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Become a Patron!
# Spirit Guardian Warlock #### You have made a pact with a protective other-worldly spirit of the natural world, This creature manifests itself in the form of a dark companion whom both heals your allies or hexes your foes. This familiar may be your patron or it may simply be a weaker manifestation of a more powerful being. The companion is neither servant nor pet to the warlock, instead it acts as partner or even master to the warlock, and will not hesitate to turn on the warlock should the warlock give the spirit ample reason to. Discuss with your DM about what kind of relationship you have with your Spirit companion #### Expanded Spell List The spirit companion 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. #### Spirit Companion expanded spells | spell level | Spells | |:---:|:-----------:| | 1st | cure wounds, sanctuary | | 2nd | enhance ability, prayer of healing | | 3rd | leomunds tiny hut, life transference | | 4th | conjure woodland beings, death ward | | 5th | hallow, wrath of nature #### Summon Companion Beginning at 1st level you can summon the other worldly spirit bound to you. As an action you may choose an unoccupied space within 5 ft. of you to open a transdimensional portal which your spirit emerges from. The spirit is friendly to you and your companions and obeys your commands, though the DM may decide otherwise if it would be appropriate for the story. See this creature’s game statistics in the spirit companion's stat block. You determine the spirit appearance. Some spirit's take the form of a deathly animal while others may take on the appearance of a lycanthrope like creature. In combat, the spirit 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 one of the actions in its stat block or to take the Dash, Disengage, Help, or Hide action. The spirit manifests for 1 hour, or until it is reduced to 0 hit points. Once you summon your spirit you cannot do so again until you finish a short or long rest. #### Empowered Bond Starting at 6th level, when you would take damage your spirit is within 30 ft. of you, you may use your reaction to instead take half damage and your spirit takes the same amount of damage. The damage your spirit takes cannot be reduced in any way. \columnbreak #### Maledicting Presence Starting at 10th level, while your spirit companion is summoned to two of you empower each other with a cursed aura. When a creature starts or ends its turn within 10 ft. of either you or your spirit companion either one of you may use your reaction whisper a baleful word into the ears of the creature. An affected creature must make wisdom saving throw against your spellcasting DC, on a failure the creature becomes frightened of you and your companion for 1 minute. While frightened in this way you and your companion have advantage on attack rolls against the frightened creature. An affected creature may repeat the saving throw at the end of each of its turns, ending the effect on itself on a success, #### Aiding Aura At 14th level, your spirit companion becomes a beacon of positive magic, each creature of your choice within 10ft of your spirit gains a bonus to skill checks and saving throws equal to your charisma modifier ___ > ## Spirit companion >*Medium undead, fey, or celestial(your choice when you choose this subclass), Your alignment* > ___ > - **Armor Class** 14 > - **Hit Points** equal to the spirit’s Constitution modifier + your Charisma modifier + five times your level in this class > - **Speed** 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|14 (+2)|14 (+2)|10 (+0)|16 (+3)|12 (+1)| >___ > - **Saving Throws** Dex +4, Con +4, Cha +4 > - **Skills** Perception +5 > - **Damage Immunities** Force > - **Condition Immunities** charmed, frightened, grappled, prone, restrained > - **Senses** darkvision 60 ft., passive Perception 15 > - **Languages** understands the languages you speak > ___ > > ***Pact Bond.*** The following numbers increase by 1 when your proficiency bonus increases by 1: the spirit’s skill and saving throw bonuses above and the bonuses to hit and damage of its Bite. > > ### Actions > ***Bite.*** *Melee Attack:* +4 to hit, 5 ft. Reach, one target. *Hit:* : 1d6 + 2 force damage > > ***Ghastly Guard (1/per summon)*** The Spirit extends its protective will onto those around it, each creature within 5 ft. of the Spirit gains 2d6 temporary hitpoints. \pagebreak ### Cultural Inspiration This subclass is designed with influence from both the benevolent spirits of various indigenous peoples mythologies, in which spirits that make up the natural world grant supernatural boons or punishments to those deserving, as well as the more modern idea of a Witch's familiar as a dark guardian to its summoner. With this in mind it is not reccomended you lean to heavily upon either of these origins and instead focus on creating a version that is more in line with the DM's setting. The following table is a collection of examples designed to help direct and inspire you as you create your own spirit companion | Origin | Description | |:---:|:-----------:| | Fey | A vengeful fey spirit struck a bargain with your in order to escape its cruel master, so long as you live it remains hidden from its capture | | Undead | A servant of the raven queen has ventured out from the shadowfell to purge a hated enemy from the material plane, its pact with you keeps it tethered to the material world. | | Celestial | Your patron is a protective spirit that has guarded over your family for generation, now as you venture out into the world your patron has extended its powers onto you to ensure your safety even when not within the bounds of its domain. | | Norse | Your patron might be one of the many animal spirits from norse mythology, Huggin, Munin, Odins three wolves, Ratatoskr, or even Thors rams might fit this. | East-Asian | You created/restored Shīsā, Komainu, or Lion-Dog as they are also known and to your surprise it offered to make a pact with you as a token of gratitude. | British Isles | You have made a pact with the vengeful guardian sprit of graveyards known as a Black Dog, feared for the ghostly appearance and demonic, wrathful nature. The Black Dog seeks out those who robbed from and desecrated the graves it looked after. | Greek | Your pact is with known other then the hound of Hades itself, Cerberus. Perhaps you died and it returned your soul to your body on the condition you aid it, or perhaps you attempted to invade the realm of the dead and were punished thoroughly for it, Cerberus now binds you in a pact so that it may occasionally rise from its post to hunt. ### Quirk If you wish to add more personality in combat to your summoned companion the following quirks may add interesting complications that make your companion feel like its own character rather than just a tool. | d4 | Description | |:---:|:-----------:| | 1 | When women and children are on the battle field your companion does everything in its power to protect them. | 2 | Your companion is very prideful, it insists on attacking the most powerful foe during combat. | 3 | Your companion hates getting dirty and will avoid attacking filthy enemies or moving onto terrain that would get them dirty if they can avoid it. | 4 | When summoned within specific locations such as graveyards, holy grounds, or druid groves your companion becomes abnormally protective of the locations. > ##### Art Credits. > Subclass designed by me, MainlyMortal. >#### >[angerey boi ](https://www.deviantart.com/remarin/art/angerey-boi-818838158) is drawn by and belongs to Remarin