SIGNING IN

Hit Points

Hit Dice 1d8 per level

Proficiencies

WIS , CHA

Spiritualist

Level Proficiency Bonus Features Séances Séance Bonus Medium Intutions Cantrips Prepared Spells Spell Slots Slot Level
1 + 2 Pact Magic Séance 2 +2 0 2 2 1 {@filter 1st|spells|level=1|class=Spiritualist (WoSpHa)}
2 + 2 Pact Magic Séance 2 +2 2 2 3 1 {@filter 1st|spells|level=1|class=Spiritualist (WoSpHa)}
3 + 2 Pact Magic Séance 3 +2 2 2 4 2 {@filter 2nd|spells|level=2|class=Spiritualist (WoSpHa)}
4 + 2 Pact Magic Séance 3 +2 2 3 5 2 {@filter 2nd|spells|level=2|class=Spiritualist (WoSpHa)}
5 + 3 Pact Magic Séance 3 +2 4 3 6 2 {@filter 3rd|spells|level=3|class=Spiritualist (WoSpHa)}
6 + 3 Pact Magic Séance 4 +2 4 3 7 2 {@filter 3rd|spells|level=3|class=Spiritualist (WoSpHa)}
7 + 3 Pact Magic Séance 4 +2 4 3 8 2 {@filter 4th|spells|level=4|class=Spiritualist (WoSpHa)}
8 + 3 Pact Magic Séance 4 +2 4 3 9 2 {@filter 4th|spells|level=4|class=Spiritualist (WoSpHa)}
9 + 4 Pact Magic Séance 4 +3 4 3 10 2 {@filter 5th|spells|level=5|class=Spiritualist (WoSpHa)}
10 + 4 Pact Magic Séance 4 +3 6 4 10 3 {@filter 5th|spells|level=5|class=Spiritualist (WoSpHa)}
11 + 4 Pact Magic Séance 4 +3 6 4 11 3 {@filter 5th|spells|level=5|class=Spiritualist (WoSpHa)}
12 + 4 Pact Magic Séance 5 +3 6 4 11 3 {@filter 5th|spells|level=5|class=Spiritualist (WoSpHa)}
13 + 5 Pact Magic Séance 5 +3 6 4 12 3 {@filter 5th|spells|level=5|class=Spiritualist (WoSpHa)}
14 + 5 Pact Magic Séance 5 +3 6 4 12 3 {@filter 5th|spells|level=5|class=Spiritualist (WoSpHa)}
15 + 5 Pact Magic Séance 5 +3 8 4 13 3 {@filter 5th|spells|level=5|class=Spiritualist (WoSpHa)}
16 + 5 Pact Magic Séance 5 +4 8 4 13 3 {@filter 5th|spells|level=5|class=Spiritualist (WoSpHa)}
17 + 6 Pact Magic Séance 6 +4 8 4 14 4 {@filter 5th|spells|level=5|class=Spiritualist (WoSpHa)}
18 + 6 Pact Magic Séance 6 +4 8 4 14 4 {@filter 5th|spells|level=5|class=Spiritualist (WoSpHa)}
19 + 6 Pact Magic Séance 5 +4 8 4 15 4 {@filter 5th|spells|level=5|class=Spiritualist (WoSpHa)}
20 + 6 Pact Magic Séance Unlimited +4 8 4 15 4 {@filter 5th|spells|level=5|class=Spiritualist (WoSpHa)}

Class Spells

Blade Ward|XPHB Chill Touch|XPHB Dancing Lights|XPHB Decaying Touch|KCC Fear Feed|WoBrCa Fire Bolt Frostbite|KCC Guidance|XPHB Haunting Whispers|WoSpHa Mage Hand|XPHB Message|XPHB Mind Sliver|XPHB Minor Illusion|XPHB Ray of Frost|XPHB Shadow Lash|XPHB Shocking Grasp|XPHB Spare the Dying|XPHB Spectral Form|WoBrCa Thaumaturgy|XPHB Toll the Dead|XPHB Arms of Hadar|XPHB Bane|XPHB Bless|XPHB Cause Fear|XGE Comprehend Languages|XPHB Detect Evil and Good|XPHB Detect Magic|XPHB Dissonant Whispers|XPHB Entangle|XPHB Faerie Fire|XPHB False Life|XPHB Fog Cloud|XPHB Grease|XPHB Grip of the Dead|KCC Hex|XPHB Induce Headache|KCC Inflict Wounds|XPHB Misty Step|XPHB Magic Missile|XPHB Protection from Evil and Good|XPHB Ray of Sickness|XPHB Shadow Bind|KCC Spiritual COnsultation|KCC Arcane Vigor|XPHB Augury|XPHB Blindness/Deafness|XPHB Borrowed Knowledge|SCC Darkness|XPHB Darkvision|XPHB Detect Thoughts|XPHB Disorient|KCC Enhance Ability|XPHB Gust of Wind|XPHB Invisibility|XPHB Magic Mouth|XPHB Magic Weapon|XPHB Mind Spike|XPHB Phantasmal Force|XPHB Ray of Enfeeblement|XPHB Shadow Blade|XGE Silence|XPHB Spider Climb|XPHB Spirit Echo|KCC Vicious Hound|KCC Wither and Bloom|KCC Animate Dead|XPHB Antagonise|BMT Bestow Curse|XPHB Dispel Magic|XPHB Fear|XPHB Feign Death|XPHB Ghost Step|KCC Hunger of Hadar|XPHB Life Transference|XPHB Magic Circle|XPHB Manifest Ghost|WoSpHa Mounting Paranoia|KCC Nondetection|XPHB Phantom Steed|XPHB Protection from Energy|XPHB Spirit Guardians|XPHB Spirit Shroud|TCE Tongues|XPHB Aura of Life|XPHB Confusion|XPHB Dimension Door|XPHB Divination|XPHB Edvard's Black Tentacles|XPHB Greater Invisibility Mordenkainen's Faithful Hound|XPHB Phantasmal Killer|XPHB Shadow Moil|XGE Spirit of Death|BMT Antilife Shell|XPHB Bigby's Hand|XPHB Circle of Power|XPHB Commune|XPHB Danse Macabre|XPHB Dispel Evil and Good|XPHB Enervation|XGE Far Step|XGE Hallow|XPHB Negative Energy Flood|XGE Passwall|XPHB Scrying|XPHB Skill Empowerment|XGE Sonic Shriek|XPHB Synaptic Static|XPHB Circle of Death|XPHB Create Undead|XPHB Disintegrate|XPHB Eyebite|XPHB Forbiddance|XPHB Guards and Wards|XPHB Harm|XPHB Mental Prison|XGE Soul Cage|XGE True Seeing|XGE Etherealness|XPHB Finger of Death|XPHB Forcecage|XPHB Mordenkainen's Sword|XPHB Power Word Fortify|XPHB Power Word Pain|XPHB Sequester|XPHB Symbol|XPHB Antimagic Field|XPHB Antipathy/Sympathy|XPHB Befuddlement|XPHB Maddening Darkness|XGE Mind Blank|XPHB Telepathy|XPHB Astral Projection|XPHB Foresight|XPHB Imprisonment|XPHB Power Word Kill|XPHB Psychic Scream|XGE Soul Shatter|WoSpHa Weird|XPHB fire bolt|xphb greater invisibility|xphb

Class Features

Level 1

Pact Magic
Séance

Level 10

Subclass Feature

Level 11

Spiritual Insight (6th level)

Level 12

Ability Score Improvement

Level 13

Spiritual Insight (7th level)

Level 14

Subclass Feature

Level 15

Spiritual Insight (8th level)
Thinning the Line

Level 16

Ability Score Improvement

Level 17

Spiritual Insight (9th level)

Level 18

Out-of-Body Experience

Level 19

Epic Boon

Level 2

Medium Intuition
Spiritual Secrets

Level 20

Impenetrable Will

Level 3

Spiritualist Subclass

Level 4

Ability Score Improvement

Level 6

Subclass Feature

Level 7

Other-Worldly Empowerment

Level 8

Ability Score Improvement

Caster Progression

Caster Progression: pact

Cantrip Progression

Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Cantrips Known 2 2 2 3 3 3 3 3 3 4 4 4 4 4 4 4 4 4 4 4

Proficiencies

Armor

light

shield

Weapons

simple

Skills

Starting Equipment

Class Features

Pact Magic (Level 1)

Through channelling the energy of the spiritual world, you are able to manipulate the area around you through limited magical powers. See chapter 7 of the PHB for rules on spellcasting. The information below details the spellcasting rules specific for the Spiritualist.

Cantrips

You know two Spiritualist Cantrips of your choice. Haunting Whispers and Thaumaturgy are recommended. Whenever you gain a Spiritualist level, you can replace one of your cantrips from this feature with another Spiritualist Cantrips of your choice.

Spell Slots

The Spiritualist Features table shows how many spell slots you have to cast your Spiritualist spells of levels 1–5. The table also shows the level of those slots, all of which are the same level. You regain all expended Pact Magic spell slots when you finish a Short or Long Rest.

For example, when you're a level 5 Spiritualist, you have two level 3 spell slots. To cast the level 1 spell Inflict Wounds, you must spend one of those slots, and you cast it as a level 3 spell.

Prepared Spells of Level 1+

You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Spiritualist spells. Inflict Wounds and Hex are recommended.

The number of spells on your list increases as you gain Spiritualist levels, as shown in the Prepared Spells column of the Spiritualist Features table. Whenever that number increases, choose additional Spiritualist spells until the number of spells on your list matches the number in the table. The chosen spells must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach level 6, for example, you learn a new Spiritualist spell, which can be of levels 1–3.

If another Spiritualist feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Spiritualist spells for you.

Changing Your Prepared Spells

Whenever you gain a Spiritualist level, you can replace one spell on your list with another Spiritualist spell of an eligible level.

Spellcasting Ability

Choose One: Charisma or Wisdom is the spellcasting ability used for your Spiritualist Spells.

Spellcasting Focus

You can use an Arcane Focus as a Spellcasting Focus for your Spiritualist Spells.

Séance (Level 1)

You can let a spirit possess you during a Séance. While possessed in this manner your willpower and magical prowess is increased. You can start a Séance using a Bonus Action, provided you are holding your Spiritualist Spellcasting Focus.

You can start a Séance the number of times shown for your Spiritualist level in the Séances column of the Spiritualist Features Table. You regain one expended use when you finish a Short Rest, and regain all expended uses when you finish a Long Rest.

While active, the Séance follows the rules below.

Damage Resistance

You have resistance to Necrotic and Poison damage.

Séance Damage

When you deal damage with a cantrip or spell of 1st level or higher, you deal extra damage. This extra damage is equal to the Séance Bonus shown for your Spiritualist level in the Spiritualist Features Table.

Séance Willpower

While holding a Séance you can add your Séance Bonus to checks made with Intelligence (history), Wisdom (insight and perception), and Charisma (deception, performance, and persuasion) Ability Checks.

Strengthened Willpower

You have advantage on Saving Throws against being Charmed, Frightened, or Possessed.

A Voice Not Your Own

While in a Séance you typically channel one returning spirit, whose voice and mannerisms you adopt.

Duration

The Séance lasts until the end of your next turn and ends early if you stop holding your Spiritualist Spellcasting Focus or have the Incapacitated condition. If your Séance is still active on your next turn, you can extend the Séance for another round by doing the following:

  • Make an Attack Roll against an enemy, using your Cantrips or Spells.

  • Force an enemy to make a Saving Throw, using your Cantrips or Spells.

  • Take a Bonus Action to extend your Séance

Each time your Séance is extended, it lasts until the end of your next turn. You can maintain a Séance for up to 10 minutes.

Medium Intuition (Level 2)

Your connection to the spiritual world has allowed you to tap into your intuitions as a medium. You gain two Medium Intuitions of your choice, such as Ghostly Weapons and Spiritual Training. Medium Intuitions are described in the "Medium Intution Options" section later in this class's description.

Prerequisites

If an intuition has a prerequisite, you must meet it to learn that intuition. For example, if an intuition requires you to be a level 5+ Spiritualist, you can select the intuition once you reach Spiritualist level 5.

Replacing and Gaining Intuitions

Whenever you gain a Spiritualist level, you can replace one of your intuitions with another one for which you qualify. You can't replace an intuition if it's a prerequisite for another intuition that you have.

When you reach Spiritualist level 5, 10, and 15, you gain two more Medium Intuitions.

You can't pick the same Intuition more than once, unless the description says otherwise.

Spiritual Secrets (Level 2)

You can perform a cleansing ritual for 1 minute. At the end of it, you expend 1 use of Séances to regain 1 expended Pact Magic spell slot.

You can use this feature a number of times, equal to your Spiritualist spellcasting ability modifier, regaining all uses when you finish a Long Rest.

Spiritualist Subclass (Level 3)

You gain a Spiritualist subclass of your choice. The Biokinetic Haunting, Cryokinetic Haunting, Electrokinetic Haunting, Pyrokinetic Haunting, and Telekinetic Haunting subclasses are detailed after the class's description. A subclass is a specialisation that grants you features at certain Spiritualist levels. For the rest of your career you gain each of the subclass's features that are of your Spiritualist level or lower.

Ability Score Improvement (Level 4)

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify (as detailed in chapter 5 of the PHB). You gain this feature again at Spiritualist levels 8, 12, and 16.

Subclass Feature (Level 6)

You gain a Spiritualist subclass feature from your Spiritualist subclass.

Other-Worldly Empowerment (Level 7)

Whenever a creature dies, the spiritual world briefly gets strengthened. Whenever you or an ally reduce an enemy to 0 Hit Points, you can use your Reaction to empower your next spell. When casting that spell, you either get Advantage on the Attack Rolls or the targets get Disadvantage on the Saving Throw.

You can use this feature a number of times equal to your Spiritualist spellcasting modifier, regaining all uses when you finish a Long Rest.

You cannot use this feature when you or an ally reduces an Undead or Construct to 0 Hit Points.

Ability Score Improvement (Level 8)

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify (as detailed in chapter 5 of the PHB).

Subclass Feature (Level 10)

You gain a Spiritualist subclass feature from your Spiritualist subclass.

Spiritual Insight (6th level) (Level 11)

Your spiritual connection grants you the ability to use more advanced spells, known as Spiritual Insight. Choose one level 6 Spiritualist spell as this insight.

You can cast the insight spell once without expending a spell slot, and you must finish a Long Rest before you can cast it in this way again.

As shown in the Spiritualist Features Table, you gain another Spiritualist spell of your choice that can be cast this way when you reach level Spiritualist levels 13 (level 7 spell), 15 (level 8 spell), and 17 (level 9 spell). You regain all uses of your Spiritual Insights when you finish a Long Rest.

Whenever you gain a Spiritualist level you can replace one of your insight spells with another Spiritualist spell of the same level.

Ability Score Improvement (Level 12)

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify (as detailed in chapter 5 of the PHB).

Spiritual Insight (7th level) (Level 13)

You gain a level 7 Spiritualist spell of your choice.

Subclass Feature (Level 14)

You gain a Spiritualist subclass feature from your Spiritualist subclass.

Spiritual Insight (8th level) (Level 15)

You gain a level 8 Spiritualist spell of your choice.

Thinning the Line (Level 15)

You have spent so much time connecting with the spiritual world, that you have become less aware of the line between life and death. You gain Advantage on Death Saving Throws.

Additionally, you gain 30-foot Ethereal Sight, which allows you to see into the Ethereal Plane.

Ability Score Improvement (Level 16)

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify (as detailed in chapter 5 of the PHB).

Spiritual Insight (9th level) (Level 17)

You gain a level 9 Spiritualist spell of your choice.

Out-of-Body Experience (Level 18)

You have connected with the spiritual world so much that you can remove your own spirit from your body. Whenever you hold a Séance, your own spirit increases your spell's range by 60 feet.

Additionally, whenever you use a Bonus Action to start a Séance or maintain it, you may cast one additional cantrip.

Epic Boon (Level 19)

You gain an gain an Epic Boon feat (see chapter 5 of the PHB) or another feat of your choice for which you qualify. The Boon of Dimensional Travel is recommended.

Impenetrable Will (Level 20)

Your Wisdom and Charisma scores increase by 4, to a maximum of 25.

Multiclassing

Proficiencies Gained

Armor light , shield
Toolproficiencies Choose Choose 1 from Calligrapher's Supplies, Dice Set, Painter's Supplies, Playing Card Set, Bagpipes, Drum, Dulcimer, Flute, Horn, Lute, Lyre, Pan Flute, Shawm, Viol

Subclasses

Biokinetic Haunting
WoSpHa
Cryokinetic Haunting
WoSpHa
Electrokinetic Haunting
WoSpHa
Pyrokinetic Haunting
WoSpHa
Telekinetic Haunting
WoSpHa

Subclass Features

Biokinetic Haunting

Biokinetic Haunting (Level 3)

Control the Actions of Others

Spiritualists who channel a spirit that lessens their grasp on that spiritualist, to possess others, belong to the Biokinetic Haunting group. These Spiritualists learn how to control their free roaming spirit, to control the actions of others.

Biokinetic Spells

Your connection to the spiritual world ensures you always have certain spells ready; when you reach a Spiritualist level specified in the Biokinetic Spells table, you thereafter always have the listed spells prepared.

Controlling Séance

The spirit that you channel has started to get bored of your body. As a result, it will try possessing the others around you. While holding a Séance you gain the following benefits:

Minor Possession

Once on your turn after casting a cantrip or spell of 1st level or higher, you can boost or hinder one of your targets. The target gets a bonus or penalty (your choice) to their D20 Test results. The bonus/penalty is equal to your Séance bonus. This effect lasts until the start of your next turn.

Damage Resistance

You gain resistance to Psychic damage.

Charming Eyes (Level 6)

Your look can very easily charm another creature. When you cast a spell from your Biokinetic Spells, you don't require vocal, somatic, or material components. This spell also doesn't consume a spell slot.

You can use this feature once, regaining the use when you finish a Long Rest or by expending 2 Séances (no action required).

Double Possession (Level 10)

When you cast Dominate Beast or Dominate Person, you can use your Bonus Action to target one additional beast/humanoid.

You can use this feature a number of times equal to your spellcasting modifier, regaining all uses when you finish a Long Rest.

Master Possessor (Level 14)

The spirit you channel has entered so many creatures, that it can now more easily do that.

Instant Possession

You learn the Dominate Monster spell, which you can only cast in a specific manner: When you start your Séance you may cast Dominate Monster as part of the same Bonus action.

You can use this feature once, regaining the use when you finish a Long Rest.

Psychic Immunity

You become immune to psychic damage, while holding a Séance.

Cryokinetic Haunting

Cryokinetic Haunting (Level 3)

Be a Chill Up Someone's Spine

Spiritualists who channel spirits that lower the temperature around them more than others belong to the Cryokinetic Haunting group. These Spiritualists use the lowered temperature to harm and slow their enemies.

Cryokinetic Spells

Your connection to the spiritual world ensures you always have certain spells ready; when you reach a Spiritualist level specified in the Cryokinetic Spells table, you thereafter always have the listed spells prepared.

Frigid Séance

The spirit that you channel has a much stronger effect on the temperature than the others. As a result, you will be making the area around you colder. While holding a Séance you gain the following benefits:

Frigid Aura

All enemy creatures, who start their turn within 10 feet of you, will take cold damage. To determine this cold damage, roll a number of d4s, equal to your Séance Bonus.

Damage Resistance

You become resistant to Cold damage.

Icy Eyes (Level 6)

Your look is very cold, just seeing it may make you shiver. When you cast a spell from your Cryokinetic Spells, you don't require vocal, somatic, or material components. This spell also doesn't consume a spell slot.

You can use this feature once, regaining the use when you finish a Long Rest or by expending 2 Séances (no action required).

Even Colder (Level 10)

When you deal cold damage, using your Frigid Séance feature, that creature can only move up to half their speed, until the start of their next turn.

Additionally, upon dealing Frigid Séance damage you can take a Reaction to gain Temporary Hit Points equal to the damage dealt.

Petrifying Chill (Level 14)

The cold aura has made you permanently cold. So cold it could completely freeze someone.

Freezing Touch

When someone, within 5 feet, hits you with a melee attack, you can use your Reaction to give them the Restrained condition. That creature is Restrained for 1 minute. At the start of each of their turns they may make a Constitution saving throw, against your spellcasting save DC, to end the effect early.

You can use this feature a number of times equal to your Spiritualist spellcasting ability modifier (minimum of 1), regaining all uses when you finish a Long Rest.

Ice Immunity

You gain immunity to cold damage, while you are holding a Séance.

Electrokinetic Haunting

Electrokinetic Haunting (Level 3)

Wield the Power to Alter Power

Spiritualists who channel spirits that have a strong electric charge belong to the Electrokinetic Haunting group. These Spiritualists use the static electricity of the spirits to boost or hinder the reflexes of creatures.

Electrokinetic Spells

Your connection to the spiritual world ensures you always have certain spells ready; when you reach a Spiritualist level specified in the Electrokinetic Spells table, you thereafter always have the listed spells prepared.

Electrifying Séance

The spirit you channel has a much stronger effect on the electrical charges around you. As a result, you can manipulate the static electricity around you. While holding a Séance you gain the following benefits:

Electrifying Reflexes

You may take the Dash or Disengage action as the Bonus Action to start or maintain the Séance.

Charged Body

You may add your Séance Bonus to Dexterity saving throws and saving throws you make against being Stunned or Paralysed.

Damage Resistance

You become resistant to Lightning damage.

Charged Eyes (Level 6)

Your look is very electrifying, just seeing it may shock you. When you cast a spell from your Electrokinetic Spells, you don't require vocal, somatic, or material components. This spell also doesn't consume a spell slot.

You can use this feature once, regaining the use when you finish a Long Rest or by expending 2 Séances (no action required).

Static Electricity (Level 10)

Your field of energy spreads around much more, granting you the following benefits while holding a Séance:

Jolting Reflexes

All allies who start their turn within 15 feet of you may take the Dash and Disengage action as a Bonus Action on that turn.

Static Reflexes

All enemies who are within 15 feet of you get a penalty to AC and Dexterity saving throws. The penalty is equal to the Séance bonus.

Electricity Field (Level 14)

The static electricity that surrounds you has made you more sensitive to your surroundings.

Electric Sense

You gain blindsight for 30 feet.

Charge Body

As a Bonus Action, while you can see a creature within 30 feet, you can make lightning arc across their body. That creature must succeed a Constitution saving throw, against your spellcasting saving throw, or all creatures have Advantage on attack rolls against them, until the start of your next turn. Creatures wearing metal armour have Disadvantage on this saving throw.

You can use this feature a number of times equal to your Spiritualist spellcasting modifier (minimum of 1), regaining all uses when you finish a Long Rest.

Electricity Immunity

You gain immunity to lightning damage while holding a Séance.

Pyrokinetic Haunting

Pyrokinetic Haunting (Level 3)

Let Passion or Rage Visibly Burn

Spiritualists who frequently experience fires burning brighter when holding a Séance, often consider themselves part of the Pyrokinetic Haunting group. These Spiritualists learn how to use the passion and rage of the spirit that they can channel, to make fires spontaneously appear.

Pyrokinetic Spells

Your connection to the spiritual world ensures you always have certain spells ready; when you reach a Spiritualist level specified in the Pyrokinetic Spells table, you thereafter always have the listed spells prepared.

Scalding Séance

The spirit that you channel has such a passionate or angry personality that it empowers your damage output. While holding a Séance you gain the following benefits:

Fire Touch

Once on your turn, you may add extra damage when you deal damage with a weapon attack or cantrip. To determine the extra damage, roll a number of d6s equal to your Séance Bonus and add them together. The extra damage is considered Fire damage.

Damage Resistance

You become resistant to Fire damage.

Burning Eyes (Level 6)

Your look can spontaneously start fires. When you cast a spell from your Pyrokinetic Spells, you don't require vocal, somatic, or material components. This spell also doesn't consume a spell slot.

You can use this feature once, regaining the use when you finish a Long Rest or by expending 2 Séances (no action required).

Fire Spread (Level 10)

When you deal Fire damage, using your Scalding Séance feature, you may deal half that damage to all creatures within 5 feet of one target.

Fire From Hell (Level 14)

The fire burns so fiercely inside of you, it must be directly connected to the underworld.

Stronger Fire

You ignore Fire damage resistance and treat Fire damage immunity as a resistance.

Heat Immunity

You gain immunity to fire damage, while you are holding a Séance.

Telekinetic Haunting

Telekinetic Haunting (Level 3)

Make Distant Objects Move and Float

Spiritualists who frequently experience objects being moved around during their Séances belong to the Telekinetic Haunting group. These spiritualists use poltergeists to move objects and creatures around.

Telekinetic Spells

Your connection to the spiritual world ensures you always have certain spells ready; when you reach a Spiritualist level specified in the Telekinetic Spells table, you thereafter always have the listed spells prepared.

Levitating Séance

The spirit you channel has such a passion for moving objects that you can use it to your advantage. While holding a Séance you gain the following benefits:

Poltergeist Activity

When you start your Séance tiny sized objects will start levitating around you. The number of objects you get is equal to your Séance Bonus.

As part of the Bonus Action to start or maintain the Séance, you may make a ranged spell attack against one target for each object, within 30 feet. On a hit the target takes 1d4 + your spellcasting modifier bludgeoning damage.

Damage Resistance

You become resistant to force damage.

Forceful Eyes (Level 6)

Your look can knock over objects. When you cast a spell from your Telekinetic Spells, you don't require vocal, somatic, or material components. This spell also doesn't consume a spell slot.

You can use this feature once, regaining the use when you finish a Long Rest or by expending 2 Séances (no action required).

Poltergeist Tricks (Level 10)

When you use your Bonus Action for a Poltergeist Activity, you can instead use more objects in the same attack, to get one of the effects listed below. You only deal damage as if you hit with one of the objects.

Knock Down (2 Objects)

A creature must succeed a Strength saving throw, against your spellcasting DC, or be knocked prone.

Forceful (2 Objects)

A creature must succeed a Strength saving throw, against your spellcasting DC, or be pushed 10 feet away or towards you.

Levitate (3 Objects)

A creature must succeed a Strength saving throw, against your spellcasting DC, or be moved 30 feet up into the air.

Master Mover (Level 14)

The spirit loves moving things around so much that you become very proficient at moving objects.

Effortless Manipulation

When you cast one of your Telekinetic Spells, you may target one additional creature/object.

You can use this feature a number of times equal to your Spiritualist spellcasting modifier, regaining all uses when you finish a Long Rest.

Spectral Reach

The range of your Telekinetic Spells, with a range of Touch or at least 5 feet, increases by 30 feet.

Force Immunity

You gain immunity to force damage, while holding a Séance.