Hit Points
Proficiencies
Kindred
Spell Slots per Spell Level
| Level | Proficiency Bonus | Features | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|
| 1 | + 2 | Spirit Pools | 0 | 0 | 0 | 0 | 0 |
| 2 | + 2 | Spirit Pools | 2 | 0 | 0 | 0 | 0 |
| 3 | + 2 | Spirit Pools | 3 | 0 | 0 | 0 | 0 |
| 4 | + 2 | Spirit Pools | 3 | 0 | 0 | 0 | 0 |
| 5 | + 3 | Spirit Pools | 4 | 2 | 0 | 0 | 0 |
| 6 | + 3 | Spirit Pools | 4 | 2 | 0 | 0 | 0 |
| 7 | + 3 | Spirit Pools | 4 | 3 | 0 | 0 | 0 |
| 8 | + 3 | Spirit Pools | 4 | 3 | 0 | 0 | 0 |
| 9 | + 4 | Spirit Pools | 4 | 3 | 2 | 0 | 0 |
| 10 | + 4 | Spirit Pools | 4 | 3 | 2 | 0 | 0 |
| 11 | + 4 | Spirit Pools | 4 | 3 | 3 | 0 | 0 |
| 12 | + 4 | Spirit Pools | 4 | 3 | 3 | 0 | 0 |
| 13 | + 5 | Spirit Pools | 4 | 3 | 3 | 1 | 0 |
| 14 | + 5 | Spirit Pools | 4 | 3 | 3 | 1 | 0 |
| 15 | + 5 | Spirit Pools | 4 | 3 | 3 | 2 | 0 |
| 16 | + 5 | Spirit Pools | 4 | 3 | 3 | 2 | 0 |
| 17 | + 6 | Spirit Pools | 4 | 3 | 3 | 3 | 1 |
| 18 | + 6 | Spirit Pools | 4 | 3 | 3 | 3 | 1 |
| 19 | + 6 | Spirit Pools | 4 | 3 | 3 | 3 | 2 |
| 20 | + 6 | Spirit Pools | 4 | 3 | 3 | 3 | 2 |
Class Spells
Class Features
Level 1
Level 10
Level 11
Level 12
Level 14
Level 15
Level 18
Level 2
Level 20
Level 3
Level 4
Level 5
Level 6
Level 7
Level 8
Spells Known Progression
| Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Spells Known | 0 | 3 | 4 | 4 | 5 | 5 | 6 | 6 | 7 | 7 | 8 | 8 | 9 | 9 | 10 | 10 | 11 | 11 | 12 | 12 |
Caster Progression
Proficiencies
light
medium
simple
martial
Starting Equipment
Class Features
Spirit Pools (Level 1)
When you take this class, you unlock the ability to use the Spirit Pools. These pools, respectively coloured Red, White, and Black, let you expend a use of them to heal, deal damage or boost the ability of allies or your summons, which you unlock at 5th Level of the kindred class. The maximum amount of points you can have spread between all your Spirit Pools is as calculated below.
Spirit Pool Maximum
Spirit Pool Max = Your Con Modifier (Minimum 1) + Half Your Kindred Level (Rounded Up)
Example: At level 5, with a Constitution modifier of +3, your maximum would be 6.
Assigning Spirit Points
You can assign a point to whichever pool you wish, though the max amount of points in a single pool can never exceed the hard cap of 10.
Obtaining Spirit Points
You obtain a different amount of Spirit Points by doing one of the following:
1 Point
You deal damage to an enemy without them resisting it.
You successfully stabilize someone who is rolling Death Saving Throws.
You are the sole recipient of a healing spell.
2 Points
You roll a critical attack on an opponent
You fail a Death Saving throw
Exceptions
When you gain a level, you gain your Constitution Modifier's worth of Spirit Points.
You only get 2 Spirit Points the first time you fail a Death Saving Throw in a day. You must Long Rest to gain 2 points again using this method.
Using Spirit Points
Using a Spirit Point is a Bonus Action, no matter which pool you use it from. Using a Spirit Point from each of the different pools has a different effect. The White Pool effects healing, the Black Pool effects damage and the Red Pool boosts either your allies or your summons, once they are available to you. See what happens when you spend a point from each respective pool below.
White Pool
You can expend a number of White Spirit Points up to half your Proficiency Bonus (rounded down) a turn.
When you expend a point from the White Pool, you add a healing effect onto your next hit. When you deal damage to an enemy, you can heal a creature within 30 feet of you 1d6 plus your Proficiency Bonus (rounded up).
When you use three White Spirit Points at once, the target can also roll one of their Hit Dice, and add it to their healing. This can only be done on a creature once per Long Rest, no matter if cast by a different kindred.
Black Pool
You can only expend one Black Spirit Point per turn, and can choose to expend one even after the attack has hit.
When you expend a point from the Black Pool, you add an extra Black Pool Damage Die to your next hit. Your Black Pool damage die is 1d4 at 1st level, and increases as you level in Kindred. It increases to 1d6 at level 4, 1d8 at level 7, 1d10 at level 10 and finally to 1d12 at level 13. The damage type of this is Force, though you can choose to change it to Fire, Cold, Necrotic or Lightning at 3rd Level, depending on your chosen Subclass.
If you overkill a creature using a Black Spirit Point, then you can choose a target within 10 feet to take the remainder of the damage, as long as the attack would hit their Armor Class.
Red Pool
You can expend one Red Spirit Point per turn. Expending a Red Spirit Point is unique in the fact that, in terms of function, it counts as casting a spell, meaning it can trigger a Reaction.
When you expend a point from your Red Spirit Pool on an ally, they gain a one round bonus to their next attack, their next hit taken, or their Armor Class. Which effect they gain is up to you.
If you choose to boost their next attack, add 1d4 to their Attack Roll, then add your Constitution Modifier to the damage.
If you choose to boost their next hit taken, the damage of the hit is reduced by your Constitution Modifier, and this damage is reflected back on the attacker. If this reduces the damage of the hit beyond zero, the target of the attack instead heals that much damage. As well, if the hit knocks them unconscious, they have advantage on Death Saves until they succeed on one.
If you choose to boost their Armor Class, then you add half your Constitution Modifier (rounded up) plus two to their Armor Class. If they are hit through this bonus, then the effect ends.
When you expend a point from your Red Spirit Pool on a summoned creature, it gains a bonus to its Attack Damage, Armor Class and receives healing.
The bonuses to each of the rolls named above are as follows:
Attack Damage
Your summon receives a bonus to its next attack's damage equal to your Constitution Modifier.
Armor Class
Your summon's Armor Class increases from it's default score to become equal to your Constitution Score.
Healing
Your summon receives healing equal to your Proficiency Bonus plus your Constitution Modifier.
If your summon dies while under the effect of a Red Spirit Point, then you gain Temporary Hit Points equal to your Intelligence Modifier.
Spiritual Spellcasting (Level 2)
By the time you reach 2nd level, you have learned to channel the power of the spirits who came before you to cast spells.
Spell Slots
The Kindred table shows how many spell slots you have to cast your kindred 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.
For example, if you know the 1st-level spell absorb elements and have a 1st-level and a 2nd-level spell slot available, you can cast absorb elements using either slot.
Preparing and Casting Spells
The Kindred table shows how many spell slots you have to cast your kindred spells. To cast one of your kindred spells of 1st level or higher, 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 kindred spells that are available for you to cast, choosing from the kindred spell list. When you do so, choose a number of kindred spells equal to your Intelligence modifier + your kindred level. The spells must be of a level for which you have spell slots.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of kindred spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the kindred spell list.
The Spells Known column of the Kindred table shows when you learn more kindred spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the kindred spells you know and replace it with another spell from the kindred spell list, which also must be of a level for which you have spell slots.
You can add spells to your spell list as if you were a wizard copying spells into a spellbook. When you find a druid, warlock or cleric spell of 1st level or higher, you can add it to your spell list if it is of a spell level you can prepare and if you can spare the time to decipher and understand it.
For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it. Once you have spent this time and money, you can prepare the spell just like your other spells.
Spellcasting Ability
Intelligence is your spellcasting ability for your kindred spells, since your magic draws on your knowledge of all things spiritual and the spells of history. 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 kindred spell you cast and when making an attack roll with one.
Spell
Spell
Connected to the Afterlife (Level 3)
At 3rd level, your connection to the spiritual world allows you to communicate freely with your ancestors. Choose a number of races equal to your Intelligence Modifier. You can talk to the spirits of these groups freely, as if you had cast speak with dead. You can use this feature a number of times a day equal to your half Intelligence Modifier rounded up (minimum one).
If your Intelligence Modifier increases, choose another race to communicate with.
Spiritual History (Level 3)
Beginning at 3rd level, you can choose to further embrace a facet of your spiritual history, drawing power from a figure of the past in which you share blood or ideology. Choose a subclass.
Your subclass grants you features at 3rd level and again at 7th, 11th, and 15th level.
Ability Score Improvement (Level 4)
When you reach 4th 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.
If your DM allows the use of feats, you may instead take a feat.
Spirit Summoning (Level 5)
By the time you have reached 5th level in this class, you understand the rituals needed to summon forth a spirit to fight by your side. The stat block of the summon is listed here, and it costs 5 Spirit Points to summon it. These Spirit Points can be from a single Spirit Pool, or can be spread across all Spirit Pools, so long as 5 Spirit Points are sacrificed to summon The Ancestor.
The Ancestor takes its turn directly after yours in the Initiative Order.
The Ancestor can be summoned a number of times equal to your Intelligence Modifier per Long Rest (minimum of one).
When you summon The Ancestor, you must choose which form it takes. The forms are as follows: Human, Dwarven, Elven, Gnomish.
The Ancestor despawns after it loses all its Hit Points or after 3 rounds, whichever comes first.
Extra Attack (Level 5)
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Spirit Gathering (Level 6)
When you reach 6th level, you can passively recover Spirit Points whenever you rest.
On a Short Rest, you gain 1 Spirit Point, which you can allocate to any Spirit Pool of your choice.
On a Long Rest, you gain 2 Spirit Points, which you can allocate to one Spirit Pool, or split between two Spirit Pools.
In addition, your increased level of control over your spirits allows your Summon's attacks to count as magical for purposes of overcoming resistances.
Spiritual History feature (Level 7)
At 7th level, you gain a feature granted to you by your Spiritual History.
Ability Score Improvement (Level 8)
When you reach 8th 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.
If your DM allows the use of feats, you may instead take a feat.
Twice as Deadly (Level 10)
When you hit 10th level, you have the experience required to optimize your Spirit Pools. Now, whenever you gain a Spirit Point, gain an additional point.
(When you would gain 1 Spirit Point, gain 2 instead, when you would gain 2 Spirit Points, gain 3 instead, and so on.)
Your weapon attacks now count as magical for the reason of overcoming resistances.
Watchful Spirits (Level 11)
At 11th level, you have been around your summoned spirits long enough for them to have learned from you and started to trust you.
Your summoned spirits can now investigate, perceive, and stand watch. They are visible to the naked eye so long as the observer is within 30 feet of them. They cannot make Stealth checks.
Ability Score Improvement (Level 12)
When you reach 12th 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.
If your DM allows the use of feats, you may instead take a feat.
Spiritual Siphon (Level 14)
When you have reached 14th level, you begin to affect the spirits of those around you. Enemies who are within 10 feet of you have a reduction equal to your Constitution modifier to their saving throws.
This includes Death Saving Throws. If an enemy fails a Death Saving Throw within this range, you regain 1d4 hit points.
Spiritual History feature (Level 15)
At 15th level, you gain a feature granted to you by your Spiritual History.
Thrice as Deadly (Level 18)
When you reach 18th level, your Twice as Deadly ability improves. You now gain a further additional Spirit Point.
Spiritual History feature (Level 20)
At 20th level, you gain a feature granted to you by your Spiritual History.
Multiclassing
Multiclassing Requirements
{"con":13,"int":13}
Proficiencies Gained
Subclasses
Subclass Features
Goldenheart
Goldenheart (Level 3)
You decided to open your heart and mind to various magics and spellcasting from other disciplines.
Magical Influence (Level 3)
At level 3, you gain the ability to use cantrips from other sources. Choose 3 cantrips. You can choose these from the Cleric, Wizard or Warlock spell lists.
Spell Regeneration (Level 7)
At 7th level, you can recover two 1st level spell slots whenever you take a Short Rest.
Spiritual Arcanum (Level 15)
At 15th level, gain a 6th and 7th level spell slot. You may also choose to learn two sixth level spells and one seventh level spell from the Cleric or Wizard spell lists.
Spiritual Continuum (Level 20)
At 20th level, you gain Spirit Points equal to the level of spell slot used whenever you cast a spell and successfully hit a target, or heal an ally.
Hearthscorn
Hearthscorn (Level 3)
You have improved the strength of your summon, The Ancestor. You also have found ways to protect yourself further.
Heart of Gold (Level 3)
At 3rd level, you gain a permanent +1 to your Armor Class. This bonus to your armor class increases to a +2 temporarily while The Ancestor is summoned.
Connected Forever (Level 7)
When you hit 7th level, you have developed a deeper bond with The Ancestor. When they are on the battlefield, you can spend your reaction to swap places with them.
Ethereal Summons (Level 15)
At 15th level, your summons have spent enough time on the Material Plane to regain a sliver of their former power. The Ancestor now has resistance to non-magical damage.
Legendary Ancestor (Level 20)
At 20th level, your Ancestor is now bound to you for eternity. You have been through enough together that they are easier to call into battle. You can now call into battle the Legendary Ancestor. The Legendary Ancestor costs 10 Spirit Points to summon instead of 5, and they remain on the battlefield for 1 minute, instead of 3 rounds.
Spiritmend
Spiritmend (Level 3)
You have focused your talents into better healing for you and your peers. As you level through this subclass, your healing will improve.
Healing Hands (Level 3)
At 3rd level, when you heal a creature, instead of healing them 1d6, you can instead heal 1d8. This improves to 1d10 at 11th level, and 1d12 at 18th level.
Overheal (Level 7)
When you hit 7th level, you can overheal your target up to your Kindred level. While they have these Temporary Hit Points, they are resistant to one type of melee damage (piercing, slashing, bludgeoning) of your choice until the start of your next turn.
Supreme Overheal (Level 15)
At 15th level, you can overheal a target to twice your Kindred level. They also gain resistance to two melee damage types, instead of one, until the start of your next turn.
Comforting Presence (Level 20)
At 20th level, whenever you heal someone using a White Spirit Point, an additional target gains the healing. This target can be your summon, an ally, or even yourself.
Withersoul
Withersoul (Level 3)
You are a destructive force of nature. Your attacks do more damage, and killing fuels your momentum, exponentially increasing your power.
Harming Hands (Level 3)
At 3rd level, when you hurt a creature using a Black Spirit Point, you deal additional damage equal to your Intelligence Modifier.
You can now also choose the damage type of your damage. You can change it to Fire, Cold, Necrotic or Lightning.
Aspiring Warrior (Level 7)
At 7th level, you can subject yourself to your own Black Spirit Damage, rolling the damage against yourself. Does so gives up to your Proficiency Bonus worth of allies advantage on their attacks until they hit, and it lasts until the start of your next turn.
Every time you do this between Long Rests, you roll an additional damage die against yourself.
Self-Destruct (Level 15)
At 15th level, you can choose to use 3 Spirit Points to command your Ancestor to collapse on itself, creating an instability between the Material and Astral Planes. Any creature within 10 feet of the Ancestor must make a DC 16 Dexterity Saving throw or take #$prompt_number:min=1,title=How many turns are left of the summon time?,default=1$#d12|1d12 Force damage for every turn the Ancestor had left in its summon time. They take half damage on a fail.
Chain Reaction (Level 20)
At 20th level, whenever your Ancestor kills an enemy, either by melee attacks, ranged attacks or by self-destructing, an enemy within 5 feet that you choose must make a DC 18 Dexterity Save. They take half the damage from the prior lethal attack on a fail, and they take no damage on a success.