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Published by goroiamanuci, 2023-07-06 08:08:30

spirits-of-xurai-new-monsters-lore-patrons-and-feats-to-bring-spirit-animals-into-your-game

spirits-of-xurai-new-monsters-lore-patrons-and-feats-to-bring-spirit-animals-into-your-game

Spirits of Xurai


T he isles of Xurai are home to many powerful spirits of nature. Inside this document you will find a description of some of them, their role in the isles, their statblocks, as well as character options to allow players to follow their spiritual path, like the Great Spirit patron, as well as the Spirit-Caller and Skin of the Spirits feats. Long before humans arrived from across the sea, the Isles of Xurai were inhabited by spirits: embodiments of nature's power and wisdom. Their appearances can be as varied as their temperament, as each one represents a different aspect of the natural world. Though all spirits are proud and wild. For centuries spirits cohabited with humans in the vast expanses of Xurai, some even forming strong bonds and helpful agreements between species. But with the arrival of the Arquian Empire, most spirits have been driven out of human settlements and into the untamed Forbidden lands. Some of the most breathtaking xuraian beasts are said to be descendants from spirits, such as the loyal qilin, and the ferocious leviathans from the sea of beasts. Though they aren't spirits themselves, they possess some of the mystical essence from their ancestry. Though the arrival of the Arquian Empire and their foreign technology has driven most spirits to hide themselves from humans, they can still be occasionally encountered in the wilderness or around the ruined temples of the Seven Clans. Most spirits take the form of animals with exalted physical characteristics. Spirit wolves have teeth that shine like steel, and spirit foxes are so sly that they can pop in and out of reality. Some spirits have such otherworldly appearances that they are compared to mythical beings instead of animals, such as spiritn krakens and spirit dragons. From a young age, the people of Xurai learn the importance of respecting the spirits. The sages of the Seven Clans hold many rituals in order to appease them, and owe most of their magical knowledge to what they've learned from them. However, those who came with the Arquian Empire and follow the Church of Ludus believe that the spirits to be demons serving the goddess of chaos, Paidia. This belief has been used to justify the hunting of spirits, as well as the persecution of those who practice their ways of magic. Chief among all spirits are the ones known as the Great Seven. Long ago these spirits gathered groups of humans and taught them the secrets of magic in order to compete with each other for the dominion of the islands, forming the Seven Clans of Xurai. With the passage of centuries, the Great Seven vanished, but their rivalry prevailed through the unending strife of the clans. Only the most studious sages of each clan know the rituals for contacting the Great Seven, as they believe that it's their magic that preserves the isles to this day. Each Great Spirit has a name as well as many titles, with the only exception being the Mist-veiled Fox whose name is known only by the trees. Most Xuraians only call a Great Spirit's name in prayer, for it is believed that doing so attracts the spirit's attention, and when used improperly, its ire. The Seven Great Spirits of Xurai are: Isonade, the Unending Hunger. The grandfather of all beasts is said to look like a gigantic shark covered in teeth and gore, with a single unclosing mouth at its center. Isonade feels the hunger of all predators and yearns for the blood of every prey, wether they dwell in sea or land. Kana, the Wind-sung. The spirit of the sky appears as a majestic bird made of autumn leaves in the wind. Its eyes shine like twilight and its voice is sweet like honey, but its talons are as sharp and cold. It overlooks the happenings of the isles in an eternal journey that its followers emulate. Kuran, the Calling from the Deep. Though many have heard its voice, very few have seen what lurks underneath the Bottomless Maelstrom. Its body is made from the very darkness of the ocean depths, with arms that extend from shore to shore, and eyes like glistening treasure. Kuran is forever lurking and scheming underneath the waves. This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Moro, the Iron Boar. A living mountain of sharp and rough metal plating around a burning core, with tusks like spears raised to the sky. The Great Boar is the embodiment of the Silent Desert's voracity, as well as the endurance needed to survive in the wastes. Tanken, the Glimmering Wolf. Taking the form of a living constellation, the Great Wolf is at once a single spirit and a collection of many. Embodying the harshness of winter, as well as the strength of community, it is the celestial pack that hunts in perfect harmony. Tao, the Mountain's Breath. A mighty dragon as long as the mountain range which took its name, with iridescent scales that shine like the rainbow after the storm. It is said to be the wisest of the Great Seven, as well as the most selective with to whom it shares its knowledge. The Mist-veiled Fox. The ruler of the Forest of a Thousand Names shares its inscrutability and mystique. It presents as a beautiful wooden mask with a vulpine body made of mist, ending in nine billowing tails. Some see it as a dangerous liar, while other dismiss it as a simple prankster. Others yet regard it as an artisan of fables. Animal spirits are the most common type of spirit in the Isles of Xurai. Like all other of their kind, they embody an aspect of nature. Animal spirits are the fantastical counterparts of mundane beasts and critters, embodying the esoteric beliefs associated with them as well as having exalted characters and appearances. Each one serves as an envoy and is intrinsically tied to one of the Seven Great Spirits. They can often be found along their mundane peers, even though they are much smarter and possess fantastical abilities. Those versed in the old ways of the clans can easily identify a spirit from a normal animal. It is believed that when treated well and according to their customs, animal spirits can grant mystical gifts to mortals. Embodying the endurance and savagery of wild beasts, these spirits are unstoppable forces of nature. They appear as hearty boars with sharp tusks made from a material similar to metal. Some have been seen with plates of similar material over parts of their body, akin to finely crafted armor. The hearts of boar spirits burn like the core of a volcano, allowing them to run for days without rest and giving their eyes a fiery glow. When they get tired, however, they fall into a slumber so deep that they get confused for statues. Boar spirits are the most loyal animal spirits and often are given the role of guardians. In the wild, they protect places with spiritual significance, as well as lesser spirits and animals that can't defend themselves. Members of the Boar Clan also use them to protect their settlements and have younger warriors ride them into battle carrying banners to rally their comrades. This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Medium Fey Armor Class 12 (natural armor) Hit Points 30 (4d10+8) Speed 40 ft., fly 10 ft. (hover) STR DEX CON INT WIS CHA 16 (+3) 11 (+0) 15 (+2) 7 (-2) 11 (+0) 7 (-2) Skills Athletics +5, Intimidation +0, Perception +2 Senses Darkvision 60 ft., Tremorsense 60 ft., passive Perception 12 Languages understands Common and Sylvan Challenge 1 (200 XP) Animal Spirit. The spirit counts as a beast for the purposes of the Speak with Animals and Beast Sense spells. Charge. If the spirit moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 4 (1d8) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. Relentless (1/Day). If the spirit takes 8 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. Gift of the Protector. The spirit can use its action to create a protective bond with up to five creatures within its reach. The chosen creatures gain half cover whenever they are within 5 feet of the spirit. The Gift ends if spirit uses this action again, dies, or goes over 1 mile away from the chosen creatures. Actions Tusk. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.


Though their name may be deceiving, dragon spirits are the spiritual equivalent of snakes and lizards. They vary in color and shape, though they generally slender and are capable of flight without wings. Each dragon spirit has a special connection to a natural element, known as their draconic essence, which can be discerned by the color of their scales. Yellowish-green scales signal an acidic essence; crystalline light-blue ones signify cold; red, orange and golden mean fire; radiant yellow means lightning; teal and green signify thunder; and deep purple scales are linked to poison. All dragon spirits are seekers of knowledge, and they only share their findings with mortals that prove themselves to be wise and attuned with nature. Also known as kitsune, fox spirits are natural tricksters that enjoy mischief and chaos. Their curiosity often brings them into dangerous situations, from which they always find a way out. They are quite clever and often frame mortals for their own antics. Their ethereal bodies allow them to move in all sort of baffling manners. They can vanish from one place to another in the blink of an eye, or disappear without trace. Even when looking at one directly, a kitsune seems to not be quite present. The end of its tail, for example, often seems to evaporate into the air. The amount of tails that a fox spirit has is determined by its age and the secrets it has collected throughout its life. Young ones have one or two tails, while the oldest among them sport upwards of eight. It is said that when a kitsune gains its ninth tail, it adopts the role of the Mist-veiled Fox and rules over their brethren. The former Great Spirit then splits into nine single-tailed cubs who must start their journey over. At least that's what the young fox spirits say. This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Small Fey and Dragon Armor Class 14 (natural armor) Hit Points 22 (5d6 + 5) Speed 15 ft., fly 30 ft. (hover) STR DEX CON INT WIS CHA 9 (-1) 15 (+2) 12 (+1) 13 (+1) 11 (+0) 14 (+2) Skills Arcana +2, Acrobatics +4, History +2 Damage Immunities determined by the spirit's Draconic Essence trait Senses Darkvision 60 ft., passive Perception 10 Languages understands Common and Draconic Challenge 1 (200 XP) Draconic Spirit. The spirit has two creature types: fey and dragon. It also counts as a beast for the purposes of the Speak with Animals and Beast Sense spells. Draconic Essence. The spirit is attuned to one of the following damage types: acid, cold, fire, lightning, thunder, or poison. The type determines the spirit’s damage immunity and the damage of its Elemental Blast. Gift of the Elements. The spirit can use its action to share some of its power with one creature within its reach. The chosen creature gains the ability to use the spirit's Elemental Blast as an action, using the spirit's Charisma modifier for the attack and damage rolls. The Gift ends if spirit uses this action again, dies, or goes over 1 mile away from the chosen creature. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Elemental Blast. Ranged Spell Attack: +4 to hit, range 60 ft., one target. Hit: 9 (2d6 +2) damage of the type determined by the spirit's Draconic Essence. Small Fey Armor Class 13 Hit Points 17 (5d6) Speed 40 ft., fly 10 ft. (hover) STR DEX CON INT WIS CHA 8 (-1) 16 (+3) 10 (+0) 8 (-1) 15 (+2) 11 (+0) Skills Acrobatics +5, Sleight of hand +5, Stealth +5 Senses Darkvision 60 ft., passive Perception 14 Languages understands Common and Sylvan Challenge 1 (200 XP) Animal Spirit. The spirit counts as a beast for the purposes of the Speak with Animals and Beast Sense spells. Coat of the Kitsune. The spirit can use its action to become invisible until the end of its next turn. The invisibility ends early if the spirit takes damage. Gift of the Trickster. The spirit can use its action to create a special bond with one creature within its reach. If either the bonded creature or the spirit is targeted by an attack while being within 30 ft. of each other, either one can use their reaction to magically swap places. The creature that's switched into the place of the attacked creature becomes the target of the attack. The Gift ends if spirit uses this action again, dies, or goes over 1 mile away from the chosen creature. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.


These wind spirits fly high in the air to search for intruders in the lands they protect. Once they find a threat, they let out a piercing screech that alerts the local wildlife so it can hide in time or decide to fight back. For this reason, they are known as the Sentinels of the Sky. When seen flying, they are often confused for sun glares or rays of moonlight, but from up close they resemble beautiful birds with piercing eyes and glistening feathers. Members of the Hawk Clan not only use these spirits as hunting partners, but also as messengers. They are given confidential information in the form of songs that only those familiar with the tongue of the spirits can decipher. The spiritual counterpart of octopuses and squids are devious creatures who lurk in the shadows both in and out of the water. They can change the color and texture of their skin to hide in any location, and use their long and flexible limbs to manipulate their environment. Kraken Spirits have the most powerful minds of all animal spirits. With it they can influence beasts and people to do their bidding. Villages can find themselves suddenly short on stocks because, unbeknown to them, a kraken spirit has been manipulating the villagers into giving it their food. Sages believe that all kraken spirits are manifestations of Kuran, and that all their small plots are part of a complex machination designed by the Calling from the Deep. This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Tiny Fey Armor Class 13 Hit Points 21 (6d4 + 6) Speed 10 ft., fly 40 ft. (hover) STR DEX CON INT WIS CHA 10 (+0) 17 (+3) 12 (+1) 6 (-2) 16 (+3) 7 (-2) Skills Animal handling +5, Insight +5, Perception +5 Senses Truesight 30 ft., Darkvision 60 ft., passive Perception 15 Languages understands Common and Sylvan Challenge 1 (200 XP) Animal Spirit. The spirit counts as a beast for the purposes of the Speak with Animals and Beast Sense spells. Keen Sight. The spirit has advantage on Wisdom (Perception) checks that rely on sight. Nimble flight. Attacks of opportunity against the spirit are made at disadvantage. Gift of the Raptor. The spirit can use its action to share some of its aerial nimbleness with one creature within its reach. The chosen creature is constantly under the effect of the Feather Fall spell. The Gift ends if spirit uses this action again, dies, or goes over 1 mile away from the chosen creature. Actions Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 3) slashing damage. Medium Fey Armor Class 12 Hit Points 17 (5d8-5) Speed 10 ft., swim 40 ft., fly 20ft. (hover) STR DEX CON INT WIS CHA 15 (+2) 14 (+2) 8 (-1) 14 (+2) 10 (+0) 8 (-1) Skills Insight +2, Persuasion +1, Stealth +4 Damage Resistances Psychic Senses Darkvision 60 ft., Passive Perception 12 Languages understands Common and Deep Speech Challenge 1 (200 XP) Animal Spirit. The spirit counts as a beast for the purposes of the Speak with Animals and Beast Sense spells. Gift of the Twisted Mind. The spirit con use its action to grant one creature within its reach resistance to psychic damage. The chosen creature can also communicate telepathically with the spirit as long as they are within 1 mile of each other. The Gift ends if spirit uses this action again, dies, or goes over 1 mile away from the chosen creature. Eldritch Camouflage. The spirit has advantage on Dexterity (Stealth) checks while its motionless. Actions Tentacle. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. If the target is a creature, it is grappled (escape DC 12), and the spirit can't use its tentacles on another target.


There are many dangerous creatures that swim inside the Sea of Beasts, but wise sailors know to always beware the most of the presence of shark spirits. These vicious predators share their maddening hunger with those around them, turning any common fish into a ravening monster. At a glance they are only distinguished form mundane sharks by the glowing marks along their bodies, but they are perfectly capable of surviving out of the sea, and can even swim in the air as if it was water. Pirates in the Shark Clan make sure to keep them around as a way to raise high vigor during long and dangerous travels. These spirits glow with the shine of the northern lights and are followed by a chilling breeze. Their teeth and claws are sharp as knives and their reflexes are unparalleled. They always appear in packs with others of their kind, and rarely even with mortals. Only those who prove themselves in and out of combat can be worthy of their company. As proud hunters, spirit wolves value honor and comradery above all else. They would sacrifice themselves for another member of their pack and expect their peers to do the same. As a result, they always work as a unit, synchronizing even their breaths with those of the entire pack. The howl of a wolf spirit is seen as an omen of hard winters. This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Medium Fey Armor Class 13 (natural armor) Hit Points 27 (5d8+5) Speed 0 ft., swim 40 ft., fly 30ft. (hover) STR DEX CON INT WIS CHA 16 (+3) 13 (+1) 13 (+1) 5 (-3) 12 (+1) 6 (-2) Skills Athletics +5, Perception +3, Survival +3 Senses Blindsight 30 ft., Passive Perception 14 Languages understands Common and Sylvan Challenge 1 (200 XP) Animal Spirit. The spirit counts as a beast for the purposes of the Speak with Animals and Beast Sense spells. Gift of the Depths. The spirit can use its action to grant one creature within its reach a swimming speed equal to the target's speed and the ability to breathe underwater. The Gift ends if spirit uses this action again, dies or goes over 1 mile away from the chosen creature. Actions Vicious Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage. If this attack hits, the spirit gains advantage on its next attack roll until the end of its next turn. Medium Fey Armor Class 13 (natural armor) Hit Points 22 (4d8+4) Speed 40 ft., fly 10 ft. (hover) STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 13 (+1) 6 (-4) 13 (+1) 7 (-2) Skills Acrobatics +4, Perception +3, Survival +3 Senses Darkvision 60 ft., passive Perception 13 Languages understands Common and Sylvan Challenge 1 (200 XP) Animal Spirit. The spirit counts as a beast for the purposes of the Speak with Animals and Beast Sense spells. Keen Hearing and Smell. The spirit has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics. The spirit has advantage on attack rolls against a creature if at least one of its allies is within 5 feet of the creature and the ally isn’t incapacitated. Gift of the Pack. The spirit can use its action to allow one creature within its reach into its pack of hunters. The chosen creature gains advantage on the first attack roll of their turn if the spirit is within 5 feet of the target. The Gift ends if spirit uses this action again, dies, or goes over 1 mile away from the chosen creature. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage.


You have made a pact with one of the Great Spirits, an avatar of nature that rules over the land and the beasts that inhabit it. Whether you stumbled into the spirit after getting lost in a hunt, or you are part of a clan that has followed its teachings for generations, you have been selected to channel the spirit's power in order to protect the natural balance of the world. Great Spirits appear as majestic creatures, embodying an exalted ideal of how a beast looks and acts, such as a giant hungering shark, a fox with multiple tails or a glistening snake. In some settings, Great Spirits are found in outer realms, such as the Beastlands of the Forgotten Realms; while in others, like the Isles of Xurai, they roam free since way before humanoid races rose to their feet. 1st-level Great Spirit feature The Great Spirit lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. Great Spirit Expanded Spells Spell Level Spell 1st animal friendship, beast bond 2nd alter self, summon beast 3rd conjure animals, spirit guardians 4th dominate beast, polymorph 5th awaken, wrath of nature 1st-level Great Spirit feature You are imbued with some of the bestial power of your patron. You learn the primal savagery cantrip. You also gain proficiency in the Survival and Animal Handling skills. Additionally, beasts can understand your speech, and you gain the ability to decipher their noises and motions. This ability doesn’t grant you friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character. 1st-level Great Spirit feature As an action, you can channel some of your patron's essence in order to summon a spirit animal in an unoccupied space within 30 feet of you. The spirit takes the form and statistics of a beast of CR 1/2 or lower, but it's a fey instead of a beast, and its hit point maximum and starting hit points increase by an amount equal to your Charisma modifier + your warlock level (minimum of 1). In combat, the spirit animal shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the spirit can take any action of its choice, not just Dodge. The spirit disappears after a number of hours equal to your warlock level, when you use this feature again, or when it drops to 0 hit points. As you gain levels in this class you can call more powerful spirits to your side. At 4th level, your spirit animal can take the shape of a creature of CR 1 or lower; at 8th level, a creature of CR 2 or lower; and at 16th level, a creature of CR 4 or lower. Once you use this feature, you can’t use it again until you finish a short or long rest. This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


A Menagerie of Beasts Unfortunately, the core rulebooks of D&D 5th Edition are lacking when it comes to representing animals. While re-flavoring the existing options may fix some of the issue, there is a great need for diversity in beasts. The completed Codex to the Isles of Xurai will include more stats for the mundane and spiritual beasts that inhabit the land, including the dreadful Leviathans from the Sea of Beasts. Keep an eye out for them. Meanwhile, I recommend the use of homebrew to fill your needs for beasts and spirits. I mean, you are already using fan-made content. Just remember to always check for balance and ask your DM before bringing any homebrew to the table. 6th-level Great Spirit feature You share a mystical link with your spirit animal that emboldens you both in battle. Whenever you end your turn within 30 feet of your spirit animal, you both gain a number of temporary hit points equal to half your warlock level. In addition, the spirit gains a bonus to its AC and saving throws equal to your Charisma modifier. Moreover, its attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. 10th-level Great Spirit feature Your connection to the spiritual world deepens. You can cast commune with nature as an action without expending a spell slot. Once you cast commune with nature in this way, you can’t do so again until you finish a long rest. In addition, whenever you make a constitution saving throw to maintain concentration on a spell from the Great Spirit Expanded Spells table, you gain a bonus to the roll equal to your Charisma modifier. 14th-level Great Spirit feature You are an emissary of the Great Spirit, and command its most powerful warriors. Whenever you use your Spirit Animal feature, the spirit gains the following benefits: The spirit can be of one size larger than the size on its stat block (its size can't be larger than huge). The spirit gains resistance to bludgeoning, piercing, and slashing damage. The spirit's speed is increased by 20 feet. Whenever the spirit hits a creature with an attack, it can deal an additional 1d8 damage. 3rd-level warlock feature When you choose the Pact of the Chain Pact Boon, you can choose the following forms for your familiar instead of the ones listed in the Player's Handbook: boar spirit, dragon spirit, fox spirit, hawk spirit, kraken spirit, shark spirit, or wolf spirit. Prerequisite: 4th Level, training with a member of the Seven Clans or a spirit. The sages have taught you the language of the spirits, granting you the following benefits: You learn to speak, read, and write Sylvan or one other language of your choice. You can spend one minute in meditation to summon an animal spirit, which is either a boar spirit, dragon spirit, fox spirit, hawk spirit, kraken spirit, shark spirit or wolf spirit. The spirit is friendly to you and it remains for a number of hours equal to your Proficiency bonus, or until its reduced to 0 hit points. In combat, it rolls its own initiative and can act independently from you. Once you summon an animal spirit in this way, you can't do so again until you finish a long rest. Prerequisite: 4th Level, training with a member of the Seven Clans or a spirit. You have adopted some of the ways of the spirits in order to walk among them, you gain the following benefits: Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20. You can cast polymorph on yourself without using a spell slot. However, when you cast polymorph in this way you must take the form of a creature of CR 1/4 or lower, and you retain your Intelligence, Wisdom, and Charisma scores. Once you cast polymorph in this way you can't do so again until you finish a long rest. You can also cast this spell using spell slots you have of the appropriate level. The spell's spellcasting ability is the ability increased by this feat. This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Spirits of Xurai A compendium of spiritual options for D&D 5th Edition. Includes 7 animal spirit statblocks, the Great Spirit patron for the Warlock class, an optional Warlock feautre, and 2 new feats to bring animal spirits into your game world. Art credits: Azure dreamshaper by chazillah Something Beautiful by ryky Ancient Boar by Sarah Webb Omen Hawk by Maki Planas Mata Wolf Spirit by Rick Troula KITSUNEBI by Miki Katoh Mirage Fox by Noxypia Like what you see? You can find more of my free D&D 5th Edition homebrew on GM Binder and on my reddit page u/senorvilla. If you want to support my work and see content early, you can do so on Patreon (SenorVilla). This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


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