The Spiritualist (D&D 5th Ed.)

by Gaston

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The Spiritualist

Spiritualist

From ancient shamanic techniques, drawn from tribal traditions that intertwined with other practices and cultures, these shamans, through rituals and summoning circles, journey to the ethereal and astral planes to connect and interact with the powers and spirits residing there.


The exploration of the astral and ethereal planes through the eyes of the Spiritualist provides unique insights into the nature of existence and the mysteries of the cosmos. They unravel the hidden connections that bind all things together, gaining profound wisdom and enlightenment that transcends the limitations of the material world.


Despite the reverence and respect accorded to Spiritualists, their presence can sometimes be met with skepticism or fear. The occult nature of their practices and their ability to commune with unseen forces can make them targets of superstition and misunderstanding. Nonetheless, their invaluable contributions in divination and spiritual guidance often earn them the trust and gratitude of those who benefit from their abilities.

Spiritualist and Society

Within society, these shamanic beings are regarded as practitioners who employ hidden magic to communicate with the beyond, distinct from druids or healers who typically focus on mending ailments.


Some shamans find employment as oracles or diviners, offering their services to those who seek insights from the spirit realm.


Certain spiritualists have the ability to manifest projections of ancestral spirits with whom they can communicate, often for a fee. It is important to note that the occult nature of their magic does not necessarily imply darkness or malevolence.

A spiritual being

The training and initiation of spiritualists are often kept secretive and exclusive.


These individuals undergo rigorous spiritual journeys and tests to prove their worthiness and gain the trust of the spirits. The path to becoming a Spiritualist involves mastering ancient rituals, deciphering cryptic texts, and learning to attune oneself to the subtle energies of the astral plane.


The bond between a Spiritualist and their summoned spirits is deeply personal and unique. Each Spiritualist forms a connection with a specific group of spirits, often based on ancestral ties, affinity to nature forces, or a shared purpose.

Creating a Spiritualist

When building a Spiritualist, think about what made your character communicate or relate with other plane spirits.

Why did it want to travel to the astral or ethereal plane? or What questions did it have that could be answered in the other planes?


Think about its family. Did anyone die and left questions without an answer? Did anyone practice this kind of rituals?


You can also think of the Spiritualist as a more occult counterpart to druids. Being closer to spirits who died recently or a million years ago can make the character more of an oracle that speaks with the 'other realms'.


Multiclassing and the Spiritualist

If your group uses the optional rule on multiclassing, here's what you need to know if you choose the Spiritualist 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 Spiritualist.


Proficiencies Gained: If Spiritualist isn't your initial class, here are the proficiencies you gain when you take your first level as a Spiritualist: choose two from Arcana, Animal Handling, Deception, Insight, Nature, Religion.

The Spiritualist
Level Proficiency Bonus Features Ethereal Points Cantrips Known 1st 2nd 3rd 4th 5th
1st +2 Spiritual Magic, Spellcasting 4 3 2
2nd +2 Astral Mind 4 3 2
3rd +2 Domains 4 3 3
4th +2 Ability Score Improvement 5 4 3
5th +3 Grater Spirit Bond 5 4 4 2
6th +3 Spiritual Transfiguration 5 4 4 2
7th +3 Domain feature 5 4 4 3
8th +3 Spiritual Resilience, Ability Score Improvement 6 4 4 3
9th +4 6 4 4 3 2
10th +4 Soul Bond 6 4 4 3 2
11th +4 Domain feature 6 4 4 3 3
12th +4 Ability Score Improvement 6 5 4 3 3
13th +5 7 5 4 3 3 1
14th +5 Spiritual Coalescence 7 5 4 3 3 1
15th +5 Domain feature 7 5 4 3 3 2
16th +5 Ability Score Improvement 7 5 4 3 3 2
17th +6 7 5 4 3 3 3 1
18th +6 Superior Spirit Bond 7 5 4 3 3 3 1
19th +6 Ability Score Improvement 8 6 4 3 3 3 2
20th +6 Ethereal Soul Radiance 8 6 4 3 3 3 2

Class Features

As a Spiritualist, you gain the following class features:

Hit Points

Hit Dice: 1d8 per Spiritualist Level
Hit Points at 1st Level: 8 + Constitution Mod.
Hit Points: 1d8 (or 5) + Constitution Mod. per Level

Proficiencies

Armor: No Armor
Weapons: Simple Weapons
Tools: None
Saving Throws: Wisdom, Constitution
Skills: Choose two from Arcana, Animal Handling, Deception, Insight, Nature, Religion, Persuasion, Survival.


Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a short bow, (b) any simple melee weapon.
  • (a) an Explorer’s Pack, (b) a Priest’s Pack.
  • Five candles and a druidic focus.

Wealth [2d4 x 10 Gold Pieces]

Quick Build

First, make Wisdom your highest ability score. Your next-highest score should be Constitution. Second, choose the Outlander or Hermit background depending on where did your character live or what did your character study or with who.

Spiritual Magic

At 1st level you manage to connect your soul to the astral plane by making use of different rituals. When reaching this level, you begin your journey within the understanding of the spiritual magic and its invocations.

This kind of magic makes use of elemental and druidic magic which you turn into spiritual by using yourself and your druidic focus as a catalyst.

Spiritual Companions

You can tap into the essence of the astral plane to summon these companions to aid you in battle. Summoning a spiritual companion requires the expenditure of Ethereal Points.

You can have a maximum of 2 spiritual companions active at a time. Each companion consumes a specific number of Ethereal Points when summoned, as indicated in their respective descriptions. Also, instead of separate entities with their own health, these summoned creatures are an extension of the Spiritualist's own being. As the conduits of astral energy, the Spiritualist channels their own life force into these manifestations, taking on the burden of damage on their behalf. This symbiotic connection allows the Spiritualist to strategically protect themselves by unsummoning a creature by using a bonus action, preventing further harm if the situation becomes unfavorable.

The summoned companions follow your commands to the best of their abilities, acting on your turn in combat and sharing your initiative count. Their movement is limited to a maximum distance of 30 feet from you. Additionally, their attack bonus to hit is equal to your spell attack modifier, while their damage modifier equals your Wisdom modifier.

Remember that these creatures are ethereal and exist partially in the astral plane, so they cannot physically interact with the material world unless specified in their descriptions.

Ethereal Points

You have 4 ethereal points, and you gain more as you reach higher levels., as shown in the Ethereal Points column of the Spiritualist table. You can never have more ethereal points than shown on the table for your level. You regain all spent ethereal points when you finish a long rest.

Catalyst Soul

You can sacrifice spell slots to gain additional ethereal points. However, you cannot use your ethereal points to create spell slots.


Creating Ethereal Points: You can transform unexpended spell slots into additional ethereal points as a bonus action on your turn. The table below shows the cost of creating ethereal points with each spell slot level. You cannot use spell slots higher in level than 3rd.

Creating Ethereal Points
Spell slot level Ethereal Point Creation
1 1
2 3
3 5

Spellcasting

Drawing on the ethereal essence of the astral plane, you can cast spells to shape that essence to your will. At the end of this class you will find the Spiritualist spell list.

Cantrips

At 1st level, you know three cantrips of your choice from the spiritualist spell list. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the spiritualist table.

Preparing and Casting Spells

The Spiritualist table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spiritual 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.

You prepare the list of spiritual spells that are available for you to cast, choosing from the spiritualist spell list. When you do so, choose a number of spiritual spells equal to your Wisdom modifier + your proficiency modifier (minimum of one spell). The spells must be of a level for which you have spell slots.

You can also change your list of prepared spells by making a 1-hour long ritual, surrounded by five lit candles. Preparing a new list of spiritual spells requires your soul to connect to the astral plane, meaning that you will not be conscious when in this trance.

Spellcasting ability

Wisdom is your spellcasting ability for your spiritualist spells, since your magic draws upon your connection and knowldege of the astral plane. 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 spiritualist 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

Ritual Casting

You can cast a spiritualist spell as a ritual if that spell has the ritual tag and you already know the spell.

Spellcasting Focus

You can use your druidic focus (found in chapter 5) as a spellcasting focus for your spiritual spells.

Astral Mind

Starting at 2nd level, your connection to the astral plane enhances your senses and awareness. You gain advantage on saving throws against being charmed, frightened, and any effects that would induce a magical sleep.

Domains

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose from Ethereal Shifter, Soulweaver or Soul Hunter, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 11th and 15th level.

Ability Score Improvement

When you reach 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 score of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Grater Spirit Bond

When reaching 5th level, your bond with the astral plane becomes stronger and stable, making you capable of having a maximum of 3 spiritual companions at the same time.

Spiritual Transfiguration

At 6th level, you gain the ability to release your soul from its corporeal form, allowing you to transform into a pure spiritual entity for a limited time. While in this form, you gain the following benefits:

  • You can pass through solid objects.
  • You have a flying speed equal to your base speed.
  • You are resistant to all non-magical damage.
  • You gain the ability to telepathically communicate with any creature within your reach that can understand at least one language.

Your spiritual transformation lasts for one minute and can be used a number of times equal to half your Spiritualist level (minimum 1 use) per long rest.

Spiritual Resilience

At 8th level, you achieve a harmonious union of your body and soul, becoming a singular entity. When rolling for initiative, you gain a number of temporal hit points equal to your Constitution modifier x Wisdom modifier.

Soul Bond

Starting at 10th level, you emanate a powerful spiritual aura that influences the battlefield.

While you are conscious and not incapacitated, you and your allies within a 10-foot radius of you gain the following benefits:

  • You have advantage on saving throws against being frightened.
  • At the start of their turn, if your allies have half or fewer of their hit points remaining, they regain 1d6 hit points.
  • They can use their reaction when they are attacked by an enemy creature to expend their remaining hit dice and create a shield with their soul, reducing the incoming damage by the number rolled on the hit die.

Spiritual Coalescence

At 14th level, you can use your action to merge your consciousness with any of your summoned spiritual companions that have already taken their turn. This allows the companion to gain an additional turn.

You can use this feature a number of times equal to you wisdom modifier per long rest.

Superior Spirit Bond

At 18th level, your bond with the astral and ethereal plane becomes absolute, making you capable of having a maximum of 4 spiritual companions at the same time.

Ethereal Soul Radiance

At 20th level, you transcend into a near-divine spiritual being. Your spiritual presence radiates a powerful aura around you. You and your allies within a 30-foot radius of you gain the following benefits:

  • You have resistance to all damage.
  • At the start of their turn, if they have half of their maximum hit points or fewer, you and your allies regain 10 hit points.
  • When a creature makes an attack against you or an ally within the aura, you or the ally can use your reaction to reduce the damage taken by half.

Domains

The path of the Spiritualist is one that delves deep into the realms of spirits, astral energies, and the ethereal plane.

These individuals are practitioners of ancient mystic arts, honing their connection with the spirit world to gain insight and power. Within the realm of the Spiritualist, various Domains have emerged, each representing a specialized focus in harnessing and manipulating the forces of the astral plane.


These Domains embody different aspects of the spirit realm and grant unique abilities to those who follow their path. Whether it is the Domain of Ethereal Shifting, where the boundaries between planes blur and the Spiritualist gains mastery over the ethereal plane, or the Domain of Soul Hunting, where the Spiritualist becomes a relentless hunter of souls, each Domain offers a distinct approach to communing with the spirits and channeling their power.

Ethereal Shifter

Embrace the ethereal essence, melding with the ethereal plane and seamlessly transitioning between realms. Manipulate the powers of the ethereal plane to enhance your mobility, strike from unexpected angles, and become a master of elusiveness.

Bonus Proficiency

When choosing this Domain at 3rd level, you gain the 2nd-level spell "Misty Step".

Ethereal Shift:

At 3rd level, your command over the astral plane grants you the power to swiftly alter your position in conjunction with your summoned spirits.

You can instantaneously exchange places with any of your spirits by expending one ethereal point and taking an action. This maneuver does not provoke any opportunity attacks from enemies in the process.

Ethereal Embodiment

At 7th level, you can briefly channel your energy to transport yourself into the ethereal plane. As an action, you can use this feature to walk up to 120 feet in the Ethereal Plane.

While you are in the Ethereal Plane, you can pass through solid objects and do not provoke opportunity attacks. In addition to this, you are unable to cast any spells that affect the material plane while in the ethereal plane.

Your spiritual companions, if you have summoned any, remain in the material plane and take their turns as normal and all the damage they receive is halved until you return to the material plane.

At the end of your turn, you automatically return to the material plane, appearing in the same place where you ended your turn in the ethereal plane. However, if your spiritual companions are more than 30 feet away from you when you return to the material plane, they vanish.

You can use this feature a number of times equal to your Wisdom modifier (minimum of 1 use).

Ethereal Distortion

At 11th level, when you use your 'Ethereal Shift' feature to exchange places with one of your spirits, you can choose to create a burst of ethereal energy at your original location by using one ethereal point.

Each creature within 10 feet of that point must make a Dexterity saving throw. On a failed save, the creature takes 4d6 force damage and is pushed 10 feet away from the point of origin. On a successful save, the damage is halved, and the target isn't pushed.

This ability can only be used once per turn.

Ethereal Being

At 15th level, you become partially ethereal, allowing you to ignore the harmful effects of the material plane. You gain the following benefits:

  • You have resistance to all magical damage.
  • You can move through solid objects and difficult terrain as if they didn't exist.
  • You are immune to being charmed, frightened, or paralyzed.

Soulweaver

A master of spiritual summoning, able to intertwine his essence with that of the powerful spirits of the astral plane. In times of need, can fuse itself with its spirits to empower its abilities and strength in close combat.

Bonus Proficiency

When choosing this Domain at 3rd level, you gain proficiency with shorswords and longswords.

Spectral Augmentation

At 3rd level, your connection with the ethereal plane enhances your combat abilities.

Whenever you make an attack roll, you can expend one ethereal point to gain advantage on the roll and make that attack count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Soul Synergy

At 7th level, your command over the astral plane allows you to temporarily merge with one of your previously summoned spirits. As an action, you can merge with one of the following spirits by expending one ethereal point:

  • Astral Bear. You gain resistance to all damage, and your Proficiency bonus applies to damage dealt by your attacks.

  • Astral Wolf. Your movement speed increases by 15 feet, and you have advantage on attack rolls.

  • Astral Eagle. Your Wisdom score increases by +2, and you have advantage on Wisdom saving throws.

During the fusion, you assume the physical attributes and abilities of the chosen spirit, including movement and attacks. However, you can still cast spells as usual.

The fusion lasts for 1 minute. You can use this feature once per long rest.

Soul Transference

At 11th level, whenever you are reduced to 0 hit points but not killed outright, you can use your reaction to instantly merge with any of your summoned spirits, regaining hit points equal to your level + your Wisdom modifier.

You can use this feature once per long rest.

Spectral Surge

At 15th level, you can unleash a surge of ethereal energy. You can use three ethereal points as an action to channel the power of the astral plane, causing spectral energy to radiate from your body.

Each creature within 20 feet of you must make a Dexterity saving throw. On a failed save, a target takes 6d8 force damage and is knocked prone. On a successful save, the damage is halved and the target isn't knocked prone. The spectral surge then dissipates, leaving a faint afterglow for a brief moment.

Soul Hunter

Embark on a relentless pursuit of souls, wielding dark powers to track and mark your targets, gaining heightened senses, improving combat prowess, and the ability to unleash devastating soul-infused attacks.

Bonus Proficiency

When choosing this Domain at 3rd level, you gain the 2nd-level spell "Darkness".

Death's Mark

At 3rd level, when one of your spiritual companion hits an enemy with an attack, you can mark it using an ethereal point. Your ethereal beasts have advantage against the marked enemy until the beginning of your next turn.

Shadowstalkers

Starting at 7th level, your stealth and hunting abilities have become honed both in yourself and in your spiritual companions. The astral beasts summoned by you take on a darkened form, blending with the shadows. When reaching this level, you gain the following benefits:

  • You have advantage on Stealth checks while in combat, as do your spiritual beasts.
  • Both you and your spiritual beasts can use Stealth in open terrain without the need for cover.
  • When you are in Stealth and make an attack against an enemy who hasn't detected you, both you and your spiritual beasts deal additional damage equal to your spiritualist level.

Shadowstep

Starting at 11th level, you learn to exteriorize your soul, transforming into a dark ethereal entity that can traverse the shadows with ease.

Using one ethereal point as a bonus action, you can teleport up to 30 feet to an unoccupied space that is in dim light or darkness. However, you cannot use this ability if you are in bright light, and the destination space must be within a shadowed area.

Additionally, your astral beasts gain the ability to teleport between areas of darkness, mimicking your Shadowstep ability. As an action on their turn, they can teleport to an unoccupied space within dim light or darkness, as long as the destination space is within 60 feet of you.

Both of these teleportations do not provoke opportunity attacks.

Darkened Soul

At 15th level, you learn to fully embrace the power of your soul and tap into its limitless potential. As an action, you can enter a state of heightened connection with your summoned spiritual companions, merging your essence with theirs. For 1 minute, you gain the following benefits:

  • You and your astral beasts have advantage on all attack rolls.
  • Your astral beasts deal an additional 3d6 psychic damage with their attacks.
  • You have resistance to necrotic and psychic damage.

Once you use this feature, you can't use it again until you finish a long rest.

Spells

Cantrips (0 Level)
  • Control Fire
  • Frostbite
  • Guidance
  • Poison Spray
  • Produce Flame
  • Resistance
  • Shape Water
  • Thorn Whip
  • Thunderclap
1st Level
  • Animal Friendship
  • Beast Bond
  • Create or Destroy Water
  • Detect Magic
  • Detect Poison and Disease.
  • Earth Tremor
  • Entangle
  • Fog Cloud
  • Goodberry
  • Ice Knife
  • Jump
  • Protection from Evil and Good
  • Snare
  • Speak with Animals
  • Thunderwave
2nd Level
  • Animal Messenger
  • Barkskin
  • Beast Sense
  • Blink
  • Darkvision
  • Dust Devil
  • Earthbind
  • Enhance Ability
  • Find Traps
  • Flame Blade
  • Flaming Sphere
  • Gust of Wind
  • Hold Person
  • Locate Animals or Plants
  • Locate Object
3rd Level
  • Call Lightning
  • Daylight
  • Dispel Magic
  • Elemental Weapon
  • Erupting Earth
  • Flame Arrows
  • Meld into Stone
  • Protection from Energy
  • Sleet Strom
  • Wall of Water
  • Water Breathing
  • Water Walk
  • Wind Wall
4th Level
  • Confusion
  • Control Water
  • Divination
  • Elemental Bane
  • Fire Shield
  • Freedom of Movement
  • Grasping Vine
  • Ice Storm
  • Locate Creature
  • Stone Shape
  • Stoneskin
  • Wall of Fire
  • Watery Sphere
5th Level
  • Antilife Shell
  • Commune with Nature
  • Cone of Cold
  • Control Winds
  • Maelstrom
  • Planar Binding
  • Scrying
  • Transmute Rock
  • Tree Stride
  • Wall of Stone

Companion Descriptions


Astral Wolf

Medium beast, unaligned

Ethereal Point Cost: 1 Eth. Point


  • Armor Class 11 + (caster WIS mod.)
  • Hit Points
  • Speed 40ft.

STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 11 (0) 2 (-4) 12 (+1) 6 (-2)

  • Skills perception +2, stealth +4
  • Senses passive perception 12
  • Languages

Pack Tactics. The Spiritualist can expend a spell slot of 1st level or higher when summoning the astral wolf, granting it the Pack Tactics feature.

Multiattack. The Spiritualist can use one spell slot of 2nd-level or higher when summoning the astral wolf, granting it the Multiattack feature (one bite and one claw attack).


Actions

Bite. Melee weapon attack: spiritualist spell attack modifier, one target. Hit: 1d6 + caster Wisdom modifier of piercing damage.

Claw. Melee weapon attack: spiritualist spell attack modifier, one target. Hit: 1d4 + caster Wisdom modifier of slashing damage.


Astral Black Bear

Medium beast, unaligned

Ethereal Point Cost: 1 Eth. Point


  • Armor Class 13 + (caster WIS mod.)
  • Hit Points
  • Speed 25ft, climb 30ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 14 (+2) 2 (-4) 12 (+1) 6 (-2)

  • Skills perception +2
  • Senses passive perception 12
  • Languages

Agressive. The Spiritualist can expend a spell slot of 1st-level or higher when summoning the astral black bear, granting it the Agressive feature.


Actions

Bite. Melee weapon attack: spiritualist spell attack modifier, one target. Hit: 1d8 + caster Wisdom modifier of piercing damage.

Claw. Melee weapon attack: 1 + spiritualist spell attack modifier, one target. Hit: 1d6 + caster Wisdom modifier of piercing damage.

Grapple. The Spiritualist can expend one spell slot of 1st-level or higher to let the astral black bear make a grapple attack.

The target is grappled (escape spiritualist DC). Until this grapple ends, the creature is restrained, and the astral bear can't grapple or attack another target.



Astral Eagle

Medium beast, unaligned

Ethereal Point Cost: 1 Eth. Point


  • Armor Class 10 + (caster WIS mod.)
  • Hit Points
  • Speed 10ft, fly 40ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 10 (0) 6 (-2) 16 (+3) 8 (-1)

  • Skills perception +5
  • Senses passive perception 15
  • Languages understands Common but can't speak it

Keen Sight. The astral eagle has advantage on Wisdom (Perception) checks that rely on sight.

Multiattack. The Spiritualist can use one spell slot of 2nd-level or higher when summoning the astral eagle, granting it the Multiattack feature (two talon attacks).


Actions

Beak. Melee Weapon Attack: spiritualist spell attack modifier, one target. Hit: 1d6 + caster Wisdom modifier of piercing damage.

Talons. Melee Weapon Attack: spiritualist spell attack modifier, one target. Hit: 1d4 + caster Wisdom modifier slashing damage.


Atral Crocodile

Large beast, unaligned

Ethereal Point Cost: 2 Eth. Point


  • Armor Class 14 + (caster WIS mod.)
  • Hit Points
  • Speed 15ft, swim 40ft.

STR DEX CON INT WIS CHA
18 (+4) 8 (-1) 14 (+2) 2 (-4) 10 (0) 5 (-3)

  • Skills Stealth +2
  • Damage Resistances piercing
  • Senses passive perception 11
  • Languages

Actions

Bite. Melee weapon attack: spiritualist spell attack modifier, one target. Hit: 2d6 + caster Wisdom modifier of piercing damage.

Deathroll. The Spiritualist can expend one spell slot of 2nd-level or higher when the astral crocodile bites a target to make the enemy take a strength saving throw to escape the jaws of the crocodile (escape spiritualist DC).

If the creature fails the saving throw, this one will be restrained by the crocodile and will take 2d8 of piercing damage at the start of every crocodile's turn until it frees or dies.

The creature restrained by the crocodile can free itself by making the same strength saving throw every time it takes a turn.

While restraining an enemy, the crocodile can move only 5ft in any direction while holding and dragging its prey.


Astral Mammoth

Huge beast, unaligned

Ethereal Point Cost: 2 Eth. Point


  • Armor Class 15 + (caster WIS mod.)
  • Hit Points
  • Speed 30ft.

STR DEX CON INT WIS CHA
22 (+6) 7 (-2) 20 (+5) 3 (-4) 11 (0) 5 (-3)

  • Damage Resistances bludgeoning
  • Senses passive perception 10
  • Languages

Charge. The Spiritualist can expend one spell slot of 2nd-level or higher to make the astral mammoth charge against a creature.

Charge. If the mammoth moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 2d4 piercing damage. If the target is a creature, it must succeed on a spiritualist DC Strength saving throw or be pushed up to 10 feet away and knocked prone.


Actions

Gore. Melee Weapon Attack: spiritualist spell attack modifier, reach 5 ft., one target. Hit: 1d10 + caster Wisdom modifier of piercing damage.

The Spiritualist

By Gaston Sanmiguel

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the material used here are property of Wizards of the Coast. ©Wizards of the Coast LLC.

Art Credits:

Cover: Forest Spirit - Desiree Moffatt

Page 1: Alayna Lemmer-Danner - MtG: Snow Covered Swamp

Page 4: The Door to Dreams - Umut Bayrakatar

Page 6: Coyote (Inmortals) - Miłek Jakubiec

Page 7: Resurrection Morning - ANTIFAN-REAL

Back Cover: Tree of Life - Allison Chin

Art copyright: ©Wizards of the Coast LLC.

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