Livspoeng
Kyndigheter
Spiritualist
| Niva | Dyktighetsbonus | Egenskaper | Ectoplasm Points | Spirits Known | Cantrips Known | Spell Slots | Slot Level |
|---|---|---|---|---|---|---|---|
| 1 | + 2 | Pact Magic Death's Threshold | 0 | 0 | 2 | 1 | {@filter 1st|spells|level=1|class=Spiritualist (BH:SP)} |
| 2 | + 2 | Pact Magic Death's Threshold | 2 | 1 | 2 | 2 | {@filter 1st|spells|level=1|class=Spiritualist (BH:SP)} |
| 3 | + 2 | Pact Magic Death's Threshold | 3 | 1 | 2 | 2 | {@filter 2nd|spells|level=2|class=Spiritualist (BH:SP)} |
| 4 | + 2 | Pact Magic Death's Threshold | 4 | 2 | 3 | 2 | {@filter 2nd|spells|level=2|class=Spiritualist (BH:SP)} |
| 5 | + 3 | Pact Magic Death's Threshold | 5 | 2 | 3 | 2 | {@filter 3rd|spells|level=3|class=Spiritualist (BH:SP)} |
| 6 | + 3 | Pact Magic Death's Threshold | 6 | 3 | 3 | 2 | {@filter 3rd|spells|level=3|class=Spiritualist (BH:SP)} |
| 7 | + 3 | Pact Magic Death's Threshold | 7 | 3 | 3 | 2 | {@filter 4th|spells|level=4|class=Spiritualist (BH:SP)} |
| 8 | + 3 | Pact Magic Death's Threshold | 8 | 3 | 3 | 2 | {@filter 4th|spells|level=4|class=Spiritualist (BH:SP)} |
| 9 | + 4 | Pact Magic Death's Threshold | 9 | 3 | 3 | 2 | {@filter 5th|spells|level=5|class=Spiritualist (BH:SP)} |
| 10 | + 4 | Pact Magic Death's Threshold | 10 | 4 | 4 | 2 | {@filter 5th|spells|level=5|class=Spiritualist (BH:SP)} |
| 11 | + 4 | Pact Magic Death's Threshold | 11 | 4 | 4 | 3 | {@filter 5th|spells|level=5|class=Spiritualist (BH:SP)} |
| 12 | + 4 | Pact Magic Death's Threshold | 12 | 4 | 4 | 3 | {@filter 5th|spells|level=5|class=Spiritualist (BH:SP)} |
| 13 | + 5 | Pact Magic Death's Threshold | 13 | 4 | 4 | 3 | {@filter 5th|spells|level=5|class=Spiritualist (BH:SP)} |
| 14 | + 5 | Pact Magic Death's Threshold | 14 | 4 | 4 | 3 | {@filter 5th|spells|level=5|class=Spiritualist (BH:SP)} |
| 15 | + 5 | Pact Magic Death's Threshold | 15 | 4 | 4 | 3 | {@filter 5th|spells|level=5|class=Spiritualist (BH:SP)} |
| 16 | + 5 | Pact Magic Death's Threshold | 16 | 4 | 4 | 3 | {@filter 5th|spells|level=5|class=Spiritualist (BH:SP)} |
| 17 | + 6 | Pact Magic Death's Threshold | 17 | 4 | 4 | 4 | {@filter 5th|spells|level=5|class=Spiritualist (BH:SP)} |
| 18 | + 6 | Pact Magic Death's Threshold | 18 | 5 | 4 | 4 | {@filter 5th|spells|level=5|class=Spiritualist (BH:SP)} |
| 19 | + 6 | Pact Magic Death's Threshold | 19 | 5 | 4 | 4 | {@filter 5th|spells|level=5|class=Spiritualist (BH:SP)} |
| 20 | + 6 | Pact Magic Death's Threshold | 20 | 5 | 4 | 4 | {@filter 5th|spells|level=5|class=Spiritualist (BH:SP)} |
Klassetrolldommer
Klasseegenskaper
Niva 1
Niva 10
Niva 11
Niva 12
Niva 13
Niva 14
Niva 15
Niva 16
Niva 17
Niva 18
Niva 19
Niva 2
Niva 20
Niva 3
Niva 4
Niva 5
Niva 6
Niva 8
Cantrip-utvikling
| Niva | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Cantrips Kjent | 2 | 2 | 2 | 3 | 3 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 |
Startutstyr
Klasseegenskaper
Pact Magic (Level 1)
Your ability to pierce the veil that separates the living from the dead grants you the ability to cast spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting and this document for the spiritualist spell list.
Cantrips
You know two cantrips of your choice from the spiritualist spell list. You learn additional spiritualist cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Spiritualist table.
Preparing and Casting Spells
The Spiritualist table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your spiritualist spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
You prepare the list of spiritualist spells that are available for you to cast, choosing from the spiritualist spell list. When you do so, choose a number of spiritualist spells equal to your Charisma modifier + half your spiritualist level, rounded down (minimum of one spell). The spell must be of a level for which you have spell slots.
For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell forsaken chains, you must spend one of those slots, and you cast it as a 3rd-level spell. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of spiritualist spells required time spent in meditation and communion with the spirits of the departed: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Charisma is your spellcasting ability for spiritualist spells. Your ability to call out to the unquiet dead and reach into the minds of the living comes from a powerful sense of self. You use your Charisma whenever a spiritualist spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a spiritualist spell you cast and when making an attack roll with one.
Spell
Spell
Spellcasting Focus
You can use a crystal, reliquary, spirit board, or totem (see chapter 5, "Equipment", of the Player's Handbook) as a spellcasting focus for your spiritualist spells.
Death's Threshold (Level 1)
At 1st level, your psychic abilities stem from the cause of your near death experience, called a threshold. Your choice grants you features at 1st level and again at 6th, and 14th level.
Channel Spirit (Level 2)
Your connection to death allows you to channel the restless spirits of the dead. While channeling these spirits you remain in control of your behavior and actions. In exchange for the vicarious experience of living once more, the spirit lends you a portion of its mystical power.
At 2nd level, you know one spirit. You can perform a 10 minute ritual to channel a spirit you know. The spirit remains channeled until you go unconscious, use an action to dismiss it, or perform this ritual again. When you gain certain spiritualist levels, you come to know additional Spirits Known of your choice, as shown in the Spirits Known column of the Spiritualist table.
Additionally, when you gain a level in this class, you can choose one of the spirits you know and replace it with another spirit.
Ectoplasm (Level 2)
Starting at 2nd level, you learn to manipulate the invisible and ethereal energy of death, ectoplasm. Your access to this substance is represented by a number of ectoplasm points. Your spiritualist level determines the number of points you have, as shown in the Ectoplasm Points column of the Spiritualist table.
You can spend these points to activate certain spiritualist features, most of which are dependent on the spirit you have channeled. Additionally, you can use a bonus action on your turn to convert your ectoplasm points into additional Spell Slots. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots up to the level than you can cast with your Pact Magic. You lose unused spell slots created in this way when you take a long rest.
When you spend an ectoplasm point, it is unavailable until you finish a long rest, at the end of which you regain all of your expended ectoplasm.
| Spell Slot | Ectoplasm |
|---|---|
1st | 2 |
2nd | 3 |
3rd | 5 |
4th | 6 |
5th | 7 |
Sixth Sense (Level 3)
At 3rd level, you can use an action and spend 1 ectoplasm point to open your senses to the invisible world for 1 hour. During this time, you see invisible creatures and objects as if they were visible, and you can see and hear into the Ethereal Plane.
Thanatophobia (Level 3)
At 3rd level, you are proficient in death saving throws.
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.
Lingua Mortis (Level 5)
Starting at 5th level, you can use an action and spend 1 ectoplasm point to cast the speak with dead spell. When you do, you and the corpse perfectly understand each other, even if you don't share a language.
Death's Threshold feature (Level 6)
At 6th level, you gain a feature from your Death's Threshold.
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.
Stygian Inhalation (Level 10)
At 10th level, you can inhale the deathly vapors let off by living creatures as they pass. When a living creature within 30 feet of you dies, you can use your reaction to gain temporary hit points equal to twice your level in this class. While you have temporary hit points granted by this feature, wisps of black smoke escape your mouth when you speak and you have resistance to nonmagical damage. Once you use this feature, you must finish a short or long rest before you can use it again.
Occult Insight (6th level) (Level 11)
At 11th level, your spiritual power evolves, giving you the ability to cast higher level spells. Each time you finish a long rest, you can choose one 6th level spiritualist spell. You can cast that spell without expending a spell slot and must finish a long rest before you can do so again.
At higher levels, you gain the ability to cast additional spiritualist spells in the same way: at 13th level you can choose one 7th level spell, at 15th level you can choose one 8th level spell, and at 17th level you can choose one 9th level spell. You regain the ability to cast a spell of each of these levels with this feature when you finish a long rest.
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.
Occult Insight (7th level) (Level 13)
You can additionally use your Occult Insight to cast one 7th level spell.
Death's Threshold feature (Level 14)
At 14th level, you gain a feature from your Death's Threshold.
Occult Insight (8th level) (Level 15)
You can additionally use your Occult Insight to cast one 8th level spell.
Ability Score Improvement (Level 16)
When you reach 16th 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.
Occult Insight (9th level) (Level 17)
You can additionally use your Occult Insight to cast one 9th level spell.
Spectral Shroud (Level 18)
At 18th level, you are so shrouded in spectral energy that death has difficulty finding you. You cannot die of old age and when you roll a 1 on the d20 when making a death saving throw, it only counts as one failure, rather than two as normal.
Ability Score Improvement (Level 19)
When you reach 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 score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Ectoplasmic Transubstantiation (Level 20)
At 20th level, you have discovered the ability to transform your flesh into the substance of spirits. When you take an action to do so, you gain half your maximum ectoplasm points and the following benefits for 1 minute:
You gain a fly speed of 60.
You are immune to nonmagical damage.
You can move through, but not end your movement in, creatures and objects.
You have truesight out to a range of 300 feet.
As a bonus action on each of your turns, you can step from the material plane into the Border Ethereal or from the Border Ethereal into the material plane. After you use this feature, you must finish a long rest before you can use it again.
Multiklassing
Multiklassekrav
{"cha":13}
Oppnådde Kyndigheter
Underklasser
Underklasse-egenskaper
Beast and Briar
Beast and Briar (Level 1)
A violent encounter with a wild beast or the sting of poisonous nettles nearly laid you low. When you survived, you discovered your experience had changed you. Not only were you aware of the inconstant boundary between life and death, you also found you had a connection to the natural world.
Expanded Spell List
The nature of your near death experience expands the magic available to you. The following spells are added to the spiritualist spell list for you.
| Spell Levels | Spells |
|---|---|
1st | |
2nd | |
3rd | |
4th | |
5th |
Grey Gardener
Starting when you choose this threshold at 1st level, you gain the druidcraft cantrip, which is considered a spiritualist cantrip for you. This cantrip does not count against the number of spiritualists cantrip you know.
Additionally, moving through nonmagical difficult terrain costs no extra movement and you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the entangle spell.
Possess Beast (Level 6)
At 6th level, you can use an action to try to possess a beast you can see within 120 feet. When you do, choose a beast within range and spend any number of ectoplasm points. Roll 5d8 + an additional 1d8 for every ectoplasm point you spent. If the total number equals or exceeds the current hit points of the beast and the beast has an Intelligence of 3 or lower, you possess it. This possession ends after a number of hours equal to your level in this class, when you use an action to end it, or when the possessed creature is reduced to 0 hit points.
While you possess the creature, you experience things from the beast's perspective through its senses and have complete control of its actions. During this time, you cannot cast spells or take actions that would require your own body to move to be successful and you are blind and deaf in regards to your own senses.
After you use this feature, you must finish a long rest before you can use it again.
Green Graveyard (Level 14)
At 14th level, you can use an action to cause spectral flora and fauna to manifest around you for 1 minute. When you do, the area within 60 feet of you is considered difficult terrain to creatures of your choice. In addition, you can use a bonus action on each of your turns to take one of the following effects.
Spectral Vines
Choose a creature you can see within 60 feet. That creature must make a Dexterity saving throw as spectral vines clutch at it. On a failure, the creature takes 2d6 piercing damage and its movement speed is halved until the end of its next turn. On a success, it takes half damage and its speed is not reduced.
Ectoplasmic Animals
Choose a creature you can see within 60 feet. That creature must make a Wisdom saving throw as ectoplasmic beasts attack it. On a failure, the creature takes 1d8 psychic damage and is frightened of you until the end of its next turn.
After you use this feature, you must finish a long rest before you can use it again.
Bloody Blade
Bloody Blade (Level 1)
You were nearly done in by an attack at the hands of another humanoid. Whether it was a trusted friend, a stranger, or a hired assassin, the experience branded you with a interest in and capacity to inflict physical violence upon others. Spiritualists of this threshold sometimes see themselves as angels of death, saddled with the responsibility of judging who lives and who dies.
Expanded Spell List
The nature of your near death experience expands the magic available to you. The following spells are added to the spiritualist spell list for you.
| Spell Levels | Spells |
|---|---|
1st | |
2nd | |
3rd | |
4th | |
5th |
Bonus Proficiencies
At 1st level, you gain proficiency with medium armor, shields, and martial weapons.
Bad Blood
Also at 1st level, your hit point maximum increases by 1. It increases by 1 again each time you gain a level in this class.
Extra Attack (Level 6)
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Killing Field (Level 14)
At 14th level, you can use an action to suffuse the area around you with violent energy. When you do, on each of your turns for the next minute you can use a bonus action to cause harm to a creature you can see within 60 feet. If the creature's current hit points equal its hit point maximum, it takes 1d6 necrotic damage. If the creature's current hit points equal more than half its hit point maximum, it takes 2d6 necrotic damage. If the creature's current hit points are equal to or less than its hit point maximum, it takes 3d6 necrotic damage. After you use this feature, you must finish a long rest before you can use it again.
Plague and Poison
Plague and Poison (Level 1)
Just when a disease or toxin brought you to the brink of death, your fever broke and you survived. The foreign element that nearly killed you left a stain on your soul, giving you an unnatural affinity for plagues and poisons. Some spiritualists of this threshold appear perpetually ill or afflicted by the toxin that nearly killed them.
Expanded Spell List
The nature of your near death experience expands the magic available to you. The following spells are added to the spiritualist spell list for you.
| Spell Levels | Spells |
|---|---|
1st | |
2nd | |
3rd | |
4th | |
5th |
Inured to Toxins
Starting when you take this threshold at 1st level, you have resistance to poison damage. In addition, you have advantage on saving throws against disease and being poisoned.
Devitalizing Touch (Level 6)
At 6th level, when you use an action to touch a creature, you can unleash a devastating ailment into their system. When you do, you may expend any number of ectoplasm points. The creature loses 1d6 hit points + an additional 1d6 for every ectoplasm point you spent. The creature must succeed on a Constitution saving throw or have its maximum hit points reduced by the same amount. This reduction in maximum hit points ends when the creature finishes a long rest.
After you use this feature, you must finish a long rest before you can use it again.
Scarlet Fever (Level 14)
At 14th level, you can use an action to emit a fast acting airborne disease to each creature of your choice within 60 feet. Chosen creatures must succeed on a Constitution saving throw or take 3d6 necrotic damage. For the next minute, you can use a bonus action on each of your turns to make a creature who failed this saving throw repeat the saving throw, taking the damage again on a failure.
After you use this feature, you must finish a long rest before you can use it again.