Spirit Binder (5e Class)
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- 1 Spirit Binder
- 2 Class Features
- 2.1 Hit Points
- 2.2 Proficiencies
- 2.3 Equipment
- 2.4 Binder's Tools
- 2.5 Spiritualism
- 2.6 Spirit Sense
- 2.7 Well of Power
- 2.8 Spiritual Affinity
- 2.9 Ability Score Increase
- 2.10 Tap Akashic Records
- 2.11 Spirit Companion
- 2.12 Commune with Spirits
- 2.13 Plumb Akashic Records
- 2.14 See the Unseen
- 2.15 Spirit Form
- 2.16 Modify Akashic Records
- 2.17 Spirits
- 2.18 Invocations
- 2.18.1 Binding Chains (3)
- 2.18.2 Convocation (1)
- 2.18.3 Cry of Doom (1)
- 2.18.4 Extended Summoning (1)
- 2.18.5 Explosive Summoning (1)
- 2.18.6 Gaze From Beyond (2)
- 2.18.7 Lamentation of Spirits (1)
- 2.18.8 Painful Bond (1)
- 2.18.9 Rupture Soul (2)
- 2.18.10 Sacrifice Spirit (1)
- 2.18.11 Spirit Migration (1)
- 2.18.12 Spirit Step (1)
- 2.18.13 Unfeeling Armor (1)
- 3 Spiritual Affinities
- 3.1 Communing Affinity
- 3.1.1 Deepening Connection
- 3.1.2 Manipulate Essence
- 3.1.3 Project Ectoplasm
- 3.1.4 Ectoplasmic Lord
- 3.2 Materialization Affinity
- 3.3 Possession Affinity
- 3.4 Legal Disclaimer
- 3.1 Communing Affinity
A tall, thin man with glasses walks carefully through the deserted library. He slowly picks up a book, and smiles while a glowing urn flashes once in his hand.
The halfling chortles as he quickly gathers the stuff of spirits. Instantly a tall figure, bound in chains, yells in agony before unleashing its pain on the one standing before it.
Screaming his plee to the heavens, the elf quickly summons a spirit before sighing in relief as his companion rises, healed so he may once more continue the fight.
As different as the circumstances of these spirit binders may be, they all treat the spirits they summon as allies or servitors, By delving into the sea of spirits and choosing the right essence with which they will craft their summons, they support their allies, weaken their foes, and craft the battlefield to their liking.
Some see this essence as part of their ancestors, rising once more to aid them. Others are cruel masters, seeing their spirits as merely tools taken from the zeitgeist of ages past and communal memories with which they will prepare to wreak destruction on their foes.
Some might look upon the spirit binder and see a heretic, bringing back undead fiends to serve their bidding. However, nothing could be further from the truth. Spirit binders delve into a spiritual sea that few others can fathom, and draw upon its power to bring about what common folk might call miracles.
This sea is all around the planes, gaining power when major ideas and feelings form among the populous. Their ideas the feelings take shape, and each zeitgeist lends itself to form this sea, upon which the spirit binders call to shape the beings their summon.
Knowledge is Power
While delving the spirit sea, spirit binders sometimes pick up on memories or ideas of ages past. Some call these memories parts of the Akashic Records, a limitless library or compendium containing all knowledge within the world, and spirit binders gain access to some small portion of it.
However, danger lurks everywhere, and some spirit binders have been found in a catatonic state, where no one could wake them. In truth, these spirit binders have lost themselves in the Akashic Records, their minds entrapped by the endless knowledge they found themselves surrounded by.
Creating a Spirit Binder
Spirit binders are often focused on the past and the feelings of all cognizant beings, and you should consider what aspects of these communal memories you focus on. Do you connect to the essence of anger and hatred of those who have been oppressed, or to the feelings of unity that come from cooperation and mutual defense?
Once you've answered this question, consider your interaction with your spirits. Are they merely tools, brought up to serve you and then disappear back into the void, or do you imagine them to literally be your ancestors who return to the present time from death to grant you guidance and aid before returning to their afterlife? Do you cajole and persaude them to serve your cause, deceive them into attacking your enemies with sweet words, or crack the whip to force them into serving you?
Finally, think about how you began summoning your spirits. Did you find a strange ritual that allowed you to connect to their energy? Are these traditions that emerged from your tribe, which you now carry on? Or did you undergo some sort of spirit quest which granted you access to the collective memories of ages past?
You can make a spirit binder easily by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution or Dexterity. Second, choose the sage background.
As a Spirit Binder, you gain the following class features.
Hit Dice: 1d6 per Spirit Binder level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Spirit Binder level after first
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a light crossbow with 20 bolts or (b) any simple weapon
- (a) a component pouch or (b) an arcane focus
- (a) a scholar's pack or (b) an explorer's pack
- Two daggers
The Spirit Binder
|1st||+2||Binder's Tools, Spiritualism I||2||—|
|2nd||+2||Spirit Sense, Well of Power||2||1|
|3rd||+2||Spiritual Affinity feature||2||1|
|4th||+2||Ability Score Improvement||2||1|
|6th||+3||Tap Akashic Records||3||2|
|7th||+3||Spiritual Affinity feature||3||2|
|8th||+3||Ability Score Improvement||3||2|
|10th||+4||Commune with Spirits||4||2|
|12th||+4||Ability Score Improvement||4||3|
|13th||+5||Spiritual Affinity feature||5||3|
|14th||+5||Plumb Akashic Records, See the Unseen||5||3|
|16th||+5||Ability Score Improvement||5||4|
|18th||+6||Spiritual Affinity feature||6||4|
|19th||+6||Ability Score Improvement||6||5|
|20th||+6||Modify Akashic Records||6||5|
Your understanding of the spirits allows you access to a number of tools with which to call upon them for aid. You learn the chill touch, guidance, and sacred flame cantrips. Your spellcasting ability modifier is Charisma for the purpose of these cantrips, and you use the Spiritualism DC for the DC of these cantrips (see below). Furthermore, you are considered to have all cleric spells on your spell list for the purpose of activating scrolls, and do not need to make an ability check to activate scrolls whose spell level is equal to or less than one-half your class level and count as a cleric for the purpose of activating magical items.
You have an innate connection to the afterlife, and may summon spirits via your connection. While it is unclear if these are true spirits of times past or whether they emerge from the communal memories of all conscious beings, it is undeniable that they wield powers foreign to the natural world.
To summon a spirit, you must enter a meditative state at the start of your turn by granting yourself the Restrained condition until the start of your next turn. While within this meditative state, as an action while holding an arcane focus or a component pouch, you can summon one spirit you are familiar with in an unoccupied square adjacent to you. You can have a maximum of one spirit summoned at a time, and one additional spirit summoned at levels 5, 11, and 17 (though no more than one of each type). At 11th level, you can spend three spirit points (see Well of Power below) to summon one additional spirit, though it must follow all the normal rules for summoning spirits.
You are familiar with a number of spirits as shown in the Spirits Known column of the Spirit Binder table. See the end of this section for a list of spirits you can become familiar with. If you summon a spirit while you have the maximum number of spirits summoned, the current one of the same type disappears, or the first one summoned if there are none of the same type.
Spirits summoned are Medium in size, have a speed of 0', cannot be moved by any means except as noted within this class (and even float in midair if the ground beneath them gives way), have an AC equal to 10 + your Charisma bonus + your proficiency bonus, have any damage they deal with their effects of abilities be considered magical damage, use your saving throws and ability scores (though they can take no actions apart from those listed in their descriptions), have hit points equal to twice the number of spirits you are familiar with multiplied by your Charisma modifier, remain summoned for one minute, and do not have any effect on other spirits you've summoned. Should they make an attack, their attack bonus is equal to what your spell attack would be (with Charisma being your spellcasting ability modifier). Some spirits require their target to make a saving throw to resist their effects, which is equal to what your spellcasting DC would be. Your spellcasting saving throw DC is calculated as follows:
DC = 8 + your proficiency bonus + your Charisma modifier
At 2nd level you become especially attuned to the presence of creatures from the afterlife and other planes of existance. As an action, you can attempt to detect their presence. Until the end of your next turn, you know the location of any celestial, fey, fiend, elemental, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fey, fiend, elemental, or undead) of any being whose presence you sense, but not its identity.
You can use this feature a number of times equal to your Charisma modifier. When you finish a long rest, you regain all expended uses.
Well of Power
Starting at 2nd level you learn to tap into your own well of spiritual power to bolster your spirits. Your access to this power is represented by spirit points. You have a number of spirit points equal to your Spirit Binder level, and can use these to bolster your spirits and abilities, as per the "bolster" section under each spirit, or to power your invocations. At 2nd level, you know one invocation, and learn new invocations as shown in the Invocations Known column of the Spirit Binder table. Should an invocation call for a DC, the DC is equal to your spiritualism DC.
When you spend spirit points, they become unavailable until you finish a short or long rest, at the end of which you draw all expended spirit points back.
As you reach 3rd level, you unlock the first step towards your own personal connection to the spiritual realm. Choose one of the following affinities: Communing Affinity, Materialization Affinity, or Possession Affinity, all detailed at the end of the class description. Your tradition grants you features at 3rd level, and again at 7th, 13th, and 18th level.
Ability Score Increase
Upon reaching 4th level and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or two ability scores of your choice by 1. As normal, you can't increase your ability score above 20 using this feature.
Tap Akashic Records
Beginning at 6th level, you begin to understand both the afterlife and the communal memories of all aware beings, and are able to draw some small measure of strength from their past knowledge by forcing your will upon these Akashic Records to draw upon their power. When making an ability, skill, or tool check, you gain proficiency on the check. If you already have proficiency, your proficiency is doubled for that check. You regain expended uses when you finish a long rest.
At 9th level you have grown so close to the spirits that you have developed a personal connection with one of them, causing them to manifest and inhabit the body of a creature similar to them, though of lesser power. You learn the find familiar spell and can cast it as a ritual. The first time you use this feature, choose two skills. While your familiar is adjacent to you or on your person, you gain proficiency in them, and if you are already proficient in them, your proficiency is doubled for any ability check that makes use of those proficiencies. You can change the two skills chosen at the end of a long rest.
Commune with Spirits
Starting at 10th level you understand how to commune with the spirits of the past, as well as the memories of forgotten creatures in order to dredge up answers related to the present. You learn the commune spell and can cast it as a ritual.
Plumb Akashic Records
By 14th level you can go more deeply into the Akashic Records to gain a deeper knowledge of creatures and objects. This requires an hour of meditation (as though you were casting a ritual spell), at the end of which you choose a single creature or object you have heard of. You immediately gain the effect of the following spells on the target:
- Locate Creature or Locate Object (whichever is appropriate) with infinite range, though the creature or object must be on the same plane as you
- Scrying as though you were familiar with the target, using your Charisma as the spellcasting ability score
- Detect Evil and Good
- Detect Poison and Disease
- Legend Lore
- True Seeing
Using this feature is mentally taxing on you, and you have disadvantage on attacks and ability checks after using it until you finish a long rest. You regain the use of this ability at the end of a long rest.
See the Unseen
At 14th level your senses are honed to the point where you can see even creatures that would use supernatural abilities to hide from your sight. You are constantly under the effect of the see invisibility spell.
Starting at 15th level, you can spend 8 spirit points points as a bonus action to magically transform yourself into the form of a spirit. In this form, you have resistance to all damage except force damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object.
You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.
Modify Akashic Records
When you reach 20th level you can understand the entire cosmos by elevating your mind into the very depths of the communal memories and spirits of ages past. By doing so you can spiritually enter the akashic records, and make certain changes to it. This requires an hour of meditation (as though you were casting a ritual spell), and allows you to attempt to change akashic records, the archive of everything that was, is, and will be. Describe how you change the akashic records, and the exact effect and consequences of the change are up to the DM. The effect of a spell would be appropriate, though this effect does not always take place immediately. This attempt is psychically exhausting and you can't use this feature again for 7 days.
Effect: What the spirit does
Bolster: What the bolstered effect does (Cost in spirit points)
Effect: At the end of your turn, all enemies within 30' of this spirit take 1d4 psychic damage. Increase this damage to 1d6 at spirit binder level 5, 3d6 at spirit binder level 11, and 5d6 at spirit binder level 17.
Bolster: As a bonus action before this spirit deals damage, you can have the spirit instead deal maximum damage. (1)
Effect: At the end of your turn, the spirit makes a ranged attack roll at an enemy of your choosing (or the nearest enemy if you have selected none) within 100', dealing your Charisma modifier in radiant damage on a successful hit. Increase the damage by 1d8 against enemies under the effect of your invocations, and an additional 1d8 while against enemies under the effect of your invocations at spirit binder level 5, 11, and 17.
Bolster: As a bonus action when this spirit deals damage to a target under the effect of your invocations, you may cause the target to make a Wisdom save or become Frightened until the start of your next turn. (2)
Effect: Increase the range at which this spirit may be summoned by 60'. At the end of your turn, the spirit makes a melee attack roll at an enemy of your choosing (or a random enemy if you have selected none), dealing your Charisma modifier in force damage on a successful hit. In addition, when this spirit hits an enemy, the spirit may make an ability check using your Charisma modifier plus your proficiency modifier against the enemy it attacked to grapple that enemy, opposed by the target as normal, and on a successful check, voluntarily ending its grapple at the start of your next turn. Increase the damage done by this spirit by an additional 1d10 at spirit binder level 5, 11, and 17.
Bolster: Choose one of the following effects:
- Before the spirit would be able to attack, you may have it move 60'. (1)
- As a reaction the spirit takes damage, have the target take damage equal to the amount that the spirit took. (1)
Effect: Upon summoning this spirit, choose an ally at the end of each turn. As long as that ally is within 60' of this spirit, the first attack made against that ally is made at disadvantage. This affects an additional attack at levels 5, 11, and 17.
Bolster: As a reaction when an ally within 60' of this spirit would take damage, that ally and this spirit teleport to switch places and the spirit takes the damage and all other effects of the attack in place of that ally. (1)
Effect: Increase the range at which this spirit may be summoned by 60'. Enemies treat the area within 10' of this spirit as difficult terrain. Increase the area of this spirit's effect by an additional 5' at spirit binder level 5, 11, and 17.
Bolster: Choose one of the following effects:
- As a bonus action, move the spirit up to 60' and then choose a creature within this spirit's effect. The target must make make a Dexterity save or have their speed reduced to 0' until the start of your next turn. (1)
- As a bonus action, move the spirit up to 60' and then choose a creature within this spirit's effect. The target make a Dexterity save or become restrained until the start of your next turn. (2)
Effect: Allies within 60' of this spirit increase damage from weapon attacks by 1d4. Increase this amount to 1d6 at spirit binder level 5, 1d8 at spirit binder level 11, and 1d10 at spirit binder level 17.
Bolster: As a reaction when an ally within 60' of this spirit misses a weapon attack, you may allow them to reroll their attack roll and take the second result. (1)
Effect: Whenever an ally within 60' of this spirit would roll an attack roll, that ally can roll a d4 and add the number rolled to the attack roll.
Bolster: As a reaction when an ally would roll a saving throw, all allies within 60' of this spirit may roll a d4 whenever they would roll a saving throw and add the number rolled to the saving throw. This effect ends at the start of your next turn. Increase the die added to saving throws to 1d6 at spirit binder level 5, 1d8 at spirit binder level 11, and 1d10 at spirit binder level 17. (1)
Effect: At the end of your turn, all allies within 60' gain a number of temporary hit points equal to your Charisma modifier that last until the start of your next turn.
Bolster: As a bonus action, you may bolster the spirit when it grants an ally temporary hit points to also heal the target for 1d6 + your Charisma modifier. Increase the number of dice this ability heals to 3d6 at level 5, 6d6 at level 11, and 12d6 at level 17. (1)
Effect: At the end of your turn, the spirit makes a ranged attack roll at an enemy of your choosing (or the nearest enemy if you have selected none) within 100', dealing your Charisma modifier in necrotic damage on a successful hit. Increase the damage done by this spirit by an additional 1d10 at spirit binder level 5, 11, and 17.
Bolster: As a bonus action when this spirit deals damage, you may have the spirit instead deal maximum damage. (1)
Effect: Increase the range at which this spirit may be summoned by 60'. At the end of your turn, the spirit makes a melee attack roll at an enemy of your choosing (or a random enemy if you have selected none), dealing your Charisma modifier radiant damage on a successful hit. Increase the damage done by this spirit by an additional 1d12 at spirit binder level 5, 11, and 17.
Bolster: Move this spirit 60' in any direction. This movement does not provoke opportunity attacks and can move through the space of creatures. Make a single attack that targets all enemies that this spirit moves through or adjacent to, dealing damage as normal to every enemy hit. (1)
Effect: Allies within 60' of this spirit have resistance to all damage. Each time an ally within 60' takes damage, the spirit takes an equal amount of damage. This spirit has half the maximum number of hit points that a spirit normally has.
Bolster: As a bonus action, spend any number of spirit points. This spirit gains a number of temporary hit points equal to the number of spirit points spent multiplied by 10. (×)
Effect: At the end of your turn, the spirit makes a ranged attack roll at an enemy of your choosing (or the nearest enemy if you have selected none) within 100', dealing your Charisma modifier in poison damage on a successful hit. Creatures forced to make a saving throw by abilities or effects of the hit creature do so at advantage. Increase the damage done by this spirit by an additional 1d6 at spirit binder level 5, 11, and 17.
Bolster: As a bonus action when this spirit deals damage, you may force that enemy to make a Constitution save or become poisoned until the start of your next turn. (2)
Effect: Increase the range at which this spirit may be summoned by 60'. At the end of your turn, the spirit teleports up to 30' towards an enemy of your choice (or the nearest enemy if you have not chosen one) and makes a melee attack roll at that enemy, dealing your Charisma modifier in piercing damage on a successful hit. Increase the damage done by this spirit by an additional 1d10 at spirit binder level 5, 11, and 17.
Bolster: Choose one of the following effects:
- Before the spirit would be able to attack, you may have it move 60'. (1)
- As a bonus action when this spirit deals damage, you may force that enemy to make a Dexterity save or become prone. (2)
Name (Cost in spirit points)
Effect: What the invocation does
Binding Chains (3)
Effect: As a bonus action, one enemy within 60' must make a Strength save or have their speed halved for one minute and take 1d6 force damage for every 10' they voluntarily move. At the end of each of their turns, they may reroll the save to end this effect.
Effect: As a bonus action, teleport any spirits within 200' of you to unoccupied spaces adjacent to you.
Cry of Doom (1)
Effect: As a bonus action, choose an enemy within 60'. That enemy must make a Charisma save or whenever they roll an attack roll or saving throw and are within 30' of a spirit roll a d4 and subtract the number rolled from the attack roll or saving throw. Should the target end their turn more than 30' from a spirit, this effect ends.
Extended Summoning (1)
Effect: When you summon a spirit, increase the range at which you can summon it by 30'.
Explosive Summoning (1)
Effect: As a bonus action, for one minute whenever you summon a spirit choose an enemy within 60'. That enemy takes 1d6 + your Charisma force damage.
Gaze From Beyond (2)
Effect: As an action, choose an enemy within 60'. That enemy must make a Constitution save or become blinded for one minute if you are adjacent to a spirit. At the end of each of their turns, they may reroll the save to end this effect.
Lamentation of Spirits (1)
Effect: As a bonus action, choose an enemy within 60'. At the start of their turn, that enemy takes 1d6 + your Charisma modifier in damage if they began their turn within 30' of a spirit. At the end of each of their turns, they may make a Charisma save to end this effect.
Painful Bond (1)
Effect: As a bonus action, choose an enemy within 60'. Whenever that enemy is hit by a spirit's attack, it takes an additional 1d6 damage. At the end of each of their turns, they may make a Charisma save to end this effect.
Rupture Soul (2)
Effect: As an action, choose a spirit within 30'. That spirit is destroyed, and all enemies within 20' of it must make a Dexterity save or take force damage equal to the spirit's remaining number of hit points, taking half damage on a successful save.
Sacrifice Spirit (1)
Effect: As a bonus action, destroy one spirit you have summoned which you can see, and choose an ally. That ally heals a number of hit points equal to the hit points the spirit had remaining.
Spirit Migration (1)
Effect: As a bonus action, teleport one of your spirits 60' in any direction.
Spirit Step (1)
Effect: As a bonus action, teleport to any spirit you have summoned as long as it is on the same plane as you.
Unfeeling Armor (1)
Effect: As a bonus action, your current spirits gain a number of temporary hit points equal to your Charisma modifier multiplied by your proficiency modifier.
While all spirit binders connect to the primal awareness of the cosmos and the memories of times long gone by, different ones feel a special affinity to various aspects of the spirits they deal with. While some connect to the more material aspects of their summons, others focus on the spirits themselves, while others simply allow aspects of their summons to possess allies, allowing them to unlock a greater potential.
You have a deep connection to the sea from which you draw spiritual energy, allowing you to be more efficient in its uses.
At 3rd level, you gain the ability to manipulate the very essence of spirit-stuff, ectoplasm. This expands your list of invocations, though any material created by your invocations has a glistening, slightly slimy texture that quickly evaporates. You gain the following invocations:
Ectoplasmic Creation (1)
As an action, you can create simple nonmagical objects without moving parts up to 5' cube in size with which you are familiar with. These are slightly slimy to the touch, and disappear after an hour. If you use this invocation while another is in existence, the first disappears.
Ectoplasmic Sheathe (1)
You cast the faerie fire spell.
Ectoplasmic Slick (1)
You cast the grease spell.
Entangling Ectoplasm (1)
You cast the entangle spell.
By 7th level, your understanding of spirit-stuff is deep enough to allow you to manipulate it in more ways. You gain the following invocations:
Ectoplasmic Shower (3)
You cast the sleet storm spell.
Ectoplasmic Entrapment (5)
You cast the web spell.
Upon reaching 12th level, you have learned enough to duplicate truly wondrous effects through your spirit manipulation. You gain the following invocations:
Ectoplasmic Sphere (7)
You cast one of the following spells:
Ectoplasmic Storm (7)
You cast the ice storm spell.
When you reach 18th level, your understanding of spirit-stuff reaches its zenith, allowing you to bring even more of it through to influence the material plane. You gain the following invocations:
Astral Construct (9)
You cast the arcane hand spell.
Greater Ectoplasmic Creation (8)
You cast one of the following spells:
Wall of Ectoplasm (9)
You cast the wall of force spell.
You focus on drawing the very essence of your the spirits you might normally summon.
At level 3, by focusing intensely for one minute, you can draw the very essence of your spirits. At the end of one minute, you materialize a wad of ectoplasm in one hand, and while you hold it increase your AC by 2 as though you were holding a shield. When activating this feature, choose one of the following forms of essence: destructive essence, healing essence, or protective essence. You may drop the essence into an unoccupied square adjacent to you without using your action, or throw it up to 20' away from you into an unoccupied square as an action, upon which the following effect occurs:
- Destructive essence: Force all enemies within 10' of the dropped essence to make a Dexterity save equal to your spiritualism save or they take 2d8 + your Charisma modifier force damage, with half the damage on a successful save. This damage increases by an additional 2d8 at levels 5, 11, and 17.
- Healing essence: All allies within 10' of the dropped essence heal for 3d6 + your Charisma modifier hit points. Increase the healing by 1d6 at levels 5, 11, and 17.
- Protective essence: Choose one ally within 10' of the dropped essence. They gain the effect of the heroism spell as though you had cast it on them, with Charisma being your spellcasting ability modifier (and you must maintain concentration as normal for the spell). You may choose an additional creature at levels 5, 11, and 17.
You regain the use of this ability when you finish a short or long rest.
When you reach 7th level you learn the absorb elements and shield, and may cast one of these once while you are holding the spirit essence. You regain the use of this ability upon finishing a short rest.
Upon reaching level 12, your ability to master the essence you conjure increases. When you throw or drop your essence, choose one of your spirits that has not been conjured yet. It is summoned where you threw or dropped the essence.
When you reach level 18, you can gather the essence of spirits in a heartbeat. Once per long rest, you may use the Draw Essence feature as an action. This feature ignores the once per short rest restriction of Draw Essence.
Your ability to meld spirit and flesh is unparalleled, allowing you to aid your allies in battle.
At 3rd level, you may have a spirits posses one of your allies. While that ally remains in complete control, they are aware of a second awareness within their mind, giving them advice and helping them when they are able.
At the end of a long rest, choose an ally. That ally chooses a skill, and gains proficiency on ability checks related to that skill. If they already have proficiency in that skill, instead they double their proficiency bonus in that skill.
By 7th level, the spirit and flesh meld closer together, empowering that ally. Once per round when that ally deals damage with a weapon attack, that ally may increase damage the damage dealt by 1d6.
Furthermore, that ally may spend a reaction to reroll a failed saving throw. This ability recharges at the end of a long rest.
Upon reaching 12th level, the spirit possessing your ally protects them and shelters them from the havoc of war. While possessed, that ally is under the constant effect of the heroism spell, without the need for concentration. Use your Charisma modifier for purpose of the heroism spellcasting modifier.
Improved Empowering Possession
When you reach 18th level, the possession improves further, allowing your allies to truly shine. Instead of once per round, whenever a possessed ally deals damage with a weapon attack they increase the damage done by 1d6.
|Hit Die||1d6 +|
|Identifier||5e Class +|
|Rated By||Geodude671 +|
|Rating||Rating Pending +|
|Save||Wisdom + and Charisma +|
|Skill||Arcana +, Deception +, History +, Insight +, Intimidation +, Persuasion + and Religion +|
|Summary||You summon spirits to attack your enemies and support you and your allies. +|
|Title||Spirit Binder +|