Spirit Tamer Class
Spirit Tamer Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +2 Spellcasting, Arcane Recovery, Spirit Summoning 3 2 2 — — — — — — — — 2nd +2 Spirit Bond, Spell Attunement 3 3 2 — — — — — — — — 3rd +2 Spirit Type 3 3 3 2 — — — — — — — 4th +2 Ability Score Improvement 4 4 3 2 - - - - - - - 5th +3 Spirit Feature 4 4 4 3 1 - - - - - - 6th +3 - 4 5 4 3 2 - - - - - - 7th +3 Spirit Ability Score Improvement, Weak Fusion 4 6 4 3 2 1 - - - - - 8th +3 Ability Score Improvement 4 7 4 3 3 1 - - - - - 9th +4 - 4 8 4 3 3 2 1 - - - - 10th +4 Spirit Feature 5 9 4 3 3 2 1 - - - - 11th +4 - 5 9 4 3 3 2 1 - - - - 12th +4 Ability Score Improvement 5 10 4 4 3 3 2 1 - - - 13th +5 - 5 10 4 4 3 3 2 1 - - - 14th +5 - 5 11 4 4 3 3 2 1 1 - - 15th +5 Spirit Ability Score Improvement 5 12 4 4 3 3 2 1 1 1 - 16th +5 Ability Score Improvement 5 12 4 4 3 3 2 1 1 1 - 17th +6 Improved Spirit Fusion 5 13 4 4 3 3 2 1 1 1 1 18th +6 - 5 14 4 4 3 3 3 1 1 1 1 19th +6 Ability Score Improvement 5 15 4 4 3 3 3 2 1 1 1 20th +6 Perfect Spirit Fusion 5 16 4 4 3 3 3 2 1 1 1 Wizards use the arcane arts to execute powerful spells and to understand the cosmos. Artificers put their understanding of arcane magic to enhance equipment such as weapons, armor, and machinery. The Spirit Tamer takes a different approach to arcane magic to understand its connections throughout all living beings. Creating a Spirit Tamer Creating a spirit tamer demands some backstory as to some big discovery. What drove your character to pursuing the ties between the Arcanic energy and living creatures? Was it some form of experiment gone wrong or did curiosity spawn your tamer's jump into the rabbit hole? Despite how you came across this new found power, you are determined to show the world its devastating prowress. Quick Build You can make a Spirit Tamer quickly by following these suggestions. First, Intelligence should be your highest score, followed by Constitution or Dexterity. Choose the Fey Bond. Second, choose the outlander background. Third, choose the Shocking Grasp, True Strike and Message cantrips along with the 1st level spells Find Familiar and Magic Missile Class Features As a Spirit Tamer you gain the following class features. Hit Points Hit Dice: 1d6 per Spirit Tamer Level Hit Points at 1st level: 6 + your constitution modifier Hit Points at Higher Levels: 1d6 (or 4) + your constitution modifier per Spirit Tamer level after 1st. Proficiencies Armor: Light Armor, Shields Weapons: Daggers, Darts, Slings, Quarterstaffs, Light Crossbow Tools: None Saving Throws: Intelligence, Constitution Skills: Choose two from Arcana, Medicine, Animal Handling, Survival, Investigation, Religion Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) dagger or (b) quarterstaff (a) scholar's pack or (b) explorer's pack (a) Leather Armor with Light crossbow and 20 bolts or (b) Studded leather and 20 darts A Shield A Spell Book Blank Spell scroll with a vial of magical ink 2
Spirit Tamer Spell List: 1. Cantrips - Shocking Grasp, True Strike, Chill Touch, Message, Mage Hand, Dancing Lights, Resistance, Mending 2. 1st Level Spells - Thunderwave, Detectic Magic, Find Familiar, Magic Missile, Chromatic Orb, Jump, Create or Destroy Water 3. 2nd Level Spells - Alter Self, Knock, Hold Person, Detect Thoughts, Arcane Lock, Shatter, Nystul's Magic Aura 4. 3rd Level Spells - Blink, Haste, Lightning Bolt, Magic Circle, Day Light, Stinking Cloud, Tongues, Protection from Energy 5. 4th Level Spells - Compulsion, Freedom of Movement, Control Water, Locate Creature, Ice Storm, Arcance Eye, Fabricate 6. 5th Level Spells - Bigby's Hand, Creation, Geas, Wall of Force, Antilife Shell, Planar Binding 7. 6th Level Spells - Find the Path, Hero's Feast, Forbiddance, Harm, Eyebite, Magic Jar 8. 7th Level Spells - Forcecage, Etherealness, Symbol, Simulacrum 9. 8th Level Spells - Antimagic Field, Tsunami, Glibness, Power Word Stun, Clone 10. 9th Level Spells - Gate, Time Stop, Power Word Kill, Wish Cantrips At 1st level, you know three cantrips of your choice from the spirit tamer spell list. You learn additional spirit tamer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Spirit Tamer table. Spellbook At 1st level you have a spellbook containing three 1stlevel spirit tamer spells of your choice. Your spellbook is the repository of the Spirit Tamer spells you know, except your cantrips, which are fixed into your mind. Preparing and Casting Spells The Spirit Tamer 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. Spellcasting Ability Intelligence is your spellcasting ability for your Spirit Tamer spells, since you learned your spells through dedicated study and memorization. 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 Spirit Tamer 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 Spirit Tamer spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared Learning Spells of 1st Level and Higher Each time you gain a Spirit Tamer level, you can add two Spirit Tamer spells of your choice to your spellbook for free. Each of these spells must be a level for which you have spells slots as show in the Spirit Tamer table Spirit Summoning When casting the Find Familiar spell you gain a spirit. You can't have more than one spirit at a time. If you cast this spell while you already have a spirit it changes shape. The Spirit's flight speed is 30ft and reappears next to you when 150ft away. Arcance Focus - This newly acquired spirit will serve as your arcane focus and can be used up to 100ft in distance from you. Spiritual Focus The Spirit grants you advantage on ranged spell attacks. At Level 2 Spirit Bond The Arcance connection between you and your spirit has strengthened, choose one of the following special forms for your spirit: imp, pseudodragon, quasit, or sprite. The spirit has their stats (besides Hit Points and Armor Class which is based on your spell save DC) based on the special form. The spirit does not come with any equipment provided by the special form. For Example, if you choose the sprite as a special form the spirit has Str 3(-4), Dex 18 (+4), Con 10 (0), Int 14 (+2), Wis 13 (+1), Cha 11 (0), but would have the hit points based on 1d4 (2) + Spirit Tamer's Intelligence Modifier and armor class based on Spirit Tamer's spell save DC. Note: The spirit maintains all abilities provided by the special form.
Spell Scroll Attunement Deepening your studies upon the connection between Spirits and the arcana you have learned to attune a spell scroll to your Spirit. This attunement requires one spell slot from your existing Spirit Tamer spell slots and one spell from your known pool. As your bonus action the spirit may cast the spell once per short or long rest, Intelligence is the spell casting ability for the spirit's spells. During a short or long rest the Spirit Tamer may exchange known spells from their own spell book and the spirit's known one at no cost to either the Spirit Tamer or the spirit itself. The spirit's arcane focus is the Spirit Tamer and both share the same length requirements to keep the arcane focus active. Your spirit shares and uses the same spell attack bonus as the Spirit Tamer that summoned it. Note: All spells shared between the Spirit Tamer and spirit use intelligence for the spell casting ability Spirit Bond Type The arcanic energy inside all living things has evolved within your spirit companion, choose between these six arcane archetypes at each spell slot level your spirit gains 2 bonus spells of that level. These spells are considered to always be prepared and do not count against the number of spells prepared for your spirit. Note: Add the 1st level spells to the spells known list of your spirit. Fey - Your spirit has absorbed power from the Feywild realms. Expanded Spell List - Fey energy has expanded the spells known by your spirit 1st level - Farie Fire, Fog Cloud 2nd level - Moon Beam, Spike Growth 3rd level - Conjure Animals, Dispel Magic 4th level - Dominate Beast, Stone Shape 5th level - Greater Restoration, Conjure Elemental 6th level - Sunbeam, Transport Via Plants 7th Level - Mirage Arcance, Reverse Gravity Undead - The magic found in those between the living and the dead has entered your spirit. Expanded Spell List - Undead energy has expanded the spells known by your spirit 1st level - Ray of Sickness, False Life 2nd level - Rope Trick, Ray of Enfeeblement 3rd level - Animate Dead, Bestow Curse 4th level - Blight, Fabricate 5th level - Cone of Cold, Hold Monster 6th level - Circle of Death, Create Undead 7th level - Finger of Death, Prismatic Spray Fiend - Demons have influenced your spirit's arcance connection. Expanded Spell List - Demonic energy has expanded the spells known by your spirit 1st level - Burning Hands, Fog Cloud 2nd level - Continual Flame, Flaming Sphere 3rd level - Fireball, Gaseous Form 4th level - Fire Shield, Wall of Fire 5th level - Hold Monster, Dream 6th level - Sunbeam, True Seeing 7th level - Delayed Blast Fireball, Mordekainen's Sword Old One - Ancient magical blood of dragons has entered your spirit. Expanded Spell List - Dragon energy has expanded the spells known by your spirit 1st level - Thunderwave, Chromatic Orb 2nd level - Cloud of Daggers, Levitate 3rd level - Haste, Slow 4th level - Polymorph, Stoneskin 5th level - Conjure Elmental, Cloud Kill 6th level - Globe of Invulnerability, Mass Suggestion 7th level - Plane Shift, Teleport Celestial - Magical energy surrounding the heavens has bonded with your spirit. Expanded Spell List - Celestial energy has expanded the spells known by your spirit 1st level - Bless, Cure Wounds 2nd level - Spiritual Weapon, Zone of Truth 3rd level - Animate Dead, Beacon of Hope
4th level - Locate Creature, Freedom of Movement 5th level - Raise Dead, Mass Cure Wounds 6th level - Planar Ally, True Seeing 7th level - Conjure Celestial, Resurrection Eldritch - - Beings beyond comprehension has bonded with your spirit. Expanded Spell List - Eldritch energy has expanded the spells known by your spirit 1st level - Witch Bolt, Arms of Hadar 2nd level - Crown of Madness, Shatter 3rd level - Fear, Hunger of Hadar 4th level - Halluncinatory Terrain, Dimension Door 5th level - Contact Other Plane, Dream 6th level - Arcane Gate, Mass Suggestion 7th level - Plane Shift, Mordenkainen's Magnificient Mansion Cantrips Abilities At level 2 your spirit has unlocked the ability to use cantrips. The Spirit shares the same cantrips as the Tamer. At Level 3 Spirit Type Your spirit has started to take the form of a certain battle style. Choose between the three archetypes below Offensive Spirit The tides of battle has overwhelmed your spirit, add another spell slot to spell slots known to your spirit. You could call this a Spirit Warrior. Depending on your Spirit Bond type your spirit gets the following abilities: Fey - Gives force damage to any ranged spell attacks Undead - Adds spirit's intelligence modifier to necrotic ranged spell attack damage Fiend - Adds spirit's intelligence modifier to evocation ranged spell attack damage Old One - Gives breath weapon from the Dragon Ancestry table Celestial - Adds spirit's intelligence modifier to radiant ranged spell attack damage Eldritch - Doubles the range of mind altering spells such as charm Defensive Spirit Surviving against the chaos of arcane energy has fortified your spirit, add +2 to your spirit's total armor class. You could call this a Spirit Defender. Depending on your Spirit Bond type your spirit gets the following abilities: Fey - Gives resistance to force damage Undead - Gives resistance to necrotic damage Fiend - Activates Hellish Rebuke whenever the spirit is attacked Old One - Gives resistance to chosen dragon type from Dragon Ancestry table Celestial - Gives resistance to radiant damage Eldritch - Grants advantage against spells targeting the spirit's mind Vessel Spirit Your spirit has forgone offensive and defensive tactics in favor of pursuing possession abilities. You could call this a Spirit Vessel. Your spirit may possess any inanimate object such as a suit of armor after expending a spell slot. The spirit must have a spell slot available before attempting to posses any inanimate object. Possessing the inanimate object vessel gives the Spirit the objects characteristics. For Example, if your spirit were to possess a full suit of armor then its stats would follow the suit of armor besides its Intelligence stat if it is higher. Note: Destroying any vessel that the spirit possesses does not kill the spirit itself. The spirit may not possess another vessel used by a different spirit. Spirits cannot possess inanimate objects that are attuned. Your spirit may only use this feature again after completing a long rest. At 4th Level Ability Score Improvement When you reach 4th level, and again at 8th , 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability over 20 using this feature. At 5th Level Spirit Feature Your ties with your arcaned spirit familiar has strengthened. Your spirit can draw health from your class hit die to recover health whilst in battle. The spirit may also retreat into your body for protection. Note: A Vessel Spirit gives up its ability to be absorbed by its Tamer; however, it may still recover from the Tamer's hit die even while inside its possessed vessel. At 7th Level Ability Score Improvement Your spirit has reached level 4. You may 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 over 20 using this feature. Note: increasing intelligence ability score carries over to the inanimate object. Weak Fusion
Your inner spirit has become more attuned with the World's arcana properties. Once per long rest you may fuse with your spirit to gain its Spirit type benefits, for example gaining the celestial and undead spirit type benefits Offensive Spirit Fusion Once fused grants the Spirit Tamer proficiency with any weapon type, makes the weapon magical and adds intelligence modifier to the attack damage roll. Defensive Spirit Fusion** Once fused grants the Spirit Tamer proficiency with any heavy armor type, negates stealth penalties and adds +2 to the Tamer's armor class. Vessel Spirit Fusion Despite giving up its ability to fuse with the Tamer, the spirit has strengthened its possession abilities. The spirit may now use the possession feature as a ritual to save its spell slot and all attacks made by the spirit's vessel adds the spirit's intelligence modifier to the attack damage roll. At 10th Level Spirit Feature Your spirit's arcanic type has grown stronger. Offensive Spirit Type: Fey - Grants advantage on spell ranged attacks using force damage and adds force damage to magic attacks. Undead - Grants advantage on spell ranged attacks using necrotic damage and adds necrotic damage to magic attacks. Fiend - Doubles the range of all spell ranged attacks. Old One - Increases breath weapon in accordance to the Dragon Born Ancestry Table. Celestial - Grants advantage on spell ranged attacks using radiant damage and adds radiant damage to magic attacks. Eldritch - Grants disadvantage against targets trying to resist mind altering spells such as charm person. Defensive Spirit Type: Fey - Gives immunity to force damage Undead - Gives immunity to necrotic damage Fiend - Activates Hellish Rebuke whenever a creature you target is 5ft from the spirit Old One - Gives immunity to chosen dragon type from Dragon Ancestry table Celestial - Gives immunity to radiant damage Eldritch - Grants immunity against spells targeting the spirit's mind Vessel Spirit The spirit may attempt to possess any magical being (attuned items and equipment still not possessable). The target must succeed on a Charisma saving throw versus the spirit's spell save DC to resist possesion. Note: Per DM's disgression the spirit may possess mimics. 12th Level Ability Score Improvement 15th Level Spirit Ability Score Improvement 16th Level Ability Score Improvement 17th Level Improved Spirit Fusion Your spirit may now transform into either a, Kobold, Halfling, Goblin or Gnome and has the abilities of said races and racial ability scores to increase on top of their existing scores 19th Level Ability Score Improvement 20th Level Perfect Spirit Fusion You and your spirit have mastered the art of fusing together. Bounding your life energy together you become a fearsome threat on the battlefield: Fey - You become an Archfey/Hag Undead - You become a Lich Fiend - You become a Devil Lord Old One - You become an Adult Dragon of your choice Celestial - You become an Archangel Eldritch - You become a Beholder Add both the Spirits and Spirit Tamer's intelligence modifiers to all attack and damage rolls when making attacks in your ultimate fusion forms. Vessel Your spirit may possess any magical deities or gods. Note: Your spirit takes influence from your character's features, such as Dragonborn breathing attacks and resistances, sorcery points and barbarians rage. The spirit itself cannot change class nor can it raise its level beyond level 7 unless otherwise allowed by the DM.
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