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# Spirit Seeker
##### A D&D5e class by Lexi Abbey
\pagebreakNum # The Spirit Seeker Calling upon the spirits of the forest, a half-orc in ragged robes slams her staff upon the ground, watching as translucent roots wrap around the pursuing raiding party and drag them to the floor. Having finished healing his comrade, a dwarf in field medic armour hefts a mace and concentrates, bidding farewell to his merciful companion and welcoming in the warrior in its stead; at his shoulder, the pale outline of a bear can be briefly seen, readying to strike. Muttering ancient curses, a tiefling adorned with tribal tattoos crooks a finger at the goblin chief, cackling happily as she senses the madness take hold. Spirit Seekers are one with the spirits of this earth, and work in harmony with them (or rule over them, as the case may be) in order to achieve their ends. These ends might be no more complex than safeguarding a village from raiders and infection, or they might have something more sinister in mind… Aided by the spirits of animals, forests, and the angels and demons of humanity’s hearts, they make for valuable friends and terrifying adversaries. ### Sight Beyond Sight Spirit Seekers gain their powers from manipulating and interacting with spirits, which they see all around us; some humanoid, some animal, and some altogether otherworldly. Some witch doctors are chosen by the spirits, others seek them out to make bargains, while others still bind them against their will. Regardless of precisely how a spirit seeker gains their powers, the end result is the same. ### Ghost Hunters The adventuring life is not so difficult for a spirit seeker to choose. Due to their rarity, they often travel itinerantly around a small cluster of communities, tending to their needs, and so adventuring seekers see this new lifestyle as nothing more than a scaled-up version of the old one. In many cases, spirit seekers pursue adventure as a means of finding new cultures and new spirits, either to learn from or subjugate.
##### The Spirit Seeker | Level | Proficiency Bonus | Features | Spells Known | 1st | 2nd | 3rd | 4th | 5th | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Spirit Walker, Animal Guide | — | — | — | — | — | — | | 2nd | +2 | Spellcasting | 2 | 2 | — | — | — | — | | 3rd | +2 | Occult Source | 3 | 3 | — | — | — | — | | 4th | +2 | Ability Score Improvement | 3 | 3 | — | — | — | — | | 5th | +3 | ─ | 4 | 4 | 2 | — | — | — | | 6th | +3 | Animal Guide feature | 4 | 4 | 2 | — | — | — | | 7th | +3 | Occult Souce feature | 5 | 4 | 3 | — | — | — | | 8th | +3 | Ability Score Improvement | 5 | 4 | 3 | — | — | — | | 9th | +4 | ─ | 6 | 4 | 3 | 2 | — | — | | 10th | +4 | Animal Guide feature | 6 | 4 | 3 | 2 | — | — | | 11th | +4 | ─ | 7 | 4 | 3 | 3 | — | — | | 12th | +4 | Ability Score Improvement | 7 | 4 | 3 | 3 | — | — | | 13th | +5 | Occult Source feature | 8 | 4 | 3 | 3 | 1 | — | | 14th | +5 | Ethereal Sight | 8 | 4 | 3 | 3 | 1 | — | | 15th | +5 | ─ | 9 | 4 | 3 | 3 | 2 | — | | 16th | +5 | Ability Score Improvement | 9 | 4 | 3 | 3 | 2 | — | | 17th | +6 | Occult Source feature | 10 | 4 | 3 | 3 | 3 | 1 | | 18th | +6 | ─ | 10 | 4 | 3 | 3 | 3 | 1 | | 19th | +6 | Ability Score Improvement | 11 | 4 | 3 | 3 | 3 | 2 | | 20th | +6 | Soul Recall | 11 | 4 | 3 | 3 | 3 | 2 |
Design by Lexi Abbey | Made with GM Binder
\pagebreakNum ### Creating a Spirit Seeker The most important question to consider when creating your spirit seeker is the nature of their relationship with the spirits. How they gain their powers from the other side will likely define how they interact with society; are they a guide, healer, subjugator? This will also likely define their goals and reasons for adventuring; have they been sent on a quest by the spirits, or are they choosing to seek new cultures and new spirits to meet or control? #### Quick Build You can make a spirit seeker quickly by following these suggestions. Wisdom and Charisma should be your highest ability scores; Charisma first if you wish to focus on spellcasting, Wisdom if you wish to prioritise your connection to the spirits. Second, choose the Folk Hero or Hermit background. ## Class Features As a spirit seeker, you gain the following class features. #### Hit Points ___ - **Hit Dice:** 1d8 per spirit seeker level - **Hit Points at 1st Level:** 8 + your Constitution modifier - **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per spirit seeker level after 1st #### Proficiencies ___ - **Armor:** Light armour, shields - **Weapons:** Simple weapons - **Tools:** none ___ - **Saving Throws:** Wisdom, Charisma - **Skills:** Choose two from Animal Handling, History, Insight, Intimidation, Medicine, Nature, Persuasion, Religion, and Survival #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* a shortbow and a quiver of 20 arrows or *(b)* any simple weapon - *(a)* two handaxes or *(b)* any simple weapon - *(a)* a component pouch of *(b)* a druidic focus - *(a)* an explorer's pack or *(b)* a priest's pack - A set of leather armour and a shield Alternatively, you may begin with 2d4x10 gp and purchase your own equipment ### Spirit Walker From 1st level, you have a deep bond with the spirits of this world and the next, and can call on them for aid. The nature of spirits is murky, and it takes great wisdom and insight to be able to work as one with them. For this reason, Wisdom is the ability you use for spiritual effects, and your Wisdom modifier is used akin to a spellcasting ability modifier if any of your spiritual abilities require an attack roll or saving throw. Your spiritual abilities are those gained from your Animal Guide and Occult Source features.
**Spirit Save DC** =
8 + your proficiency bonus +
your Wisdom modifier
**Spirit attack modifier** =
your proficiency bonus +
your Wisdom modifier
### Animal Guide Animal spirits are inquisitive, and therefore the easiest to make contact with. From 1st level, you have the assistance and guidance of one such spirit, chosen from the list at the end of this class description. This choice cannot be changed, and grants you features at 1st, 6th, and 10th levels. ### Spellcasting Starting at 2nd level, your bond with the spirits has granted you the ability to tap into their power, allowing you to cast spells. See chapter 10 of the PHB for the general rules of spellcasting and the end of this class description for the spirit seeker spell list. #### Spell Slots The Spirit Seeker table shows how many spell slots you have to cast your spells of 1st level or higher. You regain all expended spell slots when you finish a long rest. When you cast a spell, you must expend a spell slot of the spell’s level or higher; for example, if you know the 1st-level spell *healing word* and have a 1st-level and a 2nd-level spell slot available, you can cast *healing word using* either slot. #### Spells Known of 1st Level and Higher The Spells Known column of the Spirit Seeker table shows when you learn more spirit seeker 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 spirit seeker spells you know and replace it with another spell from the spirit seeker spell list, which also must be of a level for which you have spell slots. #### Spellcasting Ability Charisma is your spellcasting ability for your spirit seeker spells, since you cast spells by bargaining (or bullying) energy from the spirits. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a spirit seeker spell you cast and when making an attack roll with one.
Design by Lexi Abbey | Made with GM Binder
\pagebreakNum
**Spell Save DC** =
8 + your proficiency bonus +
your Charisma modifier
**Spell attack modifier** =
your proficiency bonus +
your Charisma modifier
Design by Lexi Abbey | Made with GM Binder
#### Ritual Casting You can cast a Spirit Seeker spell as a ritual if that spell has the ritual tag. #### Spellcasting Focus You can use a druidic focus (found in chapter 5 of the PHB) as a spellcasting focus for your spirit seeker spells. ### Occult Source At 3rd level, you choose a path of spiritual inquiry to pursue. This will determine the nature of the major spirits you make contact with and draw power from, and grants you features at 3rd, 7th, 13th, and 17th levels. The Entropic Source, Primal Source, and Virtuous Source are all detailed at the end of this class description. ### Ethereal Sight At 14th level, your association with the spiritual realms has granted you sight beyond most mortals. As an action, you open yourself to the spirits, allowing you to see into the ethereal plane for 1 hour. You must finish a short or long rest before using this ability again. ### Soul Recall At 20th level, your bond with the spirits and their magic is so great that you can return the dead to life. As a reaction when a creature within 60ft of you fails a death saving throw, you can use your reaction to make a Charisma saving throw against your *own* spirit save DC. On a success, you return the target to consciousness on full hit points. Whether successful or not, once you have used this ability twice, you must complete a long rest before doing so again.
Design by Lexi Abbey | Made with GM Binder
\pagebreakNum ## Spirit Seeker Spells
##### 1st Level - Animal Friendship - Cause Fear - Comprehend Languages - Cure Wounds - Detect Poison and Disease - Goodberry - Healing Word - Hex - Identify - Sleep - Speak with Animals ##### 2nd Level - Animal Messenger - Augury - Crown of Madness - Darkvision - Gentle Repose - Healing Spirit - Lesser Restoration - Spiritual Weapon - Suggestion \columnbreak ##### 3rd Level - Bestow Curse - Catnap - Conjure Animals - Haste - Mass Healing Word - Remove Curse - Revivify - Speak with Dead - Tongues ##### 4th Level - Blight - Charm Monster - Death Ward - Locate Creature - Phantasmal Killer ##### 5th Level - Antilife Shell - Commune - Contagion - Dominate Person - Dream - Insect Plague - Legend Lore - Mass Cure Wounds
Design by Lexi Abbey | Made with GM Binder
\pagebreakNum ## Animal Guides Animal guides come in many forms, and often reflect the nature and personality of the seeker in question; for instance a brave and stalwart individual might have a bear, whereas one who prefers cunning and subtlety may have a serpent. If the named creatures do not fit with your character’s origins, feel free to use a similar creature in their place, for instance a spirit seeker from the cold north might have a cunning arctic fox instead of the viper, or a snow leopard instead of the panther. ### Ape The ape is a keen climber, and a mischievous social creature. #### Simian Agility When you choose this animal at 1st level, you gain the following benefits: * You have a climbing speed of 20 feet. * Your jumping distances can be calculated using your Wisdom, instead of Strength, if that is greater. * You only expend 5 feet of movement to stand up from being prone. #### Pranking Strike From 6th level, when you strike a creature with a melee attack, you may use your bonus action to make a Sleight of Hand check against the creature's armour class. On a success, you steal one item the creature possesses, but is not wearing or holding. You may use this feature a number of times equal to your Wisdom modifier, and you regain all expended uses when you finish a long rest. #### Alpha Primate From 10th level, your previous features are enhanced, as you become the leader of the pack. * The climbing speed you gained from Simian Agility is increased to 40 feet. * You may add your proficiency bonus, in feet, to your jumping distances. * You may steal two items with Pranking Strike, or one item the creature is holding. ### Bear The bear is a tough, implacable for, capable of feats of great strength. #### Tough Hide When you choose this animal at 1st level, your hit point maximum increases by 1, and increases by a further 1 for each level you gain in this class. \columnbreak #### Ursine Charge Also from 1st level, the bear charges with you into battle to lend you its unstoppable momentum. If you move at least 15ft towards a creature and make a weapon attack against them on the same turn, you may choose to use your spirit attack bonus in place of the weapon’s attack bonus. Additionally, the target must succeed on a Strength saving throw or fall prone. #### Resilient At 6th level, when you take damage, you may use your reaction to take half damage instead. You may use this feature a number of times equal to your Wisdom modifier, and regain all uses upon a long rest. #### Protective Spirit From 10th level, your animal guide watches over you and keeps you safe from harm. If you are reduced to 0 hit points, a spectral bear appears over your corpse, and defends it from attackers. It has the statistics of a **cave bear**, except that it is your choice of a celestial, fey, or fiend. The spirit acts on your initiative, attacking any who come within melee range and providing half cover to your body, but it will not move from that spot unless your body is also moved. ### Panther The panther is surefooted and stealthy, a solitary hunter with a fierce streak. #### Feline Grace When you choose this animal at 1st level, you gain proficiency in Stealth and Acrobatics, and you may double your proficiency bonus for them. #### Wild Ferocity Also from 1st level, you may call upon the panther to lend you it’s fierce speed in battle. When you take the attack action, you may choose to make two attacks as part of the same action. You may use this feature a number of times equal to your Wisdom modifier, and regain all uses upon a long rest. #### Pounce At 6th level, you gain the ability to traverse great distances with the panther’s graceful leap. As an action, you jump to an unoccupied space within your walking distance (without provoking attacks of opportunity) and make a melee spirit attack against one creature within 5ft of you when you land. On a hit, the creature takes magical slashing damage equal to 2d6 + your proficiency bonus, and must make a Strength save to avoid being knocked prone if it is Large or smaller. Once you have used this ability, you may not do so again until you have completed a short or long rest.
Design by Lexi Abbey | Made with GM Binder
\pagebreakNum #### Feral Reflexes From 10th level, the panther spirit lends you its uncanny reflexes. You gain two reactions per turn, though you may only make one attack of opportunity per creature per turn. ### Viper The viper is subtle and cunning, with a fondness of fighting dirty. #### Patience When you choose this animal at 1st level, you gain the ability to take the Hide action as a bonus action. #### Sure Striking Also from 1st level, when you have advantage on an attack roll, you may choose to cause the attack to automatically hit. This negates the opportunity for a critical hit, and you may not use it in conjunction with other beneficial effects such as Great Weapon Master. You must choose to use this feature before rolling either die. You may use this feature a number of times equal to your Wisdom modifier, and regain all uses upon a long rest. #### Quick Reflexes At 6th level, you gain the ability to take the Dodge action as a bonus action. #### Fast Striking From 10th level, if you use your action to make a weapon, spell, or spirit attack, you may use your bonus action to make one weapon attack against a creature in range of your current weapon. ### Wolf The wolf is a loyal pack hunter that works together with its allies for the strength of the whole. #### Strength of the Pack When you choose this animal at 1st level, your armour class increases by 1 for each allied creature within 5ft of you that is not incapacitated. This bonus to AC cannot exceed your proficiency bonus. #### On the Hunt Also from 1st level, you are able to mark a target as your prey using your bonus action. A creature of your choice within 30ft must succeed on a Constitution saving throw or become marked for 1 minute. The marked target takes additional damage from you and your allies’ attacks, equal to your proficiency bonus. Additionally, while the target is marked, you instinctively know its direction and distance from you as long as it is on the same plane of existence. You must complete a short or long rest before using this ability again. \columnbreak #### Pack Tactics At 6th level, you have advantage on attack rolls against a creature if you have an ally within 5ft of it. That ally cannot be incapacitated to grant you this benefit. #### Howl From 10th level, you can call on the wolf as an action to let out a fearsome howl. All friendly creatures within 30ft of you gain temporary hit points equal to your proficiency bonus + your Wisdom modifier + your Charisma modifier, and all hostile creatures in the same area must make a Charisma saving throw. On a failed save, they become frightened of you until the end of their next turn. A creature is unaffected by this feature if it cannot hear you. You may use this feature once, and regain the ability to do so on a short or long rest.
Design by Lexi Abbey | Made with GM Binder
\pagebreakNum ## Occult Sources Your occult source defines the spiritual energy from which you draw your magic. They define how a spirit seeker interacts with the spirits around them, and what they use this connection for. The three most common classifications are Entropic, Primal, and Virtuous. ### Entropic Source Entropic spirit seekers make pacts with dark and dangerous spirits to increase their power over mind and flesh. #### Effigy When you choose this source at 3rd level, you learn to construct effigies of people. Choose a humanoid you know; you may spend a long rest and 10gp of materials to construct a small doll in their likeness, bound to their spirit with dark magic. When it is complete, you choose the type of effigy it is: **Shielding Effigy.** The doll has a number of hit points equal to twice your spirit seeker level + your Wisdom modifier. When the bonded creature takes damage within 30ft of the effigy, they may choose to divert the damage to it first, suffering any excess damage. The effigy crumbles when dropped to 0 hit points. If the effigy has at least one hit point, you may restore it to full hit points as part of a long rest. **Sinister Effigy.** The target humanoid must make a Constitution saving throw to avoid becoming bonded, though they are not aware of this saving throw. The doll has a number of hit points equal to your spirit seeker level. While within 1 mile of the effigy, the bonded creature suffers any damage the doll suffers, and feels whatever the doll “feels”. For instance, if the doll burns, the target experiences the pain of burning. If the effigy has at least one hit point, you may restore it to full hit points as part of a long rest. #### Spirit Lash At 7th level, you can assault a target’s soul directly with vicious power. As a bonus action, you expend a spirit seeker spell slot and make a ranged spirit attack against a creature within 60ft. On a hit, the target takes psychic damage equal to your Wisdom modifier, plus an additional 2d4 per level of the spell slot expended, and must make a Wisdom saving throw. On a failure, the target cannot take reactions until the start of their next turn. You may choose to half the damage to cause them to automatically fail the saving throw. \columnbreak #### Bloodlust From 13th level, you can tap into the darker instincts of a creature and incite them to violence. You may affect a number of creatures within 30ft of you equal to your Wisdom modifier, including yourself if you so wish. Those creatures then must make a Wisdom saving throw to resist being consumed by bloodlust for 1 minute (they may choose to fail this if they wish). **Bloodlust.** A creature consumed by bloodlust temporarily craves nothing but violence. They can make one weapon attack as a bonus action on their turns, and can also make a weapon attack as a reaction upon taking damage (this attack must be against the attacker, if it is in range). The creature must however make a Wisdom saving throw against your spirit save DC if they attempt to take an action that does not facilitate harming another creature; on a failure, they must take the Attack action against a creature in range or lose the action. #### Links of Suffering At 17th level, you are able to psychically rebuke attacks. As a reaction upon taking damage, you may cause the attacker to take the same amount of psychic damage, or half as much if they succeed on a Constitution saving throw. You may use this feature a number of times equal to your Wisdom modifier, and regain all uses on a long rest. ### Primal Source Spirit seekers of this practice eschew the more human spirits in order to pursue those of the natural world around them. #### Soul of the Forest When you choose this source at 3rd level, you connect on a spiritual level with the woodlands. While you and your companions are travelling through a forest, jungle, or other wooded area, you are unaffected by difficult terrain, and you have advantage on Survival checks made for tracking and foraging. #### Wrath of the Wilds At 7th level, you can call upon the aid of nature spirits to ensnare your foes. As an action, you may spend a spirit seeker spell slot and conjure spectral roots, vines, or other setting-appropriate natural restraints from a point you can see within 60ft, which attempt to grab purchase on a number of creatures within a 20ft radius of that point, equal to the level of the spell slot. The targets must succeed on a Strength saving throw or become restrained; this lasts for 10 minutes or until they can break free as an action with an Athletics or Acrobatics check against your spirit save DC.
Design by Lexi Abbey | Made with GM Binder
\pagebreakNum #### Manifest Nature From 13th level, you can call upon the wilderness spirits to aid you once per long rest. As an action, you conjure a **wood woad** into an unoccupied space within 10ft of you. The creature is friendly to you and your allies, and lasts for 1 minute before disintegrating into mulch. It acts on its own initiative, and it will do its utmost to protect and aid you, but otherwise does not obey your commands. #### Oaken Shield At 17th level, you are able to bond fully with the spirits of nature. As a bonus action, you can gain or dismiss any of the following effects: **Bark Hide.** Your AC increases by 4 while you are not wearing armour. **Rooted Feet.** Your movement speed is halved, but you may add your proficiency bonus to any saving throws or ability checks made to avoid being moved, such as getting pushed or falling prone. **Vine Grasp.** Your melee attacks now gain the reach property. ### Virtuous Source Spirit seekers of virtue seek out and bond to spirits who embody the virtues of civilisation, the paragons of goodness and wellbeing. This is not to say that the seekers themselves are virtuous, and virtues embodied to the exclusion of all others can cause much unintended harm if the seeker is not careful. #### Twin Souls While you are bonded to any spirit as per your Spirit Bond feature, you may use your reaction to gain advantage on a Wisdom or Charisma saving throw, as your body plays host to two souls who can each enforce their will. You must choose to use this reaction before rolling either die. #### Spirit Bond When you choose this source at 3rd level, you learn to bond with spirits of virtue to share their power. You make contact with one such spirit of your choice from the list at the end of this class description at 3rd, 7th, 13th, and 17th levels. You may only bond to one spirit at a time, and you can change your currently bonded spirit as an action. *While you certainly do not have to, it may be worth considering how your character's personality, ideals, flaws etc. may change while hosting such a spirit within themselves.* **Spiritual Blessing.** While you are bonded to a spirit, you gain a passive benefit in keeping with its nature. You maintain this benefit until you bond with another spirit. **Manifest Virtue.** The spirits grant you a powerful measure of their power, which you may invoke as an action while bonded to them. You may use your Manifest Virtue a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. The spirits all have their own manifestations, but they all share these limited uses. \columnbreak #### Empathetic Magic At 7th level, you learn the *Detect Thoughts* spell. This counts as a spirit seeker spell for you, but does not count against the number of spirit seeker spells you know. #### Revitalising Spirit From 13th level, your bonded spirits come to your aid when you grow weak. When you are reduced to 0 hit points, you instead drop to a number of hit points equal to your spirit seeker level. This feature may not occur more than once per long rest. #### Virtuous Host From 17th level, you become the avatar of the spirits. As an action, you invite all the spirits you have bonded with through your Spirit Bond feature into yourself, gaining temporary hit points equal to twice your spirit seeker level. For one minute, you gain access to all your spirits' blessings and manifestations without having to swap between them. You may use this feature once, and you regain the ability to use it again when you finish a short or long rest. Immediately after the effect ends, you suffer one point of exhaustion. ###### Spirit of Compassion Spirits of compassion are kindly souls who bring comfort to those in need, embodying healing and tranquility. **Compassionate Blessing.** When you roll a 1 or 2 on a die to restore hit points to a creature, you may reroll that die, but you must take the new roll. **Manifest Compassion.** You attempt to fill a creature with pacifistic feelings. A creature within 30ft that can see you must succeed on a Wisdom saving throw or become charmed by you for 1 hour. While it is charmed in this way, it will not take aggressive actions or attempt to hinder you and your comrades, but will otherwise not regard you any differently. This ends if you or your companions do anything to harm the target or its companions. ###### Spirit of Courage Spirits of courage are brave and proud warriors. Their spirits carry the weapons they wielded in life, challenging their foes to glorious combat. **Courageous Blessing.** You have advantage on saving throws against becoming frightened. As a reaction when an allied creature within 30ft makes a similar saving throw, you may grant them advantage on the roll. **Manifest Courage.** You conjure a ghostly weapon and make a melee spirit attack at a creature within 5ft. On a hit, the target takes psychic damage equal to 1d8 + your Wisdom modifier, and has disadvantage on attack rolls against all creatures other than you for 1 minute or until you use this ability against a different creature.
Design by Lexi Abbey | Made with GM Binder
\pagebreakNum ###### Spirit of Curiosity Spirits of curiosity are driven to seek out new lore and forgotten secrets, expanding the horizons of learning. **Curious Blessing.** You may add your Wisdom modifier to Intelligence checks you make. **Manifest Curiosity.** You gain proficiency with one weapon, skill, or tool for 10 minutes, or until you use this action again. ###### Spirit of Joy Spirits of joy embody the passions that help us face any challenge, filling their seekers with boundless energy and enthusiasm. **Joyful Blessing.** Your walking speed increases by 10 feet. **Manifestation of Joy.** For 1 minute, your jumping distances are doubled, and you may take the Dash action as a bonus action on each of your turns. ###### Spirit of Justice Spirits of justice are paragons of righteousness and fair treatment, though they may turn harsh if the punishment fits the crime. Their ideal of justice may be lawful, or social, depending on the nature of the spirit and their seeker. **Just Blessing.** You gain a +1 bonus to attack and damage rolls with your weapon and spirit attacks while you have half your hit points or fewer remaining. **Manifest Justice.** As an action, you attempt to instill surrounding creatures with a sense of truth and honesty. Creatures in a 15ft radius from you must succeed on a Wisdom saving throw or be unable to lie for 10 minutes, though they may always choose to remain silent or evade the question. If they fail by 5 or more, they are physically compelled to tell the truth when directly asked a question. ###### Spirit of Loyalty Spirits of loyalty stay true to bonds of fellowship, honouring their agreements and never forsaking an ally in a time of need. **Loyal Blessing.** When a friendly creature you can see is targeted with an attack roll, you may use your reaction to make yourself the target of the attack instead, so long as you are also within range of the attack. **Manifest Loyalty.** You vow to stand by a comrade no matter what. As part of this action you designate a friendly creature you can see within 30 feet of you. For the next minute, when either you or the creature takes damage, instead of one creature taking the full damage, you each take half. This splitting takes place after applying the initial receiver's modifiers such as vulnerability or resistance, but cannot be further reduced in any way. ###### Spirit of Reason Spirits of reason are purveyors of sound council and reasoned judgement. They lend their seekers a silver tongue to sway doubters to their cause, without being swayed themselves. **Reasonable Blessing.** You may add your Wisdom modifier to Charisma checks you make against non-hostile creatures. **Manifest Reason.** For up to one minute, as though you were concentrating on a spell, you become immune to charm effects.
Design by Lexi Abbey | Made with GM Binder