The Spiritualist v2.0

The Spiritualist
Level Proficiency Bonus Features Rapport Favor Tier
1st +2 Rapport, Favors 2 1
2nd +2 Spiritual Society, Ritual of Accord 4 1
3rd +2 First Society Feature 6 1
4th +2 Ability Score Increase 8 1
5th +3 Additional Favors 10 2
6th +3 Second Society Feature 10 2
7th +3 Strong Soul 12 2
8th +3 Ability Score Increase 12 2
9th +4 Additional Favors 14 3
10th +4 Third Society Feature 14 3
11th +4 Echoes in Time 16 3
12th +4 Ability Score Increase 16 3
13th +5 Sixth Sense 18 3
14th +5 Fourth Society Feature 18 3
15th +5 Additional Favors 20 4
16th +5 Ability Score Increase 20 4
17th +6 Trancendence 20 4
18th +6 Final Society Feature 22 4
19th +6 Ability Score Increase 22 4
20th +6 Master of Spirit 24 4

Class Features

As a spiritualist, you gain the following class features:

Hit Points


  • Hit Dice: 1d8 per spiritualist level
  • Hit Points at 1st Level: 8 + your Constituion modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constituion modifier per spiritualist level after 1st

Proficiencies


  • Armor: Light armor, medium armor
  • Weapons: Simple weapons
  • Tools: None

  • Saving Throws: Wisdom, Intelligence
  • Skills: Choose three from Persuasion, Nature, Religion, Insight, Perception, Investigation, Intimidation, Animal Handling

Rapport

As a spiritualist, you have a connection with spirit-kind. This connection is represented by Rapport. Your maximum Rapport increases with your spiritualist level, as shown in the class table.

Rapport is spent to have spirits perform Favors, and many of your abilities cease to function if you have no Rapport remaining.

Your Rapport returns to your max when you complete a long rest.

Spiritual Society

At 1st level, your experience has shown you to be better at communicating with either the spirits of the dead or the spirits of all things living. Your skills place you among the Mediums or the Animists.

Your chosen Society grants you features when you reach 3rd, 6th, 10th, 14th, and 18th levels. These are detailed near the end of the class description.

Favors

As you progress and gain power as a spiritualist, spirits become willing to perform feats of greater power and utility. Favors are sorted into Tiers. You can access the Tier indicated in the class table for your level and any Tier beneath that, provided you meet the prerequisites.

Many Favors mimic the effects of spells; however, while the effects of Favors are considered magical for the purposes of Dispel Magic, they are not spells.

If a Favor requires someone to make a Saving Throw, the DC is equal to 8 + Proficiency + Wisdom Modifier.

All Favors are detailed at the end of the class.

Ritual of Accord

At 2nd level, you learn a 10-minute ritual to regain Rapport up to your maximum Rapport.

Once you have performed this ritual, you must complete a short or long rest before performing it again.

Ability Score Increase

At 4th, 8th, 12th, 16th, and 19th level, you can increase a single ability score by 2, or two ability scores by 1 each. You cannot raise a score above 20 with this feature.

Additional Favors

At 5th, 9th, and 15th levels, you gain access to new Tiers of Favors.

Strong Soul

At 7th level, your sense of spiritual identity grants you resistance to supernatural influences. You have advantage on Saving Throws imposed by elementals, fey, fiends, celestials, and spectral undead (wraiths, ghosts, etc.).

Echoes in Time

All things leave an imprint in time, and hidden knowledge can be found by those observant.

At 11th level, you learn how to find hidden knowldege surrounding a single person, object, or location. You may spend Rapport, and time in the location or with the object or person in order to learn its history. The more Rapport and time you spend, the farther back you may see.

Rapport Concentration Time History
3 1 minute 1 week
6 1 minute 1 month
9 10 minutes 1 year
15 1 hour 1 decade
20 8 hours 1 century
24 24 hours 10,000 years

At then end of your time, you learn of events in your target's past of great historical, divine, or personal significance. For instance, you learn of murders commited with a weapon, treaties signed in a room, or atrocities committed against a person. You are not provided information you already know.

Sixth Sense

At 13th level, you become so accustomed to the spiritual state of things that you are accutely aware of any irregularities. You know the exact location of any elemental, fey, fiend, celestial, or spectral undead within 30 feet of you, and can make attacks against invisible creatures of these types without disadvantage.

Additionally, you cannot be surprised by creatures of the aforementioned types.

Trancendence

At 17th level, your study and experience with the spiritual has allowed you to trancend your physical form. Once per long rest, you may use your action to step out of your body as an entity of spiritual power. You can maintain this existence for up to ten minutes. This form of existence ends early if your spiritual form moves more than 30 feet from your physical form.

While existing in this way, you control both your physical and spiritual form. In combat, your spiritual form acts immediately after your physical form. Each form has its own Speed and turn, but they share all of your other features (i.e. Hit Points, Rapport, AC, etc.).

Your spiritual form looks like an exact copy of your physical form, but ghostly and translucent. It can interact with objects normally, like your physical form. It has resistence to bludgeoning, piercing, and slashing damage, but vulnerability to psychic damage. It has a flying speed of 10 feet, and can pass through solid objects.

Between your physical and spiritual forms there is a tether. It appears as a silvery chain protruding from the center of each forms' back, which fades away after a foot or so. This tether cannot be attacked except by a few rare weapons, such as the swords of githyanki warriors, but if it breaks, your Abrupt Reunion ability is triggered and you drop to 0 HP.

Finally, both of your forms can take a few special actions, detailed below.


  • Pulse: Melee spell attack; Reach: 5 ft.; Hit: 1d10 + Wisdom modifier. Force damage.
  • Trace the Tether: As a Bonus Action, you may teleport to an empty space within 5 ft. of your other form. Alternatively, you can teleport into your other form's space, reuniting and ending Trancendence.
  • Abrupt Reunion: You may use your reaction at any time toteleport into your other form and cause an explosion. Every creature and object within 10 feet of you must make a Constitution Saving Throw, taking 5d10 Force damage on a success and half as much on a failure. Your forms are reunited and Trancendence ends.

    Master of Spirit

    By 20th level, your attunement to spiritkind is supreme. All Favors now cost 2 less Rapport, minimum 0.

Spiritual Societies

In general, there are two kinds of spirits: the spirits of the living and the spirits of the dead. Spiritual contact varies greatly between the two. For instance, the spirits of the living might be very easy to contact, but difficult to get Favors from, while the spirits of the dead resist contact but are generally pliable once contact is made.

The Animists

Animists use their spiritual powers to commune with and influence the spirits that reside in all things: beasts, plants, people, even the earth and stones. Some animists seek greater accord and understanding, using their abilities to attain some kind of peace or harmony. Others use their powers as a means to an end, forcing spirits to do their bidding.

Spirit of Cooperation

At 3rd level, the spirits of earth, sea, and sky support you in small ways.

As long as you have Rapport, you have a climbing and swimming speed equal to your base walking speed, and you ignore nonmagical difficult terrain.

When you reach 6th level, this feature functions regardless of your current Rapport.

Effigy

Starting at 6th level, you have the ability to capture the echoes of a creature within range. This ability costs Rapport equal to the Challenge Rating of the creature.

As an action, choose a living non-humanoid creature within 30 feet of you and make a contested Wisdom(Insight) check against the creature's Charisma(Deception) check.

If you succeed, a true-to-life crystal figurine appears in the palm of your hand. You may, at any time, use your bonus action to break the figurine. When the figurine breaks, a ghostly version of the creature appears in the nearest unoccupied space to you.

The Effigy acts immediately after you in the initiative, obeys your verbal orders, and remains for a number of rounds equal to your Wisdom modifier, at which point it vanishes. If it drops to zero Hit Points, it vanishes.

You cannot have more figurines than your Wisdom modifier, and may only have one Effigy active at any given time.

You cannot create Effigies from creatures with Challenge Ratings greater than your spiritualist level.

Replica

At 10th level, you learn how to read the spirits of inanimate objects and store them in the same way as creatures.

As an action, you may touch one non-living, non-magical object that isn't being worn or held and that fits within a 10-foot cube. As you pull your hand away, spiritual energy coalesces into a scale replica of the object.

As a bonus action, you may spend 5 Rapport to break a replica. When the replica breaks, a life-sized, spectral version appears in an empty space of your choosing within 5 feet. Except for the spectral appearance, this object behaves exactly as the original object would. It remains for a number of minutes equal to your Wisdom modifier.

You cannot have more replicas than your Wisdom modifier, and may only have one active replica at any given time.

Aura of Vitality

At 14th level, your very presence exudes spiritual life energy. When you finish a short rest, you and each creature within 30 feet regains additional Hit Points equal to your spiritualist level. Each creature healed this way also gains 20 Temp HP. This temp HP vanishes after 8 hours.

You must complete a long rest before using this feature again.

Paragon of Harmony

At 18th level, the spirits of all things living become exceedingly unwilling to harm you. You are considered to be permanently under the effects of Sanctuary. These effects cannot be removed or cancelled in any way, so long as you have Rapport. This feature ceases to function while you have no Rapport remaining.

The Mediums

Mediums function quite differently from animists. Where animists attune to all things living, mediums selectively summon spirits from the afterlife to perform their Favors. Many people confuse this spiritual gift with necromancy, and transfer much of that stigma to mediums, but necromancy is a separate art. Most mediums see necromancers as brutish, or at least inelegant.

Spirit Companion

When a medium performs his Ritual of Accord (and at the end of a long rest), he summons a Spirit Companion. Favors are performed through this Companion's power.

For a medium, Rapport represents his Companion's willingness to perform Favors. As such, the Companion returns to the afterlife when no Rapport remains.

Spirit Companions are invisible, and do not speak or take actions outside of Favors (unless specified in a Society Feature).


A Familiar Form

The first thing mediums learn is how to bring their Spirit Companion into physicality. Starting at 3rd level, you can cause your Companion to manifest as a familiar, as if you cast Find Familiar, as a bonus action. You can return it to its normal state as a bonus action.

While in familiar form, your Companion cannot perform any Favors.

Twinned Summon

At 6th level, you gain the ability to maintain one addtional Spirit Companion. When you complete a Ritual of Accord, you may choose to immediately expend 2 Rapport. If you do, you summon an extra Spirit Companion. This extra companion returns to the afterlife when you expend all Rapport or when you begin a Ritual of Accord.

For as long as you have the extra Companion, you may use two Favors as part of the same Action. For instance, you could use Minor Spirit of the Dead and Paranormal Activity simultaneously to create more convincing effects.

Targeted Summon

At 10th level, you are becoming increasingly familiar with the summoning of Spirit Companions. When you complete a Ritual of Accord, you may choose one of the listed types of Companion. You recieve certain effects based on your selection. This Companion vanishes when you have no Rapport remaining or when you begin a Ritual of Accord.


  • Psionic Spirit: Psychic damage you deal ignores resistance and immunity.
  • Whispering Spirit: Spiritual Tell costs 1 less Rapport.
  • Laboring Spirit: Spirit of the Dead and Laboring Spirit cost no Rapport.
  • **

Greater Summon

At 14th level, you learn how to call a more powerful Spirit Companion. When you complete a Ritual of Accord, you may choose to immediately expend 6 Rapport to summon a Greater Spirit Companion. This Companion vanishes when you finish a long rest or when you begin a Ritual of Accord.

Favors performed by the Greater Spirit Companion recieve the following benefits:

  • The duration of the Favor's effects is doubled
  • Any 1's or 2's on Favor damage dice must be rerolled
  • Saving Throws imposed by Favor effects are rolled at Disadvantage

You cannot use Twinned Summon and Greater Summon at the end of the same Ritual of Accord.

The Final Destination

At 18th level, you have learned nearly all there is to know about the path from this life into the next, and can delay your journey.

When you die, you may choose to remain a little longer, regardless of the state of your body. You can stay for up to six days, after which your spirit passes into the afterlife.

During this time, any healing spells cast with a 5th level slot or higher will restore you to life, provided all your vital organs are present. Regenerate will restore vital organs in addition to limbs.

Any spell used to raise you from the dead does not consume its Material component.

Favors

Animists and Mediums speak to entirely different groups of spirits through entirely different means. Accordingly, Favors are divided into two lists, one for each Society.

Animist Favors

Working with the spirits of all things living can be a tricky business, as most living things have their own will. Many Favors performed on the behalf of Animists, accordingly, involve influence rather than specific action.

Unless it says otherwise, a Favor takes your Action.

Tier 0

Influence Identity

Cost: 0

You may cause any of the effects described in prestidigitation, except you may not conjure illusions, illusiory effects, or trinkets.

Breath of Life

Cost: 0

You stabilize one creature within 30 feet of you.

Tier 1

Spirit Protector

Cost: 1 Rapport

As a reaction when you take damage, you call on the spirits around you to mitigate the damage. You gain resistance to the triggering damage type until the beginning of your next turn.

Amplify/Diminish

Cost: 2 Rapport

Choose up to three creatures within 30 feet of you. For each one, choose whether to Amplify or Diminish. An Amplified creature recieves the benefits described in Bless, while a Dimished creature recieves the penalties described in Bane.

You may spend additional Rapport when using this Favor; target 1 extra creature for each extra Rapport spent.

Hindrance

Cost: 3 Rapport

A 30-foot-radius area of ground within 60 feet becomes difficult terrain for 1 minute. Choose a number of creatures up to your Wisdom Modifier. You and the chosen creatures ignore this difficult terrain.

Invigorate

Cost: 5 Rapport

Choose one ally within 30 feet of you. That ally may immediate use any number of his/her Hit Dice.

Tier 2 (level 5)

Depressing Aura

Cost: 4 Rapport

This Favor costs 4 Rapport initially, and lasts until the beginning of your next turn. At the beginning of your turn, you may choose to expend 2 Rapport--no action required--to extend the effects until the end of your next turn. The aura ends early if you lost concentration.

For the duration, all creatures within 60 feet of you suffer the following effects: all speed is halved; all attacks, checks, and saves are made with disadvantage; all AC suffers -2 penalty.

Tier 3 (level 9)

Tier 4 (level 15)

Exciting Aura

Cost: 4 Rapport

This Favor costs 4 Rapport initially, and lasts until the beginning of your next turn. At the beginning of your turn, you may choose to expend 2 Rapport--no action required--to extend the effects until the end of your next turn. The aura ends early if you lost concentration.

For the duration, all creatures within 60 feet of you are under the following effects: all speed is doubled; all attacks, checks, and saves are made with advantage; all AC gains +2 bonus.

Medium Favors

Because Favors for Mediums are performed by a single entity (the Spirit Companion), these Favors tend to be single actions or events.

Unless the Favor says otherwise, it takes your Action.

Tier 0

Paranormal Activity

Cost: 0

Your Spirit Companion causes one of the effects described in thaumaturgy. If you choose one of the long-lasting effects, your Spirit Companion cannot perform another Favor until the duration ends.

Minor Spirit of the Dead

Cost: 0

You bring another spirit back to serve you, as described by mage hand.

Tier 1

Spirit of the Dead

Cost: 1 Rapport

You bring another spirit from the beyond to serve you. This favor mimics Unseen Servant, with the following difference: the servant can move up to 30 feet when commanded, instead of 15.

Laboring Spirit

Cost: 2 Rapport

You summon the spirit of a deceased laborer. The spirit holds a three-foot diameter platform, and functions as Tenser's Floating Disk, with the following changes: you can choose the height at which the spirit holds the platform(up to 5 feet), it can intelligently navigate obstacles, and it follow basic movement commands while with 20 feet of you.

Spectral Whispers

Cost: 2 Rapport

Your Spirit Companion whispers horrible secrets into the ear of a creature within 60 feet. This Favor functions as Dissonant Whispers.

Tier 2 (level 5)

Fear of the Grave

Cost: 4 Rapport

Your Spirit Companion projects a wave of terror in front of you. This Favor functions as Fear, with the following difference: you may exclude up to 4 creatures in the area of effect.

Liaison

Cost: 4 Rapport

Your Spirit Companion finds the spirit that once resided in a corpse and asks it five questions of your choosing. It returns with the answers it recieved, and relays them exactly how it recieved them. You must give all five questions to your Companion in advance, and you cannot make contact with the same spirit again for 10 days.

Tier 3 (level 9)

Banshee's Wail

Cost: 6 Rapport

Your Spirit Companion let's out a horrific scream from a point within 60 feet. All creatures within 30 feet of that point must make a Wisdom Save or be paralyzed for 1 minute. Creatures that succeed on this save instead take 5d6 psychic damage.

Creatures paralyzed this way re-make the Saving Throw at the end of each of their turns, ending the effect on a success.

Teir 4 (level 15)