Spiritualist

*Practitioners of the strange occult art of Espantro, Spiritualists are able to pull magical power from the spirits of the rumored Far Realm. They accomplish this by dominating these tricky spirits via battles of wits that bind them to the Spiritualist's service. However, the relationship between an Spiritualist and their bound spirits is generally a lighthearted one, as Spiritualists often see themselves as stewards, allowing the souls of the dead to make a difference in the land of the living.*

## Class Features

As a spiritualist, you gain the following class features.

#### Hit Points

* **Hit Dice:** 1d6 per spiritualist level
* **Hit Points at 1st Level:** 6 + your Constitution modifier
* **Hit Points at Higher Levels:** 1d6 (or 4) + your Constitution modifier per spiritualist level after 1st

#### Proficiencies

* **Armor:** None
* **Weapons:** Daggers, darts, slings, quarterstaffs, pocket pistols
* **Tools:** Gaming set of your choice
* **Saving Throws:** Intelligence, Wisdom
* **Skills:** Choose two from Arcana, Deception, History, Insight, Investigation, Perception, Religion, Streetwise, and Sleight of Hand

#### Equipment

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

* (a) a quarterstaff and a dagger or (b) a pocket pistol and 10 pistol ammo
* A game set of your choice
* (a) a scholars pack or (b) an explorer's pack

### Spellcasting

As a practitioner of Espantro, you cast spells via your connection with the spirits of the dead.

##### Cantrips

At 1st level, you know three cantrips of your choice from the Occult spell list. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Spiritualist table.

##### Preparing and Casting Spells

The Spiritualist table shows how many spell slots you have to cast your Spells of 1st Level and higher. To cast one of these 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 spiritualist spells that are available for you to cast. To do so, choose a number of spells from the Occult spell list equal to your Intelligence modifier + your spiritualist level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you're a 3rd-level spiritualist, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from the Occult spell list. If you prepare the 1st-level spell *magic missile*, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of spells requires time spent communing with spirits: at least 1 minute per spell level for each spell on your list.

##### Spellcasting Ability

Intelligence is your spellcasting ability for your spiritualist spells, since you learn your spells through dedicated study and cleverness. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

**Spell save DC** = 8 + your proficiency bonus + your Intelligence modifier

**Spell attack modifier** = your proficiency bonus + your Intelligence modifier

##### Ritual Casting

You can cast a spiritualist spell as a ritual if that spell has the ritual tag and you have the spell prepared.

### Sixth Sense

At 1st level, you gain the ability to enter a trance as a bonus action, letting you see beyond the borders of the material world. This allows you to see into the Ethereal Plane up to 30 feet for up to one minute or until your concentration ends (as if concentrating on a spell). While in the trance, you also gain the ability to see through solid objects to a range of 10 feet, perceiving objects as ghostly, transparent images.

Once you have used this feature, you cannot do so again until you complete a short or long rest.

### Ante Up

At 2nd level, you have learned a series of tricks that you use to outmaneuver the spirits of the Far Realm and bind them to your service. These tricks are represented by ante points, which allow you to create a variety of magical effects. You regain all expended ante points upon completing a long rest or half of your total (rounded down) upon completing a short rest.

* **Spirit Binding.** You can bind a spirit to your will, granting you a variety of abilities based on the type of spirit bound. You choose the type of spirits bound to you at the end of a long rest, and you must pay the ante point cost associated with the spirit type in order to bind them to you.
* **Fate Meddling.** You can use your spiritual connections to attempt to tip the balance of fate in your favor. If you would ever have disadvantage on a roll, you may spend 1 ante point and flip a coin. If you win the coin flip, you no longer have disadvantage. If you lose, the ante point is spent and nothing happens. You may then make another coin flip should you wish. If you win this next coin flip, you regain 1 ante point. If you lose, the result is as if you lost the first flip.

### Game of Choice

At 2nd level, you choose how you manifest your battles of wills with the spirits that you attempt to control. Your choice grants you features at 2nd level, and again at 6th, 10th, and 14th level.

* Gambiteer
* Huckster

### 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.

### Spectral Recovery

At 6th level, the spirits bound to you can help you regain magical energy. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to the number of spirits bound to you, and none of the slots can be 6th-level or higher.

For example, if you have 2 spirits bound to you, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st level spell slots.

### Ghostly Guard

At 10th level, you can call upon spirits to aid you against danger. You are immune to being charmed. If a creature tries to charm you, they take damage equal to your spiritualist level.

Additionally, when another creature attempts to harm you, you can use your reaction to try and cloud their mind with your spirit magic. The creature must succeed on a Wisdom saving throw against your spell save DC or be charmed by you for 1 minute or until the creature takes any damage. The creature must find a new target for their attack or spell, or waste it.

Once you use this ability, you cannot do so again until you finish a short or long rest.

### Veil Strider

At 18th level, you are able to will yourself into your own interpretation of the Far Realm. On your turn, you can expend 10 feet of your movement to enter or exit the ethereal plane.

### Soul Conduit

At 20th level, you gain the ability to draw power from all your spirits to empower your spells. When you cast a spell you can increase the spell save DC by an amount equal to the number of spirits you have bound.

Once you have used this ability you cannot do so again until you finish a long rest.