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The Pilgrim
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# Pilgrim As the sun dipped below the horizon, allowing the aurora of the mountains to illuminate the twilight, a pair of Gestalt with golden hair trek along the winding paths of the floating mountains in the New World. With each step, they could feel the faint hum of the Leylines resonating beneath their feet, guiding them towards their destination. With practiced hands, one unfurled a weathered scroll, its edges frayed from years of use, and began to set up the tribulation ritual to tame a dragon. ### Worldwide Wayfarers In the realm of Errsalt, where the Leylines pulse with the essence of the world and the winds of destiny blow strong, there exists a group of wanderers known as the Pilgrims. These travelers are not bound by the shackles of kingdoms or the walls of cities but roam freely across the vast expanses of the land, guided by the currents of the Leylines and the whispers of the spirits. ### Nurtured Companions Nature Spirits are as much a part of the natural world as the wind that whispers through the trees and the rivers that flow through the valleys. These varied beings, born of the Leylines' energy interceting with life. Pilgrim's are those few who can not only pull these creatures from the Leylines but tame and nurture them. #### Quick Build You can make a Pilgrim quickly by following these suggestions. First, put your highest ability score in Wisdom, followed by Constitution. Second, choose the Hermit background from the Player's Handbook. ##### Optional Rule: Multiclassing If your group uses the optional rule on multiclassing in the Player's Handbook, here's what you need to know if you choose the Exorcist as one of your classes.
**Ability Score Minimum.** In order to multiclass, you must have at least a 13 in Wisdom to take a level in this class, or to take a level in another class if you are already an Pilgrim.
**Proficiencies Gained.** If Pilgrim isn't your initial class, you gain two skill proficiencies from the Pilgrim list when you take your first level in this class. \pagebreakNum
##### Pilgrim | Level | Proficiency Bonus | Features | Movement | Nature Spirits | |:----:|:---:|:--------------------------------------------------|:--------:|:------:| | 1st | +2 | Walking Ten-thousand Miles, Leyline Foundation | +10 ft. | 1 | | 2nd | +2 | Traveling Companion, Trail Walker, Leyline Intent | +10 ft. | 1 | | 3rd | +2 | Dao Attunement | +10 ft. | 2 | | 4th | +2 | Ability Score Improvement | +10 ft. | 2 | | 5th | +3 | Leyline Empowerment, Core Formation | +15 ft. | 2 | | 6th | +3 | Pilgrims Road Feature | +15 ft. | 3 | | 7th | +3 | Instant Summoning Ritual | +15 ft. | 3 | | 8th | +3 | Ability Score Improvement | +15 ft. | 3 | | 9th | +4 | Sea Walker | +20 ft. | 4 | | 10th | +4 | Pilgrims Road Feature | +20 ft. | 4 | | 11th | +4 | Evasion | +20 ft. | 4 | | 12th | +4 | Ability Score Improvement | +20 ft. | 4 | | 13th | +5 | Dragon Vein | +25 ft. | 5 | | 14th | +5 | Pilgrims Road Feature | +25 ft. | 5 | | 15th | +5 | Sky Walker | +25 ft. | 5 | | 16th | +5 | Ability Score Improvement | +25 ft. | 5 | | 17th | +6 | Godspeed | +25 ft. | 5 | | 18th | +6 | Planeswalker | +30 ft. | 6 | | 19th | +6 | Ability Score Improvement | +30 ft. | 6 | | 20th | +6 | Monarch Soul | +30 ft. | 6 |
\columnbreak ## Class Features As a pilgrim, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d8 per pilgrim level. - **Hit Points at 1st Level:** 8 + your Constitution modifier. - **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per pilgrim level after 1st. - #### Proficiencies ___ - **Armor:** Light armour. - **Weapons:** Simple weapons, martial ranged weapons. - **Tools:** none ___ - **Saving Throws:** Dexterity, Strength - **Skills:** Choose two from Acrobatics, Animal Handling, Insight, Medicine, Nature, Persuasion, and Survival #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* a longbow or *(b)* a quarterstaff or *(c)* a simple weapon - light crossbow and 20 bolts - *(a)* a explorer’s pack or *(b)* a priest’s pack - *(a)* A holy symbol or *(b)* a druidic focus \pagebreakNum ### Walking Ten-thousand Miles At 1st level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain pilgrim levels, as shown in the Pilgrim table. Additionally, as you take levels in this calss your ability to traverse evolves in the following ways; #### Trail Walker At 2nd level, you can now Dash and Disengage as a Bonus action. #### Sea Walker At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move. #### Sky Walker At 13th level, as a bonus action, you gain a flight speed equal to your walking speed until the end of your turn, if you end your in midair you drop to the ground. ### Leyline Foundation Also at 1st level, your training in the ways of the Dao has attuned you to the Leylines, the mystical veins of power that flow throughout the natural world. Your connection to these Leyline grants you insight into their workings and allows you to draw upon their energy to fuel your abilities.
You gain a pool of energy represented by a number of d4s equal to your Wisdom modifier. This pool of energy replenishes when you attune yourself to the Leyline by communing with nature during a short or long rest or by using your action to take the Dodge action.
Some of your Pilgrim features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
**Leyline save DC** = 8 + your Proficiency bonus + your Wisdom modifier **Leyline attack modifier** = Your Proficiency bonus + your Wisdom modifier
You can utilitise your Leyline connection on the following ways; * **Weather Sense**. You can predict what the weather will be at your location for the next 24 hours. * **Leyline Empowered Strike**. You can expend a number of Leyline Dice up to your Proficiency Bonus to empower a weapon attack you make dealing additional weapon damage equal the amount of Leyline Dice expended. * **Cripple Foundation**. You can expend a Leyline die when you hit a creature with a weapon attack to disrupt the natural flow of energy through that creature. The creature is forced to make a Dexterity saving throw and on a failed save, the creatures movement speed is reduced by half until the start of your next turn. \columnbreak ### Traveling Companions At 2nd level, your connection to the Leyline grants you the ability to summon Nature Spirits to aid you in your travels. By spending 10 minutes meditating and tapping into the energy of the land, you can conjure a Nature Spirit to travel alongside you. This Nature Spirit forms a link with you, forever after summoning an aspect of the same creature. ##### Nature Spirits A Nature Spirit shares your proficiency bonus. If a Nature Spirit is defeated, it is returned to the Leyline and may be summoned again with this feature. * A Nature Spirit acts on your initiative after you, obeying any verbal or telepathic commands that you issue (no action required by you). It can communicate with you telepathically as long as you are on the same plane. * When reduced to 0 hit points, a Nature Spirit is incapacitated until it recovers at least 1 Hit Point and returns to the Leyline if killed or banished. During a short rest, you may expend Hit Dice to heal a Nature Spirit as you would heal yourself. * The physical appearance of a Nature Spirit is determined by you, but it retains a general resemblance to its chosen form. It bears a glowing tattoo identical to one that appears on you while summoned. While this tattoo can be hidden through mundane means, it cannot be concealed through magic that changes appearance, such as *alter self* or *polymorph*. * You can dismiss a Nature Spirit as an action. It remains until dismissed, killed, or banished. ##### Tribulation As you gain levels in this class, you will gain access to more Nature Spirits to call upon as shown in the Pilgrim table. However, before you can freely summon new Nature Spirits, you must perform a ritual called Tribulation to bind them to your service. * To perform Tribulation, you must provide a material conduit determined by the DM, which is consumed to call forth a Nature Spirit whose level is equal to your own. * During Tribulation, you can designate a number of creatures up to your Wisdom modifier, only these creatures and yourself can damage the Spirit. You then have 3 rounds of combat to subdue the Spirit by reducing its hit points to 0, after which you name the Spirit, binding it to you. Otherwise, it returns to the Leylines. \pagebreakNum ### Leyline Intent Also at 2nd level, your travels and communion with the Leylines have granted you a deeper understanding of the power you can draw from them, allowing you to imprint your own will upon their energy.
**Natural Intent**. Choose a damage type other than bludgeoning, piercing, or slashing damage. This chosen damage type becomes your Natural Intent and will be referenced throughout this class.
**Nature Transformation**. As a bonus action, you can channel the energy of the Leylines to create a minor effect that incorporates your Natural Intent. For example, if you have an affinity for thunder, you could create a sound to distract or startle your enemies. If you have an affinity for fire, you could ignite a small area to provide illumination. The effect can be no larger than a 5-foot cube, cannot directly harm a creature, and can't last longer than one minute. You can dismiss this effect as a bonus action.
**Killing Intent**. As a bonus action, you can imbue your Nature Transformation with lethal energy by expending any number of Leyline Dice. Make a Leyline attack against a creature within 10 feet of you. On a hit, that creature takes damage equal to the total result rolled on the expended Leyline Dice, using your chosen Natural Intent damage type. ### Dao Attunement When you reach 3rd level, you attune yourself to a Dao, a fundamental aspect of the natural world that resonates with your inner spirit. Choose a Dao detailed at the end of this class, your chosen Dao grants you features at 3rd level and again at 6th, 10th, and 14th level, shaping your abilities as a Pilgrim and guiding your path of cultivation and martial prowess. ### Ability Score Improvement At 4th level and again at 8th, 12th, 16th, and 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 ### Leyline Empowerment At 5th level, your mastery of drawing upon the Leylines allows you to infuse the attacks of your Nature Spirits with magical energy. Attacks made by your Nature Spirits count as magical for the purpose of overcoming resistance to non-magical attacks and deal additional damage equal to a roll of your Leyline Die. ### Core Formation Also at 5th level, your connection to the Leylines has strengthened your core, enabling you to channel and contain greater amounts of their power. As a result, your maximum Leyline Dice increases by an amount equal to your Proficiency Bonus.
Additionally, you can choose an additional damage type and add it to your Natural Intents. \columnbreak ### Instant Summoning Ritual At 7th level, as an action, you can summon a Nature Spirit. If you already control a Nature Spirit, it returns to the Leylines upon the summoning of a new one.
You can use this feature once and regain all uses upon finishing a short or long rest. ### Spiritual Growth At 9th level, now far along your travels, the spirits you venture with grow with your deepened link to the Leylines. Your Nature Spirits gain the ability to unlock dormant talents. ##### Breakthrough The path to unleashing the capabilities of your Nature Spirits is unique to each Spirit, requiring a specific task listed in the Growth section of the Nature Spirit's statblock. * For a Nature Spirit to reach its Growth, you must perform the task listed in the Spirit's Growth for at least 12 hours each day for a consecutive 30 days with the Nature Spirit present. * If the Spirit is dismissed or you do not resume the task within a day, the attempt fails. * Your connection to both the Leylines and the Nature Spirit whose Growth you are trying to reach sustains you, you do not suffer the effects of exhaustion or strenuous activity if the task would otherwise be classified as such. * Once a Nature Spirit reaches its Growth, it cannot be changed. The Spirit also returns to the Leylines. ### Evasion At 11th level, you can nimbly dodge out of the way of certain area effects, such as an ancient red dragon’s fiery breath or an *ice storm* spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. ### Dragon Vein At 15th level, your profound connection to the natural world has granted you greater mental fortitude. You gain proficiency in Wisdom saving throws, reflecting your heightened awareness and resilience to mental influence.
Additionally, when you use your Killing Intent feature, you can manipulate its form to encompass a larger area of effect. You can affect a 30-foot line, a 15-foot cone, or a 15-foot radius sphere. All creatures within the chosen area must make a Dexterity saving throw. On a failed save, they take the damage from your Killing Intent. ### Godspeed At 17th level, drawing upon the energy from the Leylines to bolster your already tremendos speed you can enter a state of unparalleled quickness.
You can cast the *haste* spell without a spell slot or concentration once per long rest and while under this features effects you can make the Dodge action as a bonus action regaining your expended Leyline Dice. \pagebreakNum
### Planeswalker At 18th level, you have become a living conduit for the powers that lay beyond your plane of existence. You can cast the *plane shift* spell without a spell slot and material components once per long rest. ### Monarch Soul At 20th level, you and the Leylines become indistinguishable from one another, granting you a transcendent state of being. Your soul becomes infused with the essence of the monarchs of old, granting you immortality to journey through all things. You gain the following benefits; * **Eternal Essence**. Your soul becomes untethered from the mortal realm, granting you immortality. You no longer age and are immune to all effects that would cause you to die of old age or age magically. * **Transcendent Journey**. You gain the ability to transcend the boundaries of the material world, allowing you to journey freely through the realms of existence. As an action, you can enter a state of etherealness, becoming incorporeal and able to move through objects and creatures as if they were difficult terrain. This state lasts for 1 hour, and you can use this feature a number of times equal to your proficiency bonus. You regain expended uses after finishing a long rest. \pagebreakNum
## Dao Attunement ## Dao of Jade Cauldron ### #### Herbology At 3rd level, you gain proficiency in the Medicine skill as well as proficiency with both the Herbalism Kit and Alchemist's supplies. #### Alchemical Intent Also at 3rd level, your will allows you to utilise leyline energy for Alchemical practices. As an action, you can expend at least 1 Leyline Die to perform one of the following features;
**Transmutation.** You can touch and transmute one nonmagical object – no larger than a 1-foot cube – into another nonmagical object of similar size. The transmutation lasts for a number of minutes equal to the number of leyline dice expended for this feature and this transmutation will not hold up to scrutiny.
**Elixir.** You distil a portion of your capabilities into a liquid form. Choose one of your Ability Scores, a creature can use their reaction to consume an elixir when forced to made a saving throw to add your chosen Ability Score Modifier to their saving throw. Elixirs last 24 hours before losing their potency.
**Restorative.** You change the volatile natural energies of the leylines into pure vitality. You can touch a creature and restore a number of hit points equal to the result of the leyline dice expended for this feature. Additionally, you learn of any conditions, curses, and or magical effects the creature is under. \columnbreak
You can use this feature a number of times equal to your Proficiency Bonus, regaining all expended uses upon finishing a long rest. #### Soul Pill Refinement Contract At 6th level, the spirits forms are malleable and their energy transmutable. As an action, you can banish a summoned Nature Spirit, preventing you from summoning it until you finish a long rest to form a pill that contains the ability to grant whomever consumes it an action from the banished nature spirits statblock until they finish a long rest. #### Golden Meridians At 10th level, you transmute your own body to better utilise the leylines making you immune to disease and poison. Additionally, you can target creatures within range of your killing intent when using your Alchemical Intent features. #### Jade Cauldron Internal Alchemy At 14th level, you have transmuted yourself into a perfect form for performing alchemy granting you the following benefits; * You can craft items that require Alchemist's supplies without the relevant tool set or ingridients by utilising your body but must still expand the gold nessasary to craft * When you finish a long rest you can transmute one of your Natural Intents to another damage type of your choice. * When you or a creature you can see within range of your Killing Intent is reduced to 0 hit points you can flare your vital energy restoring 1 hit point. You can use this feature once and regain all uses upon finishing a long rest. \pagebreakNum
\columnbreak ## Dao of the Scarlet Moon ### #### 3 At 3rd level, #### 3 Also at 3rd level, As a bonus action, you can expend at least 1 Leyline Die to perform one of the following features;
**?**.
**?**.
**?**.
You can use this feature a number of times equal to your Proficiency Bonus, regaining all expended uses upon finishing a long rest. #### 6 At 6th level, #### 10 At 10th level, #### 14 At 14th level, \pagebreakNum
## Dao of the Heaven-Cracking Fist ### There is no boundary too sacred, no limit too final — only walls waiting to be broken. Each strike is a declaration that even the stars must yield to will made manifest. Those who embody the Dao of the Heaven-Cracking Fist cultivate their stikes to break the heavens and their foes. #### Shatter-Heart Discipline You gain proficiency in Athletics ability checks and your unarmed strikes deal 1d6 bludgeoning damage. You may use Strength or Wisdom for attack and damage rolls with them. #### Sky-Splitting Intent Also at 3rd level, you may expend Leyline Dice to empower you or your Nature Spirit with one of the following effects:
**Cracking Impact**. Your hands are empowered by the Dao. When you hit a creature with a melee weapon attack or unarmed strike, you can expend a leyline die to push the target 15 feet.
**Rolling Thunder**. When a creature misses you with a melee attack as a reaction, you can expend a leyline die to immediately move up to 15 feet without provoking opportunity attacks.
**Break the Rocks**. When making a Strength (Athletics) or attack roll to break or attack an object, wall, or magical barrier, you can expend a leyline die to you treat your Strength score as 26 and add the result of the leyline die to the roll and have advantage when forcing open locked or sealed doors, vaults, or cages.
You can use this feature a number of times equal to your Proficiency Bonus, regaining all expended uses upon finishing a long rest. \columnbreak
#### Thunder Gate Position Formationn At 6th level, all who stand between you and the sky shall be broken. When you and your Nature Spirit are positioned on opposite sides of a creature creating a direct line, you form a Thunder Gate. While the formation is maintained, attacks made by you or your spirit against that target ignore resistances and crit on a 19–20. When you both hit the creature in the formation, the target must make a Constitution saving throw or be knocked 15 feet into the air and become prone if they land. #### Shockwave Meridian Alignment At 10th level, your inner channels align like a divine forge, making your body incredbley resistant to shock. You have advantage on saving throws to resist being knocked prone and you cannot be moved against your will. Additionally, you have resistance to thunder damage. #### Fist that Broke the Sky At 14th level, you have shattered your limits, and in doing so, shattered reality’s grip on itself. For one minute, you may enter a transcendent state where your will has such force, even the void of space offers resistance when struck. * Your unnarmed strikes and melee weapon attacks deal additional damage equal to a roll of your leyline die. * When you make an unnarmed strike or melee weapon attack you leave cracks in the air like fractured porcelain 10 feet around the creature until the start of your next turn. If a creature moves through this space they take 1d10 slashing damage for ever 5 feet moved. * You can expend at least 10 feet of movement to force a creature you can see to make a strength saving throw. On a failed save. the creature is pulled towards you by the amount of movement expended as you pull on space.
You can use this feature once and regain all uses upon finishing a long rest. \pagebreakNum
## Dao of the Falling Blossom ### #### Striking Intent At 3rd level, #### 3 Also at 3rd level, #### 6 At 6th level, #### 10 At 10th level, #### 14 At 14th level, \pagebreakNum
## Dao of the Golden Ring ### \pagebreakNum
## Dao of Black Soil ### All things return to soil. Some feed roots. Some do not rest. The question is not whether the dead rise, but whether they obey. #### Grave Intent At 3rd level, as a bonus action, you expend 1 Leyline Die to plant a death seed, a spiritual tether tied to decay. Choose one of the following effects: * **Plant in Flesh**: Touch a creature (living or dead) or target within 30 ft. That target becomes marked with death for 1 minute. When it drops to 0 HP, it becomes a Husk Nature Spirit. The Husk Spirit is undead and inherits the movement, one action (GM's discretion) of the fallen creature, and has Hit Points equal to your Pilgrim Level + your proficeny Bonus. You may only have 1 Husk Spirit at a time. * **Plant in Soil**: Target a space of ground within 30 ft. where a Death Knot will bloom transforming a 10 ft radius area into difficult terrain and if a creature dies within this area you gain temporary hit points equal to your Wisdom modifier + a roll of your Leyline Die.
You can use this feature a number of times equal to your Proficiency Bonus, regaining all expended uses upon finishing a long rest. #### Bone Gardener Also at 3rd level, you gain proficiency in religion ability checks and you can also cast *gentle repose* spell as a ritual. #### Waking Graves Array At 6th level, when you and your spirit stand on opposite sides of a corpse or burial site, you may trigger the Waking Graves array as a bonus action. While you and your spirit remain in this position the following effects permiate a 30ft. area around you; \columnbreak
* The area becomes lightly obscured by fog. * Creatures who enter the area or end their trun there must make a strength saving throw or be restrained by spectal hands. * Any necrotic damage a creature restrained within the area takes is maximized. * Whenever you or your spirit deal damage to a creature within the area you deal additional necrotic damage equal to a roll of your leyline die.
You can use this feature once and regain all uses upon finishing a long rest. #### Dust-Flesh Axiom At 10th level, you have transcended the mortal fear of death. Your soul is half-planted in the grave. When you are reduced to 0 hit points you can banish your active nature spirit to regain 1 hit point, activate your Waking Graves Array for 1 round, and you become undead for 1 round. Additionally, you gain resistance to necrotic damage and are immune to disease
You can use this feature once and regain all uses upon finishing a long rest. #### Bloom of the Bone Orchard At 14th level, the soil you tread becomes fertile ground and the dead you bury spring forth new life. All undead within 30ft. of you grow a bone lotus, a flower made of sacred bone that belongs to the dead. Any creature that begins their turn or enters within 10ft. of a bone lotus takes 1d6 necrotic damage and must make a Charisma saving throw. On a failed save, that creature becomes undead for 1 minute. For each bone lotus active you regain a number of hit points at the start of your turns equal to your Wisdom modifer. \pagebreakNum
## Dao of the Heavenly Stems & Earthly Branches ### A year is a breath. A breath is a cycle. Those who know when to act need not act with force. Those who mark the turning sky may step into it. #### Celestial Intent At 3rd level, as a bonus action, you expend 1 Leyline Die to inscribe a Heavenly Stem or Earthly Branch on a creature within 30 ft that you can see (including yourself). The effect lasts 1 minute or until you use the feature again to overwrite one.
| Stems | Effect | |:---|:-----------| | 🌳 Wood | ? | | 🔥 Fire | ? | | 🌍 Earth | ? | | ⚔️ Metal| ? | | 💧 Water | ? | | Branches | Effect | |:---|:-----------| | 🐉 Dragon | ? | | 🐍 Snake | ? | | 🐗 Pig | ? | | 🐓 Rooster | ? | | 🐅 Tiger | ? |
You can use this feature a number of times equal to your Proficiency Bonus, regaining all expended uses upon finishing a long rest. #### Tea with Spirits Also at 3rd level, you gain proficiency in arcana and Brewing Supplies. Additionally, you learn to hold tea in time and spirit. You can cast the *tea ceremony* spell as a ritual using Brewing Supplies. \columnbreak
#### Formation of the Celestial Wheel At 6th level, when you and your spirit stand on opposite sides of a target creature (flanking or diagonally adjacent), you may activate the Celestial Wheel as a reaction by expending 1 Leyline Die. Your spirit channels one Heavenly Stem, and you channel one Earthly Branch for one of the following effects;
| Alignment | |:---| | 🔥 Fire (Spirit) + 🐅 Tiger (You) | | 💧 Water (Spirit) + 🐉 Dragon (You) | | ⚔️ Metal (Spirit) + 🐓 Rooster (You) | | 🌍 Earth (Spirit) + 🐗 Pig (You) | | 🌳 Wood (Spirit) + 🐍 Snake (You) | | Effect | |:---| | ? | | ? | | ? | | ? | | ? |
You can use this feature a number of times equal to your Wisdom modifier and regain all uses upon finishing a long rest. \pagebreakNum
\columnbreak #### Mandate of Heaven At 10th level, you are now constantly aligned with the cosmic rhythm granting you the following benefits; * You gain resistance to force damage and can’t be surprised while within 30 ft of your spirit. * Once on each of your turns, when you or a spirit rolls a 1 on a Leyline Die, you may treat the result as your Proficiency Bonus instead. * Whenever you cast augury or use a divination ability, you may ask an additional question. #### The Cosmic Cycle At 14th level, you may now enter alignment with the full 60-fold cycle of existence. As an action you may enter the Celestial State for 1 minute, for tis duration you gain the following benefits; * As a bonus action, you may inscribe both a Heavenly Stem and Earthly Branch onto any number of targets within 30 ft, each round without expending a leyline die. * Whenever you and your spirit hit a creature with a weapon attack you attack in sync, roll damage as if you and your spirit both hit the target with their weapon attack and a weapon your holding.
You can use this feature once and reagin all uses upon fnishing a long rest. \pagebreakNum
## Dao of the Immortal Grove ### Each peach bears a season. Each season births a blessing. Cultivate the fruit and taste forever. The practitioner becomes a living extension of the celestial garden, their strength drawn from the harmony of life, nature, and sacred vitality. #### Caretaker’s Craft At 3rd level, you gain proficiency in Nature ability checks and with the Herbalism Kit. Additionally, You can cast the *detect poison and disease* as a ritual without material components. #### Seasonal Intent Also at 3rd level, as a bonus action you can expend a Leyline Die, you cultivate one of the Four Seasonal Peaches within yourself. The blessing lasts for 1 minute or until you use this feature again. * **Spring Blossom**. Your size catagory increases by 1 and at the start of each of your turns regain 1 + your wisdom modifier Hit points. * **Summer Fire**. Creatures within 5ft. of you take fire damage equal to a roll of your leyline die at the start of each of your turns. * **Autumn Harvest**. When you use your killing intent feature you gain temporary hit points equal to the damage you deal. * **Winter Rest**. As a reaction, reduce any incoming damage by a roll of your leyline die, if this reduces the damage to 0 deal cold damage equal to the result to the creature.
You can use this feature a number of times equal to your Proficiency Bonus, regaining all expended uses upon finishing a long rest. #### Sutra of Ripening Orchard At 6th level, as an action, you can chant a sutra concentrating on it as if concentration on a spell for up to 1 minute. At the start of each of your turns, spectral branches sprout around you, bearing one peach of the seasons. \columnbreak
* As a bonus action, you or an ally within 30 ft. may consume one peach, immediately gaining its blessing as per your Seasonal Intent feature. * Unclaimed peaches wither at the start of your next turn. * While the sutra persists, you and your Spirit both radiate blossoms, creatures of your choice within 10 ft. cannot be frightened.
You can use this feature once and reagin all uses upon fnishing a long rest. #### Flesh of the Immortal Peach At 10th level, Your body ripens into immortality, mirroring the fruit you guard. * You no longer age, and can’t be aged magically. * You gain resistance to poison and necrotic damage. * When reduced to 0 hit points, you may instead drop to 1 and immediately grow a Golden Peach in your hand. Eating it as a bonus action restores hit points equal to half your maximum and removes one condition affecting you. You can use this feature once and reagin all uses upon finishing a long rest. #### Fairy of the Grove At 14th level, you reveal your true form as the Peach fairy, protector of the orchard. As a bonus action, you may transform for 1 minute: * You sprout spectral branches of bark and blossom. You gain temporary hit points equal to your Pilgrim level + Wisdom modifier at the start of each turn. * At the start of each of your turns, you grow two peaches from your seasonal intent feature, and they persist for the duration of this feature before withering. * Once on each of your turns when you hit a creature, you may force it to make a Strength saving throw or be restrained as roots and vines drag it down for the duration of this feature. Creature may remake this save at the end of each of their turns.
When the state ends, you scatter blossoms that heal all allies within 30 ft. for 2d10 + your Wisdom modifier. you can use this feature once and regain all uses upon finsihing a long rest. \pagebreakNum
## Dao of the Drinking Gourd ### #### Striking Intent At 3rd level, #### 3 Also at 3rd level, #### 6 At 6th level, #### 10 At 10th level, #### 14 At 14th level, \pagebreakNum
## Dao of the Yellow River ### The Yellow River winds like a dragon across the earth, a vein of heaven, a womb of nations, a grave for the unworthy. To follow this Dao is to embody the sacred flood: giver of life, bringer of ruin, a serpent that binds the earth to the stars. #### Omen of the River At 3rd level, you gain proficiency in Religion and with Calligrapher’s Tools. Additionally, you can cast the *augury* spell without material components, using your Calligrapher’s Tools to inscribe water-dragons onto paper and cast them into a bowl or stream. #### River-Dragon Intent Also at 3rd level, you have learned to syncronise your intent with the flow of the yellow river, you can perform the following features;
**Still Water Grasp.** When you use your Killing Intent feature or hit a creature with a weapon attack you can expend a leyline die to reduce that creatures movement speed by 5 x the die result.
**Running Water Blessing.** As a bonus action you can expend and roll a leyline die to increase a creatures movement speed by 5 x the die result.
**Flood Strike.** When you use your Killing Intent feature you can expend an additional leyline die to push a creature a number of feet equal to 5 x the die result. If they strike a wall/creature, both take force damage equal to the die roll.
You can use this feature a number of times equal to your Proficiency Bonus, regaining all expended uses upon finishing a long rest. #### Dragon’s Flowing Gate Array At 6th level, when you and your Spirit stand on opposite sides of each other you draw a line between the both of you, creating the Dragon’s Flowing Gate Array. While you remain still in this formation: * Allies who move through the line between you and your Spirit may move an additional 10 ft. as though carried by the current. * When a hostile creature passes through the line between you they must makea wisdom saving throw. On a failed save, they are abnnished to a dragon pallace until the end of their next turn. * You can collapse the formation early if you have a creature bannished by the feature to summon a young flood dragon (using a young dragon statblock. The flood dragon is friendly to you and your allies and remains for 1 minute. The creature banished takes cold damage equal to a combined roll of your remaining leyline dice which are expended by uses this feature.
You can use this feature once and regain all uses upon finishing a long rest. \columnbreak
#### Body of the Flood Dragon At 10th level, your cultivation aligns with the Yellow River’s immortal flow, granting you the following benefits; * **Scales of the Dragon**. You gain resistance to necrotic and force damage and you can breath both air and water. * **Coiling River Flow**. You cannot be unwillingly moved unless you choose to flow with the effect, if you choose to do so you move double the amount you would have been pushed/pulled in a direction of your choice without provoking reactions. #### Heavenly Rivers Reflection At 14th level, you may call forth the might of the yellow river for 1 minute. You gain the following benefits for the duration; * **Dragon Flood**. At the start of each of your turns, choose Flood or Drought:
**Flood**. Hostile creatures within 30ft. must succeed on a Strength saving throw or be knocked prone and take 2d10 bludgeoning damage.
**Drought**. Hostile creatures within 30ft. take 2d10 necrotic damage and cannot regain hit points until the start of your next turn. * **Flow With Me**. Allies within 30 ft. may move up to 10 ft. as a reaction whenever you expend a Leyline Die. * **Dragon’s Domain**. While this state lasts, you and your Spirit count as occupying water, you may move through enemy spaces without provoking reactions, and your reach increases by 5 ft. as watery dragon coils extend from you. \pagebreakNum
## Dao of the Measured Line ### #### Shadow Intent At 3rd level, #### 3 Also at 3rd level, #### 6 At 6th level, #### 10 At 10th level, #### 14 At 14th level, \pagebreakNum
## Dao of Copper Bellows ### #### Striking Intent At 3rd level, #### 3 Also at 3rd level, #### 6 At 6th level, #### 10 At 10th level, #### 14 At 14th level, \pagebreakNum
\columnbreak ## Dao of Heavens Gaze ### #### Faith At 3rd level, your dao taps into the realms of divinity granting you access to a Divine Origin. You gain the following benefits;
**Faith Dice**: You gain a pool of Faith Dice, which are d4s. The number of dice in this pool equals your proficiency bonus, and you regain all expended Faith Dice after a long rest.
**Deity (Minor)**: You gain the Deity (Minor) trait. #### Virtuous Intent Also at 3rd level, you to utilise leyline energy and faith energy to form a unique intent. You gain the following features;
**Heaven and Earth Transmigration**. As a bonus action, you can expend 2 Leyline dice to gain 1 Faith Die.
**Blessing of the Faith**. As an action, you can bless a creature you can touch granting the temporary hit points equal to your Pilgrim level plus your wisdom modifier.
**Judgement**. When you hit a creature who has damaged a creature with temporary hit points from your Blessing of the Faith feature with your Killing Intent you can deal additional damage by expending Faith Dice. #### Heavens Gaze Sutra At 6th level, as an action, you can chant a sutra disapating your psyical form for up to 1 minute granting you the following benefits; * You occupy the space in a 60 feet radius from where you where. * You are aware of all creatures within the space you occupy. * You cannot speak and can only use your Virtuous Intent and Leyline Intent features. * Your summoned nature spirit becomes a celestial in addition to its other creature types and regains 1d6 hit points at the start of each of its turns. #### Prayers At 10th level, when a creature knowingly makes a prayer addressed to you hear the prayer as if it was sent via the *sending* spell. If the prayer exceed the word limit you also receive the general intent of the prayer. As a reaction, you can bestow a Blessing of the Faith on the sender of the prayer. #### Seraphic Ascension At 14th level, your dao is realised, ascending you to a more divine form, granting you the following benefits; * You become a celestial in addition to your other creature types. * You can touch a creature, expend 1 or more faith dice restoring its hitpoints by double the result. You can use this feature once per long rest. * Radiant and necrotic damage are added to your natural intents, if you already have one or more of these damage types you can pick another damage type instead. * You have advantage on saving throws against spells and other magical effects. \pagebreakNum
## Dao of the Inverted Lotus ### The lotus blooms in mud not because it resists corruption — but because it takes it in. You do not cleanse. You consume. You become holy in the filth. #### Foul Intent At 3rd level, You can channel spiritual power through your own decay. As a bonus action, you may expend 1 Leyline Die and perform one of the following techniques: * **Inverted Lotus Blooming**: ou gain temporary hitpoints equal to the die roll + Wisdom modifier and while you have these temporary hitpoints when a creature hits you with a melee attack, they take necrotic damage equal to your Wisdom modifier * **Lotus Blight**: Target a creature within 30 ft you csan see forcing it to make Constitution saving throw. On a failed save, it is Infected with Lotus Blight for 1 minute taking 1d4 necrotic damage at the start of each of its turns and If the target is already under a condition the damage increases to 1d8.
You can use your Lotus Blight feature a number of times equal to your Wisdom modifier per long rest. #### The Stained Path Also at 3rd level, you gain proficiency in medicine ability checks and the Poisoner’s Kit. You also learn the *thaumaturgy* and *infestation* cantripsusing Wisdom as your spellcasting ability. #### Contract of Blooming Filth At 6th level, you caan sacrifice your nature spirit, transforming it into a rotting bloom of divine corruption. As an action, As an action, you can banish a summoned Nature Spirit, preventing you from summoning it until you finish a long rest to create a fetid eruption, creating a 15-foot radius zone centered on where it stood for 1 minute. Choose one of the following: \columnbreak
* **Bloodblossom Rite**: The ground becomes difficult terrain, upon entering the zone or starting your turn there hostile creatures in the zone must succeed on a Constitution save or become poisoned for 1 minute and allies within the zone regain hitpoints equal to your Wisdom modifier + your Pilgrim level. * **Toxic Epiphany**: All creatures who enter of start their turn within the zone must make a wisdom saving throw. On a failed save, creatures take 3d6 poison damage and for each creatyure that fails this saving throw you regain a leyline die. #### Sacred Wounds At 10th level, when you take necrotic, poison, or psychic damage, you may use your reaction to cause a creature within 30 ft to take half as much and if you are poisoned, frightened, blinded, or stunned, you may expend 1 Leyline Die to end the condition immediately and gain advantage on your next leyline attack roll or attack roll for your spirit. #### The Bloom Beneath At 14th level, you have become the Lotus that blooms in hell. Holy, but wrong. As a bonus action, you may enter the Bloom Beneath for 1 round granting you the following benefits; * Whenever you hit a creature with a weapon or leyline attack you can force that reature to make a Constitution saving throw or be inflicted with Lotus Blight. * Whenever you deal poison damage you may chance the damage type to either psychic, acid, or necrotic damage.
You can expend a letyline die to extend the duration of this feature by 1 round. When this feature ends you choose one of the following effects; * **Defile**: Creature a zone from your Contract of Blooming Filth feature without banishing a spirit. * **Purify**: You regain all missing Leyline Dice and allies within 30ft. regain 6d6 hit points.
You can use this feature once and regain all uses upon finishing a long rest. \pagebreakNum
## Dao of Quiloth Roots ### #### Eldertongue Starting at 3rd level, you gain access to the unearthly language of Eldertongue. Eldertongue sounds like madding gibberish to any sane creature, but a creature under the effects of a madness-inducing spell (i.e. crown of madness, etc) or cursed can understand it perfectly. #### Evil Intent Also at 3rd level, you can use you action to use you Killing Intent feature in a special way. When you hit a creature with your Killing Intent you can force the target to make a Charisma saving throw as you manifest their heart demons.
On a failed save, the target gains 1d4 heart demons or gain twice as many if they are of evil alignment for 1 minute. Creatures with heart demons are treated as being of evil alignment, take additional damage when hit by the damage type of your Natural Intent, and if their heart demons exceed 8 + their wisdom modifier they must roll on the short term madness table, the madness lasting until their heart demons are cleared.
You can use this feature a number of times equal to your Proficiency Bonus, regaining all expended uses upon finishing a long rest. #### 6 At 6th level, #### 10 At 10th level, #### Inverted Womb of Creation At 14th level, \pagebreakNum
# Nature Spirit Forms --- --- > ## Beast >*Medium Beast or Monstrosity, Unaligned* > ___ > - **Armor Class** 13 + proficiency bonus > - **Hit Points** equal the Nature Spirit’s Constitution modifier + your Wisdom modifier + five times your pilgrim level (the creation has a number of Hit Dice [d8s] equal to your pilgrim level) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|15 (+2)|13 (+1)|14 (+2)|8 (-1)|10 (+0)|13 (+1)| >___ > - **Saving Throws** Str +2 plus PB, Con +2 plus PB > - **Skills** Atheletics +2 plus PB, Intimidation +1 plus PB > - **Senses** passive Perception 10 > - **Languages** understands the languages you speak > --- > > ***Powerful Build.*** The Nature Spirit count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. > > ### Actions > **Strike** *Melee Weapon Attack:* Nature Spirit's Strength + PB to hit, reach 5 ft., one target. Hit: 1d8 + PB piercing, slashing, or bludgeoning damage (your choice). > > ### Growth > The Spirit also gains features depending on which it becomes. > > **Common Skill** > > #### Divine Beast > > **Skill 1** > > **Skill 2** > > #### Apex Predator > > **Skill 1** > > **Skill 2** \pagebreakNum --- --- > ## Avian Spirit >*Medium or Small Beast or Monstrosity, Unaligned* > ___ > - **Armor Class** 12 + proficiency bonus > - **Hit Points** equal the Nature Spirit’s Constitution modifier + your Wisdom modifier + two times your pilgrim level (the creation has a number of Hit Dice [d8s] equal to your pilgrim level) > - **Speed** 5 ft., fly 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|8 (-1)|15 (+2)|10 (+0)|14 (+2)|10 (+0)|13 (+1)| >___ > - **Saving Throws** Dex +2 plus PB, Int +2 plus PB > - **Skills** Acrobatics +2 plus PB, Performance +1 plus PB > - **Senses** darkvision 60 ft., passive Perception 10 > - **Languages** understands the languages you speak > --- > > ***Flyby.*** The Nature Spirit doesn't provoke opportunity attacks when it flies out of an enemy's reach. > > ### Actions > **Talon** *Melee Weapon Attack:* Nature Spirit's Strength + PB to hit, reach 5 ft., one target. Hit: 1d4 + PB piercing, slashing, or bludgeoning damage (your choice). > > ### Growth > > The Spirit also gains features depending on which it becomes. > > **Common Skill** > > #### Sky Sovereign > > **Skill 1** > > **Skill 2** > > #### Terror Lord > > **Skill 1** > > **Skill 2** \pagebreakNum --- > ## Smarm >*Medium Swarm of Tiny Beasts or Monstrosities, Unaligned* > ___ > - **Armor Class** 10 + proficiency bonus > - **Hit Points** equal the Nature Spirit’s Constitution modifier + your Wisdom modifier + four times your pilgrim level (the creation has a number of Hit Dice [d8s] equal to your pilgrim level) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|15 (+2)|13 (+1)|14 (+2)|8 (-1)|10 (+0)|13 (+1)| >___ > - **Saving Throws** Str +2 plus PB, Con +2 plus PB > - **Skills** Atheletics +2 plus PB, Intimidation +1 plus PB > - **Senses** passive Perception 10 > - **Languages** understands the languages you speak > --- > > ***Powerful Build.*** The Nature Spirit count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. > > ### Actions > **Strike** *Melee Weapon Attack:* Nature Spirit's Strength + PB to hit, reach 5 ft., one target. Hit: 1d6 + PB piercing, slashing, or bludgeoning damage (your choice). > > ### Growth > > > \columnbreak --- > ## Wind Spirit >*Small or Medium elemental, Unaligned* > ___ > - **Armor Class** 13 + proficiency bonus > - **Hit Points** equal the Nature Spirit’s Constitution modifier + your Wisdom modifier + five times your pilgrim level (the creation has a number of Hit Dice [d8s] equal to your pilgrim level) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|15 (+2)|13 (+1)|14 (+2)|8 (-1)|10 (+0)|13 (+1)| >___ > - **Saving Throws** Str +2 plus PB, Con +2 plus PB > - **Skills** Atheletics +2 plus PB, Intimidation +1 plus PB > - **Senses** passive Perception 10 > - **Languages** understands the languages you speak > --- > > ***Powerful Build.*** The Nature Spirit count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. > > ### Actions > **Strike** *Melee Weapon Attack:* Nature Spirit's Strength + PB to hit, reach 5 ft., one target. Hit: 1d6 + PB piercing, slashing, or bludgeoning damage (your choice). > > ### Growth > > > \pagebreakNum --- > ## Living Weapon >*small Construct, Unaligned* > ___ > - **Armor Class** 13 + proficiency bonus > - **Hit Points** equal the Nature Spirit’s Constitution modifier + your Wisdom modifier + five times your pilgrim level (the creation has a number of Hit Dice [d8s] equal to your pilgrim level) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|15 (+2)|13 (+1)|14 (+2)|8 (-1)|10 (+0)|13 (+1)| >___ > - **Saving Throws** Str +2 plus PB, Con +2 plus PB > - **Skills** Atheletics +2 plus PB, Intimidation +1 plus PB > - **Senses** passive Perception 10 > - **Languages** understands the languages you speak > --- > > ***Powerful Build.*** The Nature Spirit count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. > > ### Actions > **Strike** *Melee Weapon Attack:* Nature Spirit's Strength + PB to hit, reach 5 ft., one target. Hit: 1d6 + PB piercing, slashing, or bludgeoning damage (your choice). > > ### Growth > > > \columnbreak --- > ## Possessed Object >*Small or Medium Construct, Unaligned* > ___ > - **Armor Class** 13 + proficiency bonus > - **Hit Points** equal the Nature Spirit’s Constitution modifier + your Wisdom modifier + five times your pilgrim level (the creation has a number of Hit Dice [d8s] equal to your pilgrim level) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|15 (+2)|13 (+1)|14 (+2)|8 (-1)|10 (+0)|13 (+1)| >___ > - **Saving Throws** Str +2 plus PB, Con +2 plus PB > - **Skills** Atheletics +2 plus PB, Intimidation +1 plus PB > - **Senses** passive Perception 10 > - **Languages** understands the languages you speak > --- > > ***Powerful Build.*** The Nature Spirit count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. > > ### Actions > **Strike** *Melee Weapon Attack:* Nature Spirit's Strength + PB to hit, reach 5 ft., one target. Hit: 1d6 + PB piercing, slashing, or bludgeoning damage (your choice). > > ### Growth > > > \pagebreakNum --- > ## Humanoid >*Small or Medium Humanoid, Unaligned* > ___ > - **Armor Class** 13 + proficiency bonus > - **Hit Points** equal the Nature Spirit’s Constitution modifier + your Wisdom modifier + five times your pilgrim level (the creation has a number of Hit Dice [d8s] equal to your pilgrim level) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|15 (+2)|13 (+1)|14 (+2)|8 (-1)|10 (+0)|13 (+1)| >___ > - **Saving Throws** Str +2 plus PB, Con +2 plus PB > - **Skills** Atheletics +2 plus PB, Intimidation +1 plus PB > - **Senses** passive Perception 10 > - **Languages** understands the languages you speak > --- > > ***Powerful Build.*** The Nature Spirit count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. > > ### Actions > **Strike** *Melee Weapon Attack:* Nature Spirit's Strength + PB to hit, reach 5 ft., one target. Hit: 1d6 + PB piercing, slashing, or bludgeoning damage (your choice). > > ### Growth > > > \columnbreak --- > ## Fey >*Small or Medium Fey, Unaligned* > ___ > - **Armor Class** 13 + proficiency bonus > - **Hit Points** equal the Nature Spirit’s Constitution modifier + your Wisdom modifier + five times your pilgrim level (the creation has a number of Hit Dice [d8s] equal to your pilgrim level) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|15 (+2)|13 (+1)|14 (+2)|8 (-1)|10 (+0)|13 (+1)| >___ > - **Saving Throws** Str +2 plus PB, Con +2 plus PB > - **Skills** Atheletics +2 plus PB, Intimidation +1 plus PB > - **Senses** passive Perception 10 > - **Languages** understands the languages you speak > --- > > ***Powerful Build.*** The Nature Spirit count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. > > ### Actions > **Strike** *Melee Weapon Attack:* Nature Spirit's Strength + PB to hit, reach 5 ft., one target. Hit: 1d6 + PB piercing, slashing, or bludgeoning damage (your choice). > > ### Growth > > > \pagebreakNum --- > ## Mountain Spirit >*Large Elemental, Unaligned* > ___ > - **Armor Class** 13 + proficiency bonus > - **Hit Points** equal the Nature Spirit’s Constitution modifier + your Wisdom modifier + five times your pilgrim level (the creation has a number of Hit Dice [d8s] equal to your pilgrim level) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|15 (+2)|13 (+1)|14 (+2)|8 (-1)|10 (+0)|13 (+1)| >___ > - **Saving Throws** Str +2 plus PB, Con +2 plus PB > - **Skills** Atheletics +2 plus PB, Intimidation +1 plus PB > - **Senses** passive Perception 10 > - **Languages** understands the languages you speak > --- > > ***Powerful Build.*** The Nature Spirit count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. > > ### Actions > **Strike** *Melee Weapon Attack:* Nature Spirit's Strength + PB to hit, reach 5 ft., one target. Hit: 1d6 + PB piercing, slashing, or bludgeoning damage (your choice). > > ### Growth > > **Mountain Deity / Small World** > \columnbreak --- > ## Dragon >*Small, Medium, or Large Dragon, Unaligned* > ___ > - **Armor Class** 13 + proficiency bonus > - **Hit Points** equal the Nature Spirit’s Constitution modifier + your Wisdom modifier + five times your pilgrim level (the creation has a number of Hit Dice [d8s] equal to your pilgrim level) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|15 (+2)|13 (+1)|14 (+2)|8 (-1)|10 (+0)|13 (+1)| >___ > - **Saving Throws** Str +2 plus PB, Con +2 plus PB > - **Skills** Atheletics +2 plus PB, Intimidation +1 plus PB > - **Senses** passive Perception 10 > - **Languages** understands the languages you speak > --- > > ***Powerful Build.*** The Nature Spirit count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. > > ### Actions > **Strike** *Melee Weapon Attack:* Nature Spirit's Strength + PB to hit, reach 5 ft., one target. Hit: 1d6 + PB piercing, slashing, or bludgeoning damage (your choice). > > ### Growth > > **Great Wyrm / Wish Dragon** > \pagebreakNum --- --- > ## River Spirit >*Small or Medium Beast or Monstrosity, Unaligned* > ___ > - **Armor Class** 13 + proficiency bonus > - **Hit Points** equal the Nature Spirit’s Constitution modifier + your Wisdom modifier + five times your pilgrim level (the creation has a number of Hit Dice [d8s] equal to your pilgrim level) > - **Speed** 30 ft, swim 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|13 (+1)|14 (+2)|8 (-1)|10 (+0)|10 (+0)| >___ > - **Saving Throws** Str +3 plus PB, Con +2 plus PB > - **Skills** Atheletics +3 plus PB, Intimidation +1 plus PB > - **Senses** passive Perception 10 > - **Languages** understands the languages you speak > --- > > ***Water Breathing***. The River Spirit can breathe underwater. > > ### Actions > **Slam.** *Melee Weapon Attack:* Nature Spirit's Strength + PB to hit, reach 5 ft., one target. Hit: 1d6 + PB bludgeoning damage (your choice). > > **Rolling Mist**. The River Spirit creates a 20-foot-radius sphere of fog centered on itself. The sphere spreads around corners, and its area is heavily obscured. It lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. > > ### Growth > The Spirit also gains features depending on which it becomes. > > *???* > > #### Current Soul > > **Skill 1** > > **Skill 2** > > #### Tide Warden > > **Skill 1** > > **Skill 2** > \pagebreak --- --- > ## Ooze Spirit >*large Ooze, Unaligned* > ___ > - **Armor Class** 12 + proficiency bonus > - **Hit Points** equal the Nature Spirit’s Constitution modifier + your Wisdom modifier + five times your pilgrim level (the creation has a number of Hit Dice [d8s] equal to your pilgrim level) > - **Speed** 15 ft., climb 15 ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|8 (-1)|18 (+4)|8 (-1)|10 (+0)|10 (+0)| >___ > - **Saving Throws** Str +2 plus PB, Con +2 plus PB > - **Skills** Atheletics +2 plus PB, Intimidation +1 plus PB > - **Senses** passive Perception 10 > - **Languages** understands the languages you speak > --- > > ***Amorphous.*** The ooze spirit can move through a space as narrow as 1 inch wide without squeezing and can occupy the same space as another creature. > > ### Actions > **Pseudopod** *Melee Weapon Attack:* Nature Spirit's Strength + PB to hit, reach 5 ft., one target. Hit: 1d6 + PB Acid, Poison, or Necrotic damage (your choice). This attack is made with advantage if targeting a creature occupying the same space as the Ooze Spirit. > > ### Growth > > The Spirit also gains features depending on which it becomes. > > **Acidic.** A creature that touches the Ooze Spirit or hits it with a melee attack while within 5 feet of it takes 1d8 acid damage. > > #### Catalyst Slime > > **Skill 1** > > **Skill 2** > > #### Superacid > > **Hyper Corrosive.** Any nonmagical weapon made of metal that hits the ooze spirit corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage. The ooze spirit can eat through 2-inch-thick, nonmagical metal in 1 round. Any creature reduced to 0 hit points by the ooze spirit is dissolved completely. > > **Engulf.** The Ooze Spirit moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the Ooze Spirit enters a creature's space, the creature must make a Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the Ooze Spirit. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the Ooze Spirit enters the creature's space, and the creature takes 3d6 acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 6d6 acid damage at the start of each of the Ooze Spirit's turns. When the Ooze Spirit moves, the engulfed creature moves with it. > > An engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the Ooze Spirit. \pagebreakNum --- > ## Blaze Spirit >*Small or Medium elemental, Unaligned* > ___ > - **Armor Class** 13 + proficiency bonus > - **Hit Points** equal the Nature Spirit’s Constitution modifier + your Wisdom modifier + five times your pilgrim level (the creation has a number of Hit Dice [d8s] equal to your pilgrim level) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|15 (+2)|13 (+1)|14 (+2)|8 (-1)|10 (+0)|13 (+1)| >___ > - **Saving Throws** Str +2 plus PB, Con +2 plus PB > - **Skills** Atheletics +2 plus PB, Intimidation +1 plus PB > - **Senses** passive Perception 10 > - **Languages** understands the languages you speak > --- > > ***Powerful Build.*** The Nature Spirit count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. > > ### Actions > **Strike** *Melee Weapon Attack:* Nature Spirit's Strength + PB to hit, reach 5 ft., one target. Hit: 1d6 + PB piercing, slashing, or bludgeoning damage (your choice). > > ### Growth > > >