
Warden
The healers had tried every balm, herb, and cure they knew but it was clear that the child suffered no physical affliction. At last when the child lay at the doorstep of death a stranger with white eyes wandered into town. No one could see the battle following battle but in the end it was clear that the malignant spirits had lost this fight.
Wardens have a special connection to the spiritual plane. Fighting beside their spirit companions, they defend two worlds from threats to the balance.
Travelers of the Spirit Plane
The spirit plane exists on the border of the physical world and is home to mortal souls which refuse to be sorted to an afterlife as well as all manner of native creatures. Every spirit is a small but vital piece of the spiritual environment and when the balance is broken the effects can be felt on the material plane.
Spirit Guide
Wardens have formed an unbreakable bond with one spirit that may guide them in their travels. Some Wardens are guided by the spirit of a family member or steadfast ally whose bond persists after death while others form a connection with one of the more enigmatic denizens of the spirit plane.
Creating a Warden
When you make your Warden, contemplate how you became connected to the spirits. Did you reach out to the spirits or did they reach out to you? What do the spirits ask from you in return for their assistance? What strange signs have you seen in your dreams or travels that lead you to adventure?
Quick Build
To quickly make a Warden make Strength or Dexterity your highest ability score depending on how you wish to fight. Next make Wisdom your second highest ability score. Lastly take the Outlander background.
Multiclassing and the Warden
If your group uses the optional rule on multiclassing, here's what you need to know if you choose Warden as one of your classes.
Ability Score Minimum: As a multiclass character, you must have at least a wisdom score of 13 to take a level in this class, or to take a level in another class if you are already a Warden.
Proficiencies Gained: If Warden isn't your initial class, when you gain your first Warden level gain proficiency in: light armor, medium armor, shields, simple weapons, and martial weapons.
warden
| Level | Proficiency Bonus | Features | Third Eye Range |
|---|---|---|---|
| 1st | +2 | Spiritual Combat, Unfettered Mind | |
| 2nd | +2 | Spiritual Companion | |
| 3rd | +2 | Third Eye, Soul Snare | 30ft |
| 4th | +2 | Ability Score Improvement | 30ft |
| 5th | +3 | Spiritual Strikes | 30ft |
| 6th | +3 | Companion Feature | 30ft |
| 7th | +3 | Commune, Third Eye Upgrade | 40ft |
| 8th | +3 | Ability Score Improvement | 40ft |
| 9th | +4 | Spiritual Strikes Improvement | 40ft |
| 10th | +4 | Companion Feature | 40ft |
| 11th | +4 | Spiritual Combat Improvement, Third Eye Upgrade | 50ft |
| 12th | +4 | Ability Score Improvement | 50ft |
| 13th | +5 | Empath | 50ft |
| 14th | +5 | Companion Feature | 50ft |
| 15th | +5 | Force of Will, Third Eye Upgrade | 60ft |
| 16th | +5 | Ability Score Improvement | 60ft |
| 17th | +6 | Spiritual Strikes Improvement | 50ft |
| 18th | +6 | Companion Feature | 60ft |
| 19th | +6 | Allsight, Third Eye Upgrade | 100ft |
| 20th | +6 | Spiritual Suppression | 100ft |
Class Features
Hit Points
- Hit Dice: 1d10 per warden level
- Hit Points at 1st Level: 10 + your Constitution modifier
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per warden level after 1st
Proficiencies
- Armor: All armor
- Weapons: Simple weapons, martial weapons
- Tools: None
- Saving Throws: Dexterity, Wisdom
- Skills: Choose two skills from Animal Handling, Insight, Investigation, Medicine, Perception, Stealth, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a martial weapon and a shield
- (a) a dungeoneer's pack or (b) an explorer's pack
- (a) Chain mail, (b) scale mail, or (c) leather armor

Spiritual Combat
As an action or bonus action you may focus your spirit to gain one of the following boons until the end of your next turn. Once you use this feature as a bonus action you cannot use it again as a bonus action until you finish a short rest. When you reach level 11 you may gain two boons instead of one when you use this feature.
-
Projection You may add your Wisdom modifier to attack rolls, damage rolls, and ability checks. Your reach increases by your Third Eye range as shown in the Warden table, you may interact with objects telekinetically within that range.
-
Deflection Gain temporary hit points equal to your level, any creature that hits you with an attack takes damage equal to the number of temporary hit points you have.
-
Destruction The next time you hit with an attack deal an additional 1d12 psychic damage to the target and creatures of your choice within 10ft of the target if it hits.
-
Acceleration Your movement speed and jump height are doubled. You do not provoke opportunity attacks and moving across difficult terrain and climbing do not cost extra movement.
Unfettered Mind
Your mind explores the spirit plane while your body rests. When you finish a long rest choose one skill or tool. Until the end of your next long rest, you gain proficiency with the chosen skill or tool and may use your wisdom modifier instead of the usual ability modifier for the chosen skill.
Spiritual Companion
At 2nd level, you choose a spirit to befriend. Your choice grants you features at 2nd level and again at 6th, 10th, 14th, and 18th level. You can choose between the Shade, Trickster, or Dream companions.
As a bonus action you may summon your companion to a space within 30ft of you. When summoned your companion remains on this plane until you dismiss it as a bonus action, it is reduced to 0 hit points, or it is more the 90ft from you. Your companion acts during your turn and follows your mental instructions. You may interact with objects and make attacks as if you were in your companion's space. While it is not summoned, your companion retains any damage it has taken. Your companion cannot be summoned if it has 0 hit points, and returns to full health after a short or long rest.
Soul Snare
At 3rd level you can grab a soul leaving its body. When a creature within your Third Eye range is reduced to 0 hit points you may choose to make it stable as a reaction and you gain advantage on your next attack roll or saving throw.
In addition as an action you may touch a creature that has 0 hit points, on it's turn that creature may move and take actions as if it had 1 hit point.



Third eye
When you reach 3rd level, as a bonus action you may open your third eye for ten minutes. While your third eye is open you can see creatures and objects within your third eye radius, even if they are invisible, are in a heavily obscured area, or if you are blinded. Once you open your third eye you cannot open it again until you finish a short rest.
At level 7 the radius increases to 40ft and within the radius you can see through solid objects which appear ghostly and transparent.
At level 11 the radius increases to 50ft, you have truesight and can sense the presence of magic within the radius.
At level 15 the radius increases to 60ft and you become aware of the resistances and vulnerabilities of creatures within the radius.
At level 19 the radius increases to 100ft and your third eye is always open.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, and 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Spiritual Strikes
At 5th level your attacks are infused with spiritual energy. You have a number of spirit dice, which are d12s, equal to your proficiency bonus. When you hit with an attack you may expend a portion of your spirit dice to roll them and deal psychic damage the the target equal to the number rolled.
You regain one spirit die at the start of your turn, this is increased to two dice at level 9 and three at level 17.
Commune
At 7th level you can consult with allies from across the planes. During a short rest you may attempt to communicate with a willing creature anywhere, living or dead. To communicate with a creature you must be familiar with them or spend the short rest working with someone who is. You may only communicate with a creature that is dead or on another plane for a maximum of one minute and you cannot speak with them again using this ability for 10 days.
Empath
At 13th level, you can sense the emotions of creatures within your third eye range and telepathically communicate simple ideas and emotions to them. You can sense if locations or objects have strong emotions associated with them.
As an action you may force a creature to make an Intelligence Saving Throw. On a failed save the target creature is charmed by you for one minute or until you do anything harmful to it. A creature charmed in this manner understands you even if it does not share a language with you.
Force of Will
Beginning at 15th level, you are a bastion of willpower. After a creature within your third eye range makes a saving throw you may use your reaction to make the creature reroll the save. Once you have used this feature you cannot use it again until you have completed a short rest.
Additionally you have advantage on saving throws against any spell or effect that would detect your thoughts or emotions and if you succeed the saving throw the creature that forced you to make it takes psychic damage equal to your level and becomes frightened of you for one minute.
Allsight
At level 19, you can see through dimensions and across the cosmos. As an action you can specify any creature that you have seen before, you immediately see the specified creature and everything within 50ft of it no matter what plane it is on. If the creature is on a different plane you become aware of the plane it is on.
Spiritual Suppression
At level 20, when you hit a creature with an attack you may force it to make a DC 20 Wisdom saving throw. On a failed save you bar it from connecting to the spirit plane. All spells cast on the target creature immediately end and the target cannot cast spells or activate magic items. This effect lasts for one minute or until you choose to end this effect as an action. If a creature is reduced to 0 hit points while under the effects of this ability you may choose to extend the duration indefinitely and the creature's spirit cannot reach the afterlife until the effect ends. This effect can be removed with the Greater Restoration or Wish spell.
Shade
Your companion is a solemn shade. Many shades were once ancestors of their bonded companion and will fight long past death for their companion.
Shades often appear as they did in life taking the shape of a shadowy or luminous figure or may visit their companion in an animal form.
Shade
Small, Medium, or Large undead
- Armor Class 10 + Prof bonus
- Hit Points 4x your Warden level
- Speed 30 ft.
STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 14 (+2) 10 (+0) 16 (+3) 8 (-1)
- Condition Immunities: exhaustion, frightened, paralyzed, poisoned, charmed
- Senses: darkvision 60 ft., passive Perception 13
- Languages: understands the languages you speak
Actions
- Strike. Melee Weapon Attack: your Wisdom modifier + proficiency to hit, reach 5 ft, one target. Hit: 1d6 + your WIS psychic damage.
- Grab. Dexterity Saving Throw: DC equals 8 + your Wisdom modifier and Proficiency Bonus, one creature the shade can see within 5 feet. Failure: the creature is grappled by the shade. The escape DC for the grapple is the DC of the saving throw.
Specter Protector
Starting at 6th level your shade can shield it's allies from beyond the grave. When a creature within 5ft of you or your shade is hit with an attack you may use your reaction to make the attack hit you or your shade instead.
When you use a spiritual combat feature during your turn you may also apply the effect to your companion.
Talismans
At 10th level, you can imbue objects with protective magic. As an action you can make an object a talisman. Creatures wearing or carrying a talisman have advantage on Wisdom and Charisma saving throws while within 5 feet of each other or your shade. A creature wearing a talisman can speak to another creature wearing a talisman telepathically over any distance. You may only have 5 talismans active at a time. Talismans lose their magical properties if you choose to end the enchantment as an action.
Spirit Bridge
At 14th level, your talismans form a spiritual bridge connecting your allies. As a bonus action your shade or a creature wearing a talisman can teleport to a space within 5ft of another creature wearing a talisman as long as they are on the same plane. Once a creature has used this ability they cannot use it again until they take a short or long rest.
Beyond Life
At 18th level, your soul is entwined with your shade's. If you are reduced to 0 hit points, immediately summon your shade with full hit points. During your turn you may move your shade and take actions from your shade's space using your ability scores and features instead of your shade's until your shade is killed or you become conscious. You may continue fighting as your shade even if you are killed. After a short rest if your shade is still on the physical plane your soul returns to your body and you return to life with 1 hit point.





Trickster
You have bonded to a spirit which enjoy playing pranks on the unsuspecting creatures of the material plane.
Tricksters often appear as tiny luminous humanoids or winged creatures such as bugs or birds.
Spellcasting
When you reach 2nd level, your spiritual companion helps you cast spells.
Spell Slots
The Trickster Spellcasting table shows how many spell slots you have to cast your bard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell Cure Wounds and have a 1st-level and a 2nd-level spell slot available, you can cast Cure Wounds using either slot.
Spells Known of 1st Level and Higher
You know three 1st-level bard spells of your choice.
The Spells Known column of the Trickster Spellcasting table shows when you learn more bard spells of 1st level or higher. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
Whenever you gain a level in this class, you can replace one of the bard spells you know with another spell of your choice from the bard spell list.
Spellcasting Ability
Wisdom is your spellcasting ability for your Trickster spells, since you learn your spells through study and memorization. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Tricks
When you reach 6th level, you have a few tricks up your sleeve. Once per short rest when you cast a spell that targets only one creature you may extend it’s effects to three other creatures.
Switcheroo
At 10th level, when you take damage from an attack or spell you may use your reaction to switch places with a willing creature, any creature which is charmed or frightened by you is considered willing. The chosen creature takes all of the damage from the triggering attack instead of you. Once you use this feature you cannot use it until you take a short rest.
Trickster Spell List
| Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th |
|---|---|---|---|---|---|---|
| 2nd | 2 | 3 | 2 | — | — | — |
| 3rd | 2 | 4 | 2 | ─ | ─ | — |
| 4th | 2 | 4 | 3 | — | — | — |
| 5th | 2 | 5 | 3 | — | — | — |
| 6th | 2 | 5 | 3 | — | — | — |
| 7th | 2 | 6 | 4 | 2 | — | — |
| 8th | 2 | 6 | 4 | 2 | — | — |
| 9th | 2 | 7 | 4 | 2 | — | — |
| 10th | 3 | 7 | 4 | 3 | — | — |
| 11th | 3 | 8 | 4 | 3 | — | — |
| 12th | 3 | 8 | 4 | 3 | — | — |
| 13th | 3 | 9 | 4 | 3 | 2 | — |
| 14th | 3 | 9 | 4 | 3 | 2 | — |
| 15th | 3 | 10 | 4 | 3 | 2 | — |
| 16th | 3 | 10 | 4 | 3 | 3 | — |
| 17th | 3 | 11 | 4 | 3 | 3 | — |
| 18th | 3 | 11 | 4 | 3 | 3 | — |
| 19th | 3 | 12 | 4 | 3 | 3 | 1 |
| 20th | 3 | 12 | 4 | 3 | 3 | 1 |
Bubbly
Starting at 14th level you gain a flying speed equal to your walking speed. As a bonus action you may extend the flying speed to a creature of your choice within 60ft for one hour. Once you have extended this ability to a creature it cannot benefit from it again until it has taken a long rest.
Whimsy
At level 18, if you fail a concentration save on a spell that affects multiple creatures you may stop the effects of the spell for one creature and treat the save as a success.
Art Credit
Shaman Spirit, andreiaugrai
Reclamation Sage, Clint Cearley
Oath of Vengeance, Trevor Easley
The Young Shaman Returns, Andy Carroll
Forrest Defender, TatarskiSkandal
Aries, Cynthia Sheppard
Green Magic, Ekaterina Burmak
Unfinished Stuff
Avatar
Your body has become a vessel for a visitor from another dimension.
Your companion manifests through you as powerful weapons and armor.
Spirit Blade
Your companion manifests as a weapon of pure psychic energy. Your companion cannot act on it's own and does not have health. You choose the form this weapon takes, you can use your wisdom instead of strength or dexterity for attack and damage rolls, the first creature you hit with this weapon each round takes an additional 1d12 psychic damage.
As an action you may bond to another weapon as your spirit blade
Your Armor class is equal to 10 + Dex + Wis
Shield
At level 6, your companion empowers your defense with a psychic shield. When a creature makes a spell attack against you add your proficiency bonus to your AC
Additionally you can shove a creature within your third eye range as a bonus action.
Armor
Starting at 10th level,
Aspect
When you reach level 14
Avatar
Your body has become a vessel for a visitor from another dimension.
Your companion manifests through you as powerful weapons and armor.
Beginning at level 2, when you summon your companion you merge with it instead. While merged with your companion replace your hit points and armor class with your companion's. You gain access your companion's actions and bonus actions and still have full access to your warden features. When you are reduced to 0 hit points you are no longer merged with your companion and you revert back to the hit points you had before merging.
Avatar
Small, Medium, or Large Elemental
- Armor Class 10 Wis + Dex
- Hit Points 4x your Warden level
- Speed 30 ft.
STR DEX CON INT WIS CHA -- -- 14 (+2) 10 (+0) 16 (+3) 8 (-1)
- Damage Immunities: necrotic, poison
- Condition Immunities: exhaustion, frightened, paralyzed, poisoned, charmed
- Senses: darkvision 60 ft., passive Perception 13
- Languages: understands the languages you speak
Actions
- Psychic Sword. Melee Weapon Attack: your Wisdom modifier + proficiency to hit, reach 5 ft, one target. Hit: 1d12 + your WIS psychic damage
Bonus Actions
- Psychic Blade. Melee Weapon Attack: your Wisdom modifier + proficiency to hit, reach 5 ft, one target. Hit: 1d4 + your WIS psychic damage,
- Force. You take the shove or grapple attack.
Shield
At level 6, your companion empowers your defense with a psychic shield. When a creature makes a spell attack against you add your proficiency bonus to your AC.
When you summon your Avatar you may lose hit points equal to half of your current hit points to increase your Avatar's maximum hit points by the same amount when you merge, .
forceful summoning
Starting at 10th level, when you summon your Avatar you may force all creatures within 10ft of you to make a wisdom saving throw or be frightened until the end of your next turn
Arms
At level 14, when you merge with your Avatar manifest two additional arms. You have two additional bonus actions during your turn but these bonus actions can only be used to take the Psychic blade or Force bonus actions. You can grapple two more creatures than you would normally be able to.
Beyond Life
At 18th level,
Dream
In your wanders through the spirit world you have bonded with a dream.
Dreams appear as the most fantastical creatures from your imagination.
Dream
Small, Medium, or Large Elemental
- Armor Class 10 + Prof bonus
- Hit Points 4x your Warden level
- Speed 30 ft.
STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 14 (+2) 10 (+0) 16 (+3) 8 (-1)
- Damage Immunities: necrotic, poison
- Condition Immunities: exhaustion, frightened, paralyzed, poisoned, charmed
- Senses: darkvision 60 ft., passive Perception 13
- Languages: understands the languages you speak
Actions
- Claw. Melee Weapon Attack: your Wisdom modifier + proficiency to hit, reach 5 ft, one target. Hit: 1d4 + your WIS psychic damage
- Enchant. One creature of your choice within 5 feet must make a charisma saving throw DC = 8 + your proficiency bonus + your Wisdom modifier. If a creature fails the saving throw it becomes charmed or frightened of you until the end of your next turn.
Sweet Dreams
At level 6 your connection to the spirit realm is strongest while you dream. When a creature you can see begins a long rest you may bless their slumber. When a creature you have blessed finishes a long rest they gain temporary hit points equal to your level
Worst Nightmare
Starting at 10th level, when you charm or frighten a creature you may cause the creature to slip into a deep slumber. The target creature falls unconscious until it takes damage or is no longer charmed or frightened. Once you have used this feature you cannot use it again until you finish a short rest.
Daydream
When you reach level 14 you have rejuvenating dream while you are awake. You no longer need sleep, and no effect can put you to sleep against your will. During a long rest you

Elemental
Elemental spirits rarely have physical form and may manifest themselves as a flickering fire or a cool breeze. A few elemental spirits take the form of small dragons.
When you gain a spiritual combat boon you gain resistance to a damage type depending on which boon you take which lasts until you activate your spiritual combat feature again. When you deal psychic damage you may change the damage type to your chosen element instead. When your spiritual combat is improved at level 11 you gain resistance to the damage type associated with both boons and may change psychic damage to either type.
| Boon | Damage Type |
|---|---|
| Projection | Lightning |
| Deflection | cold |
| Destruction | Fire |
| Acceleration | Thunder |
Elemental Spirit
Small, Medium, or Large Elemental
- Armor Class 10 + Prof bonus
- Hit Points 4x your Warden level
- Speed 0 ft.
STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 14 (+2) 10 (+0) 16 (+3) 8 (-1)
- Damage Immunities: necrotic, poison
- Condition Immunities: exhaustion, frightened, paralyzed, poisoned, charmed
- Senses: darkvision 60 ft., passive Perception 13
- Languages: understands the languages you speak
Actions
Blast. Each creature within 5 feet of the Elemental must succeed on a DC 10 Dexterity saving throw or take 1d6 Spirit damage.
Force of Nature
At level 6, you can call on elemental spirits to enhance your spiritual combat. Whenever you gain a spiritual combat boon deal 1d12 damage of your spiritual element to creatures of your choice within 30ft of your companion and your spiritual combat boons are enhanced:
-
Projection. You can shove or grapple a target as a bonus action
-
Deflection. You heal for half of the damage you took last turn
-
Destruction. All creatures damaged by this ability must make a saving throw or be knocked prone
-
Acceleration. Gain a flying speed equal to your walking speed
World Shaping
At 10th level, you can hold your breath indefinitely, gain a burrowing speed of 10ft, and no longer take fall damage
a
At level 14, you can control your environment in the following ways:
You create a wall of earth 10ft long 10ft high and 5ft deep
The air becomes heavily obscured
The ground becomes difficult terrain
b
At level 18, you gain immunity to damage of your spiritual element and resistance to damage of the other spiritual element options and damage you deal ignores resistance to your spiritual element.
Curse
You are bonded to an aggressive curse. Few choose to bond with a curse but those that do find themselves bonded know that you are both stronger together at the cost of your humanity. Curses are often alien entities or lack corporeal forms, when curses choose forms familiar to mortals they often choose the form of insects.
Curse Spirit
Small, Medium, or Large Elemental
- Armor Class 10 + Prof bonus
- Hit Points 2x your Warden level
- Speed 30 ft., fly 30 ft.
STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 14 (+2) 10 (+0) 16 (+3) 8 (-1)
- Damage Immunities: necrotic, poison
- Condition Immunities: exhaustion, frightened, paralyzed, poisoned, charmed
- Senses: darkvision 60 ft., passive Perception 13
- Languages: understands the languages you speak
Symbiosis. If your curse is not attached to a creature at the end of it's is reduced to 0 hit points. Persistence. Your curse cannot be dismissed. If the curse is reduced to 0 hit points it returns to full hit points at the start of your turn attached to you.
Actions
Latch. Melee Weapon Attack: your Wisdom modifier + proficiency to hit, reach 5 ft, one target. Hit: the curse enters the target's space and attaches to the target. At the start of your turn your curse can deal 1d4 psychic damage to an attached creature. The curse can only be attached to one creature at a time and can detach itself as an action.
Force of Nature
At level 6, when a creature with your curse attached is reduced to 0 hit points you gain 1d12 temporary hit points
World Shaping
At 10th level when you activate your spiritual combat feature you may apply one of the following effects to a creature that your curse is attached to
- Curse of Lethargy: the cursed creature’s speed is reduced by 10ft
- Curse of Blindness: the creature has disadvantage on the next attack it makes
- the cursed creature cannot recover health
- the cursed creature subtracts 1d4 from the next saving throw it makes
Subtle curse
At level 14, you have advantage on attack rolls and ability checks against creatures that your curse is attached to. Additionally your curse becomes invisible until
b
At level 18, your curse siphons power from those afflicted. You may force a creature with your curse attached to make a wisdom saving throw, on a failed save choose one ability score, the creature reduces all rolls it makes with that ability by 1 and you increase all rolls you make with the ability by 1.
Curse of Normality: The cursed creature cannot be targeted by spells
Curse of Walking: The cursed creature gains 10ft of movement but during it's turn it must use it's full movement to move in a straight line. If it hits a barrier with it's movement it must take 1d6 bludgeoning damage.
Curse of Clumsiness: The cursed creature gains advantage on strength checks and disadvantage on dexterity checks
Curse of Silence: The cursed creature cannot make any noise Curse of Etherealness: The cursed creature has disadvantage on attack rolls and creatures have disadvantage against it
Curse of Disgust: The cursed creature gains disadvantage on persuasion and advantage on intimidation
Vengeful Spirit
When you choose this companion at level 2, your companion seeks vengeance against those that harm you. When you are hit by and attack your shade gains advantage on it's next attack against the creature that hit you.






Kindred
When you reach level 20 your companion and you act as one. You gain advantage on all ability checks, attack rolls, and saving throws.
Between worlds
Starting at 13th level you exist in the spiritual plane and the physical. At the end of your turn you may roll a d12, if you roll equal to or below your proficiency bonus you become intangible until the start of your next turn. While intangible you cannot be damaged or effected by any spell or feature. Solid objects pass through you while intangible, if you start your turn in a space that is occupied you move to the nearest unoccupied space.
As an action you can make an insight check against a creature's deception, on a successful check you can sense the emotions of the creature. You have advantage on this check if the target is within your third eye range.
When you use a spiritual combat feature during your turn you may also apply the effect to your companion.
At 1st level, your companion helps you adapt to your environment. You may choose Cold, Fire, Lightning, or Thunder as your spiritual element. You gain resistance to all damage of the chosen damage type. If a feature deals spirit damage then it deals damage in your spiritual element damage type.
. After changing elements gain an additional effect depending on the element you switch to.
You may choose Cold, Fire, Lightning, or Thunder as your spiritual element. You gain resistance to your spiritual element and whenever you deal psychic damage you may change the damage type to your spiritual element. When you use your spiritual combat feature you may exchange your spiritual element