron, will **not** restrict access to the features they gain in any way if the Character acts contrary to their wishes.

We recommend GMs and Players using a Character with the Spiritualist Archetype discuss the nature of the Pact made between the Character and their Patron, and together they may choose to implement the Patron Rewards and Punishments Optional Rule. Note we recommend that this decision have the agreement of both parties, and either the GM or Player may choose to opt out of the rule if they find it is leading to unfun gameplay.

This rule consists of a number of recommendations for how a Patron may either reward *or* punish a Character based upon their Actions. The intent is that the Player may both benefit or be hindered by this rule, depending upon their actions, such that the net mechanical impact of this rule should be minimal. If a Character goes to great lengths to further a Patron's goals, they may find themselves gaining Rewards (see Suggested Rewards). If they go to great lengths to oppose a Patron's goals they may find themselves being punished (see Suggested Punishments).

Additionally we suggest a number of Patron Tasks which a Player may accomplish in order to either earn a Reward or end a Punishment. Discuss with your GM what Patron Tasks would be acceptable to earn a Reward or overcome a certain Punishment. We recommend against a GM presenting Patron Tasks which directly effect or oppose the actions of other Player Characters.

#### Suggested Rewards

* One free casting of a Pact Magic Spell slot.
* An additional Spell Known.
* A magical item.
* Monetary rewards.
* Momentum Points.

#### Suggested Punishments

* The Character is cursed with the Doomed Condition, for a set number of days or until they complete a Patron Task.
* The Character cannot gain additional levels of Chosen or make changes to their Spells known or Invocations for a set number of days or until they complete a Patron Task.
* Recover No Pact Magic Spell Slots when they finish a Short Rest, for a set number of days or until they complete a Patron Task.

#### Suggested Patron Tasks

* Accomplish a specific Task described by the Patron.
* Perform an act which increases the Patron's influence or is closely aligned with their goals and/or domain.
* Sacrifice a significant monetary sum, a significant object or something else in your possession to your Patron (e.g. a certain set of memories, ownership over property or land, a portion of your soul, your time etc)

## Level 4

### Ability Score Increase or Feat

* You may add +2 to an Ability Score, +1 to two different Ability Scores, or you may choose a Feat which will grant your Spiritualist powerful new abilities.

## Level 5

### Improved Support Die

* Your Support Die increases from a d4 to a d6.

### Improved Spiritual Blast

* The Damage caused by your Spiritual Blast increases to 2d6 and may target Characters within 10ft of the point chosen.

### Improved Spirit Form

* When you finish a Short Rest you regain all of your Spirit Form's Hit Points (even if your Spirit has been reduced to 0 Hit Points).
* You may use this Feature once per Long Rest.

## Level 6

### Subtype Features

* At level 6 you gain additional abilities from your Spiritualist Patron Subtype.

## Level 8

### Ability Score Increase or Feat

* You may add +2 to an Ability Score, +1 to two different Ability Scores, or you may choose a Feat which will grant your Spiritualist powerful new abilities.

## Level 10

### Subtype Features

* At level 10 you gain additional abilities from your Spiritualist Patron Subtype.

## Level 11

### Improved Support Die

* Your Magic Die increases from a d6 to a d8.

### Improved Spiritual Blast

* The Damage caused by your Spiritual Blast increases to 3d6 and may target Characters within 15ft of the point chosen.

### Miracle (6th Level Spell)

* You learn one 6th Level Spell from the Supernatural Spell list of your Choice. You may cast this Spell once per Long Rest without expending a Spell Slot.

## Level 12

### Ability Score Increase or Feat

* You may add +2 to an Ability Score, +1 to two different Ability Scores, or you may choose a Feat which will grant your Spiritualist powerful new abilities.

## Level 13

### Miracle (7th Level Spell)

* You learn one 7th Level Spell from the Supernatural Spell list of your Choice. You may cast this Spell once per Long Rest without expending a Spell Slot.

## Level 14

### Subtype Features

* At level 14 you gain additional abilities from your Spiritualist Patron Subtype.

## Level 15

### Miracle (8th Level Spell)

* You learn one 8th Level Spell from the Supernatural Spell list of your Choice. You may cast this Spell once per Long Rest without expending a Spell Slot.

## Level 16

### Legendary Awareness

* From Level 16 onwards, you may increase your Awareness Ability Score total beyond 20, but not beyond 30.

### Ability Score Increase or Feat

* You may add +2 to an Ability Score, +1 to two different Ability Scores, or you may choose a Feat which will grant your Spiritualist powerful new abilities. This Ability Score Increase can increase your Awareness Ability Score beyond 20, but not beyond 30.

### Improved Support Die

* Your Support Die increases from a d8 to a d10.

## Level 17

### Improved Spiritual Blast

* The Damage caused by your Spiritual Blast increases to 4d6 and may target Characters within 20ft of the point chosen.

### Miracle (9th Level Spell)

* You learn one 9th Level Spell from the Supernatural Spell list of your Choice. You may cast this Spell once per Long Rest without expending a Spell Slot.

## Level 18

### Improved Spirit Form

* While your Spirit Form is Summoned, you have Resistance to Bludgeoning, Slashing and Piercing Damage.

## Level 19

### Ability Score Increase or Feat

* At Level 19 you may add +2 to an Ability Score, +1 to two different Ability Scores, or you may choose a Feat which will grant your Spiritualist powerful new abilities. This Ability Score Increase can increase your Awareness Ability Score beyond 20, but not beyond 30.

## Level 20

### Epic Boon

* At Level 20 you may choose one Epic Feat.

### Epic Improvement

* At Level 20 you may add +2 to an Ability Score or +1 to two different Ability Scores. This Ability Score Increase can increase an Ability Score beyond 20, but not beyond 30.

## Blessings

Blessing represent a range of additional benefits the Spiritualist can gain as they level up.

Many of these include prerequisites, such as having chosen a particular Spirit Form or being of a certain level. See the Blessings feature for more details.

We present the Blessings available to your Spiritualist in order of the Spirit Forms they are available to: those requiring no particular Spirit Form (except potentially level), those available to the Angelic Spirit Form, Demonic Spirit Form, Psionic Spirit Form and the Mystic Spirit Form.

### Blessings available with Any Spirit Form

#### Exploding Blast

* When Characters fail their saving throw against your Spiritual Blast, they are pushed upto 10ft away from the blast's center point. The Character's may only be moved horizontally, unless they were already airborne when you Cast this Spell.
* You may not use this Feature in addition to Imploding Blast on the same Casting of Spiritual Blast

#### Imploding Blast

* When Characters fail their saving throw against your Spiritual Blast, they are pulled upto 10ft towards the blast's center point. If multiple Characters fail this saving throw, the Spiritualist chooses in which order the Characters are moved.
* You may not use this Feature in addition to Exploding Blast on the same Casting of Spiritual Blast

#### Powerful Blast

* You may add you Spellcasting Ability Modifier to the Damage caused by your Spiritual Blast.

#### Erupting Blast

* If you choose your Spiritual Blast to originate from your own position, the distance from it's center point at which it may affect Characters is Doubled.

#### Guardian Spirit

* Your Spirit Form remains Summoned even while you are Unconscious
* While your Spirit Form is Summoned, you have Advantage on Initiative Checks and you cannot be Surprised, even while you are Unconscious.

#### Resilient Spirit

* Your Spirit Form's Maximum Hit Point total is increased by 10.

#### Spirit Casting

* You may Cast a Spell you Know by expending expending your Spirit's Hit Points instead of a Spell Slot.
* The Hit Point cost for the Spell is 10 times the Spell Slot which would have been expended and you may not Cast a Spell greater than 5th Level with this feature. Cantrips cost 5 Hit Points to Cast in this way. You may choose to Upcast a Spell with this Feature by expending an additional 10 Hit Points for each Level above the Spell's original level.
* When you cast a spell in this way, you do not need to provide Verbal or Somatic Components, nor do you need to provide uncostly Material Components.

### Blessings Available with Angelic Spirit Form

#### Angel's Insight

* When you make an Awareness Skill Check you may spend 5 of your Spirit Form's Hit Points to add a roll of your Support Die to the Result.
* You may use this Feature whether the Skill Check is a Fail or a Success, potentially changing the Failure into a Success, or Success into a Spectacular Success.

#### Cleansing Touch

* *Prerequisite: Level 3 Spiritualist or Higher*
* At Level 3 you learn the Lesser Restoration Spell and may Cast it by expending 15 of your Spirit's Hit Points instead of a Spell Slot. You do not need to provide the Verbal, Somatic or Material Components for the Casting of this Spell.
* At Level 9 you Learn the Greater Restoration Spell and may Cast it by expending 50 of your Spirit's Hit Points instead of a Spell Slot. You do not need to provide the Verbal, Somatic or Material Components for the Casting of this Spell.

#### Reviving Touch

* *Prerequisite: Level 5 Spiritualist or Higher*
* At Level 5 you learn the Revivify Spell and may Cast it by expending 30 of your Spirit's Hit Points instead of a Spell Slot. You do not need to provide the Verbal, Somatic or Material Components for the Casting of this Spell.
* At Level 9 you Learn the Raise Dead Spell and may Cast it by expending 50 of your Spirit's Hit Points instead of a Spell Slot. You do not need to provide the Verbal, Somatic or Material Components for the Casting of this Spell.

#### Fast Healing

* You may use any of the Angelic Spirit's Healing Touch or Cast the Spell granted by the Cleansing Touch and Reviving Touch Features as a Bonus Action instead of as an Action.

#### Distant Guardian

* The Distance at which you may Target a Character with your Healing Touch Feature increases to 120ft. Additionally, the range of Spells you cast using the Cleansing Touch or Reviving Touch features increases to 120ft.

#### Angel's Wings

* *Prerequisite: Level 5 Spiritualist or Higher*
* At Level 5 you learn the Fly Spell and may Cast it by expending 30 of your Spirit's Hit Points instead of a Spell Slot. You do not need to provide the Verbal, Somatic or Material Components for the Casting of this Spell.
* While your Spirit has Hit Points remaining, you automatically Succeed on Saving Throws to maintain your Concentration on this effect.

#### Guiding Light

* When a Character fails it's Saving Throw against your Spiritual Blast, they become Illuminated with Radiant Light.
* The next Attack Roll made against an Illuminated Target before the end of your next turn has Advantage. Additionally, until the End of your Next Turn they cannot benefit from being Invisible.

#### Angel's Protection

* You learn the Shield Spell and may Cast it by expending 10 of your Spirit's Hit Points instead of a Spell Slot. You do not need to provide the Verbal, Somatic or Material Components for the Casting of this Spell.
* At Level 9 you Learn the Wall of Force Spell and may Cast it by expending 50 of your Spirit's Hit Points instead of a Spell Slot. You do not need to provide the Verbal, Somatic or Material Components for the Casting of this Spell.

#### Divine Miracle

* *Prerequisite: Level 17 Spiritualist or Higher*
* At Level 18, you learn the Wish Spell and may cast it once per Long Rest in place of the Spell granted by your 9th Level Miracle.

### Blessings Available with Demonic Spirit Form

#### Devil's Charisma

* When you make a Charisma Skill Check you may spend 5 of your Spirit Form's Hit Points to add a roll of your Support Die to the Result.
* You may use this Feature whether the Skill Check is a Fail or a Success, potentially changing the Failure into a Success, or Success into a Spectacular Success.

#### Dark Gifts

* *Prerequisite: Level 3 Spiritualist or Higher*
* At Level 3 you learn the Darkness Spell and may Cast it by expending 15 of your Spirit's Hit Points instead of a Spell Slot. You do not need to provide the Verbal, Somatic or Material Components for the Casting of this Spell.
* At Level 5 you Learn the Fireball Spell and may Cast it by expending 30 of your Spirit's Hit Points instead of a Spell Slot. You do not need to provide the Verbal, Somatic or Material Components for the Casting of this Spell.

#### Shadow Walk

* *Prerequisite: Level 5 Spiritualist or Higher*
* When you are in an area of dim light or darkness, you can use your Action to become Invisible. You remain Invisible until the Start of your Next Turn, whereupon you may immediately use your Action to reuse this Action to remain Invisible. This Invisibility ends if you are in an area illuminated by Bright Light.

#### Vicious Blast

* When you cast Spiritual Blast, you may choose to make a Ranged Spell Attack Roll against each Target of the Blast instead of having them each make a Dexterity Saving Throw, dealing the Spell's usual Damage on a Hit. Roll Separate Damage Dice for each Target of the Attack. This Damage is eligible for Critical Hits.
* Treat the Spell as having originated from your position for the purposes of determining cover.
* If you have the Exploding Blast or Imploding Blast features, Characters are moved away or towards your position when you use this Feature.

#### Devil's Wings

* *Prerequisite: Level 5 Spiritualist or Higher*
* At Level 5 you learn the Fly Spell and may Cast it by expending 30 of your Spirit's Hit Points instead of a Spell Slot. You do not need to provide the Verbal, Somatic or Material Components for the Casting of this Spell.
* While your Spirit has Hit Points remaining, you automatically Succeed on Saving Throws to maintain your Concentration on this effect.

#### Devil's Sight

* You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

#### Mask of Many Faces

* You can cast *disguise self* at will, without expending a spell slot.

#### Demonic Miracle

* *Prerequisite: Level 17 Spiritualist or Higher*
* At Level 17, you learn the Meteor Swarm Spell and may cast it once per Long Rest in place of the Spell granted by your 9th Level Miracle.

### Blessings Available with Mystic Spirit Form

#### Mage Hunter

* *Prerequisite: Level 5 Spiritualist or Higher*
* At Level 5 you learn the Counterspell Spell and may Cast it by expending 30 of your Spirit's Hit Points instead of a Spell Slot. You do not need to provide the Verbal, Somatic or Material Components for the Casting of this Spell.
* When you Fail a Saving Throw against a Spell, you may expend 5 of your Spirit Form's Hit Points to add a Roll of your Support Die to the result, potentially changing the Failure into a Success.

#### Unavoidable Blast

* When you Cast Spiritual Blast, you may expend 10 of your Spirit's Hit Points to make it's effects harder to avoidable.
* Characters which Succeed on a Saving Throw against your Spiritual Blast take half the Damage it would have caused had they failed. Additionally, Targets of your Spiritual Blast gain no benefits from cover for this Saving Throw.

#### Extend Protection

* When a Character within 30ft of you takes Damage, you may as a Reaction cause your Spirit Form to take the Damage for them instead. Follow the same rules for Damage Absorption as described by the Spiritual Protector Feature.

#### Eldritch Sight

* You may cast the Detect Magic and Identify Spells without expending a Spell Slot. You do not need to provide the Verbal, Somatic or Material Components for the Casting of this Spell.

#### Ghostly Gifts

* *Prerequisite: Level 3 Spiritualist or Higher*
* At Level 3 you learn the Invisibility Spell and may Cast it by expending 15 of your Spirit's Hit Points instead of a Spell Slot. You do not need to provide the Verbal, Somatic or Material Components for the Casting of this Spell.
* At Level 5 you Learn the Blink Spell and may Cast it by expending 30 of your Spirit's Hit Points instead of a Spell Slot. You do not need to provide the Verbal, Somatic or Material Components for the Casting of this Spell.

#### **Possession**

* When you, or a Character within 30ft of you, is reduced to 0HP, you may expend all of your Spirit's it's remaining Hit Points and grant that Character Hit Points equal to the Hit Points your Spirit lost.
* The Target of this effect remains entirely in control of their actions, until you Resummon your Spirit the Player controlling that Character may at their discretion present quirks in the Character's behavior consistent with your Spirit's personality.

#### Ghost Step

* *Prerequisite: Level 3 Spiritualist or Higher*
* At Level 3 you learn the Misty Step Spell and may Cast it by expending 15 of your Spirit's Hit Points instead of a Spell Slot. You do not need to provide the Verbal, Somatic or Material Components for the Casting of this Spell.
* At Level 7 you Learn the Dimension Door Spell and may Cast it by expending 40 of your Spirit's Hit Points instead of a Spell Slot. You do not need to provide the Verbal, Somatic or Material Components for the Casting of this Spell.

#### Whispers of the Grave

* *Prerequisite: Level 9 Spiritualist or Higher*
* You can cast S*peak with Dead* at will, without expending a spell slot. You do not need to provide the Verbal, Somatic or Material Components for the Casting of this Spell.

#### Witch Sight

* *Prerequisite: Level 13 Spiritualist or Higher*
* You can see the true form of any Shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.

#### Mystic Miracle

* *Prerequisite: Level 17 Spiritualist or Higher*
* At Level 17, you learn the Prismatic Wall Spell and may cast it once per Long Rest in place of the Spell granted by your 9th Level Miracle.

### Blessings Available with Psionic Spirit Form

#### Hidden Knowledge

* When you make an Intelligence Skill Check you may spend 5 of your Spirit Form's Hit Points to add a roll of your Support Die to the Result.
* You may spend this Stamina Point whether the Skill Check is a Fail or a Success, potentially changing the Failure into a Success, or Success into a Spectacular Success.

#### Enduring Pain

* When a Character takes Damage from your Illusory Pain Feature, they cannot use their Reaction until the End of Your Next Turn.

#### Mind Blast

* When you Cast Spiritual Blast, you may choose to have all the Characters Targeted by the Spell make Intelligence Saving Throws instead of Dexterity Saving Throws.

#### Telepathy

* You gain the Starter Feat: Telepathy Student. If you already have this feat, you may pick a different Starter Feat of your choice.

#### Telekinesis

* You gain the Starter Feat: Telekinesis Student. If you already have this feat, you may pick a different Starter Feat of your choice.

#### Misty Visions

* You may cast the Silent Image Spell without expending a Spell Slot. You do not need to provide the Verbal, Somatic or Material Components for the Casting of this Spell.

#### Levitation

* *Prerequisite: Level 3 Spiritualist or Higher*
* You learn the Levitation Spell and may cast it by expending 15 of your Spirit's Hit Points instead of a Spell Slot. You do not need to provide the Verbal, Somatic or Material Components for the Casting of this Spell.
* While your Spirit has Hit Points remaining, you automatically Succeed on Saving Throws to maintain your Concentration on this effect.

#### Distant Whispers

* *Prerequisite: Level 5 Spiritualist or Higher*
* At Level 5 you learn the Sending Spell may Cast it by expending 30 of your Spirit's Hit Points instead of a Spell Slot. You do not need to provide the Verbal, Somatic or Material Components for the Casting of this Spell.
* If the Target of the Sending Spell is within 1 mile of you and is on the same Plane of Existence, you do not expend a Spell Slot or your Spirit's Hit Points when you cast this Spell.

#### Visions of Distant Realms

* *Prerequisite: 13th level*
* You can cast *Arcane Eye* at will, without expending a spell slot. You do not need to provide the Verbal, Somatic or Material Components for the Casting of this Spell.

#### Manipulate

* *Prerequisite: Level 3 Spiritualist or Higher*
* At Level 3 you learn the Suggestion Spell and may Cast it by expending 15 of your Spirit's Hit Points instead of a Spell Slot. You do not need to provide the Verbal, Somatic or Material Components for the Casting of this Spell.
* At Level 9 you the Modify Memory Spell and may Cast it by expending 50 of your Spirit's Hit Points instead of a Spell Slot. You do not need to provide the Verbal, Somatic or Material Components for the Casting of this Spell.

#### Psionic Miracle

* *Prerequisite: Level 17 Spiritualist or Higher*
* At Level 17, you learn the Foresight Spell and may cast it once per Long Rest in place of the Spell granted by your 9th Level Miracle.

### Blessings Available with Primal Spirit Form

#### Howl

* When you Cast Spiritual Blast, you may expend 10 of your Spirit's Hit Points to emit a terrible howl which may Frighten the Targets of the Spell.
* Characters which Fail on a Saving Throw against your Spiritual Blast are Frightened until the End of you Next Turn.

#### Primal Agility

* You gain a Climbing and Swimming Speed equal to your Movement Speed. Your Movement Speed increases by 10ft.

#### Wild Form

* *Prerequisite: Level 3 Spiritualist or Higher*
* At Level 3 you may grant yourself the benefits of the Spider Climb Spell by expending 15 of your Spirit's Hit Points. You do not need to provide the Verbal, Somatic or Material Components for the Casting of this Spell.
* At Level 5 may grant yourself the benefits of the Fly Spell by expending 30 of your Spirit's Hit Points. You do not need to provide the Verbal, Somatic or Material Components for the Casting of this Spell.
* At Level 7 you may grant yourself the benefits of the Polymorph Spell by expending 40 of your Spirit's Hit Points. You do not need to provide the Verbal, Somatic or Material Components for the Casting of this Spell.
* While your Spirit has Hit Points remaining, you automatically Succeed on Saving Throws to maintain your Concentration on this effect.

#### Regeneration

* *Prerequisite: Level 11 Spiritualist or Higher*
* When you Start your Turn with less than your maximum hit points, you may expend a number of your Spirit's Hit Points to regain as many Hit Points. You may use this Feature before making a Death Saving Throw to end the Dying Condition.
* You may use this ability even while in the Dying Condition, but not when you have died.

#### Hunting Call

* *Prerequisite: Level 5 Spiritualist or Higher*
* At Level 5 you learn the *Conjure Animals Spell\** and may Cast it by expending 30 of your Spirit's Hit Points instead of a Spell Slot. You do not need to provide the Verbal, Somatic or Material Components for the Casting of this Spell.
* While your Spirit has Hit Points remaining, you automatically Succeed on Saving Throws to maintain your Concentration on this effect.

*\*Designer Notes: The Conjure Animals Spell with have significant changes to make it both table friendly and balanced compared to it's earlier iterations.*

#### Pack Leader

* You gain the Starter Feat: Leadership. If you already have this feat, you may pick a different Starter Feat of your choice.

#### Beast Speech

* You may cast Speak with Animals at will. You do not need to provide the Verbal, Somatic or Material Components for the Casting of this Spell.
* You may add your Support Die to all Skill Checks relating to influencing animals.

#### Primal Senses

* When you make an Awareness Skill Check you may spend 5 of your Spirit Form's Hit Points to add a roll of your Support Die to the Result.
* You may spend this Stamina Point whether the Skill Check is a Fail or a Success, potentially changing the Failure into a Success, or Success into a Spectacular Success.

#### Primal Miracle

* *Prerequisite: Level 17 Spiritualist or Higher*
* At Level 17, you learn the Shapechanger Spell and may cast it once per Long Rest in place of the Spell granted by your 9th Level Miracle.

#### Savage

* While your Spirit Form is Summoned, you may choose for your Unarmed Strikes to deal 1d8 Slashing Damage on a hit instead of their usual Damage.
* Additionally, you may use Awareness both for the Attack and Damage modifiers when you make an Unarmed Strike.
* At Level 5, you may make two Attacks with your Unarmed Strikes. The Damage they deal counts as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.

**Home**

**Core Rules**

**Previous Page: Who is your Character?**

**Next Page: Archetype - Trickster**

**Skip to: Choosing your Ancestry**

## Copyright Notice

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode

## Credit this Work

To Credit material presented here which is unique from that contained in the System Reference Document 5.1 (see Copyright Notice), copy the following to your Credits Section:

This work includes material taken from "7e” by Peter Rees and materials taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC. Both "7e" and the "SRD5.1" are Licensed under the Creative Commons: By Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode