Base Class: Sorcerer
Sorcerer of this origin began their lives at a very early age being disturbed and haunted by an animal spirit. For some reason (that probably even the spirit itself does not understand) this spirit was attracted to the sorcerer, and it decided to attach itself to them. The sorcerer probably felt haunted by this spirit at first but has since learned methods to co-exist and at times has even attempted to communicate with it. As a sorcerer the two entities have gestated into one being, the sorcerer sharing their lifeforce with the spirit and the spirit channeling its arcane energies through its host.
There is no true way of knowing why the spirit was attracted to the sorcerer to begin with, but it is assumed that by the time the sorcerer has progressed to being a spirit whisperer, the two have attained a level that is mutually beneficial to both. While spirits of this nature still just as wild as they were when they were still alive, the whisperer and the spirit learn to communicate in other ways, (a song that the spirit likes, trinkets that give the spirit good memories, etc.)
After a while the spirit realizes that it needs the sorcerer lifeforce to maintain its state of consciousness within this world. Although not all spirit whisperers are abusive to their spirit companions, it soon becomes apparent that the host is the master, and the spirit is the servant. The spirit absolutely needs the sorcerer a lot more than the sorcerer needs the spirit.
Animal Spirit Magic
1st-level Animal Spirit Whisperer feature
You learn additional spells when you reach certain levels in this class, as shown on the Animal Spirit Whisperer's Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or a transmutation spell from the sorcerer, warlock, or wizard spell list.
Animal Spirit Whisperer Spells
|
SORCERER LEVEL |
SPELLS |
|
1st |
animal friendship, spiritual claws |
|
3rd |
speak with animals, spirit lash |
|
7th |
conjure animals, freedom of movement, locate creature |
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9th |
malevolent attachment, obey |
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13th |
etherealness, savage spirit |
In addition, consult the Manifestations of Spirits table and choose or randomly determine a way your connection to order manifests while you are casting any of your sorcerer spells.
Manifestations of Spirits
|
D6 |
MANIFESTATION |
|
1 |
Snarling animal sounds can be heard as spell manifests. |
|
2 |
The caster's eyes turn completely dark like deer eyes. |
|
3 |
The air smells of an animal's musk as the spell is cast. |
|
4 |
The ground around the caster develops paw prints. |
|
5 |
Several spectral eyes can be seen around the caster's lower body staring at the target of the spell. |
|
6 |
Claw marks appear somewhere on the body of the target of the spell. |
Animal Affinal Bond
1st-level Animal Affinal Bond feature
The sorcerer will have access to knowledge the spirit attained while the spirit was still allive. These skills will include proficiency in animal handling as well as one more skill from amongst these choices; acrobatics, athletics, or stealth.
Acrobatics
The spirit you chose is very agile and skilled at climbing.
Athletics
Your spirit is skilled in physical performance.
Stealth
Your animal spirit is skilled in hiding and moving without making a sound.
Animal Tongue
1st level Animal Tongue feature
The spirit you bond with will come with the ability to understand a language from its life. Your character can choose one language from a list.
Aarakocra
Your spirit seems to understand the langusge of these bird-people.
Blink Dog
Your spirit can speak the language of elven dogs.
Draconic
Your spirit understands the language of dragons.
Giant Eagle
Your spirit understands the language of giant eagles.
Giant Elk
Your spirit understands the language of giant elk.
Giant Owl
Your spirit allows you to understand the language of giant owls.
Gnoll
Your spirit understands the language of hyena humanoids.
Grippli
Your spirit allows you to understand the language of the frog people.
Kraul
Your spirit allows you to understand the kraul tongue.
Leonin
Your spirit understands the language of the lion people.
Loxodon
Your spirit allows you to understand the loxodon tongue.
Minotaur
Your spirit allows you to understand these bull humanoids.
Winter Wolf
Your spirit allows you to understand the language of winter wolves.
Worg
Your spirit allows you to understand the language of worgs.
Affinal Link
6th level Affinal Link feature
Your bond with your spiritual companion has improved to the point to where your mind and senses can receive stimuli from the spirit world. Incopreal undead (shadows, wraiths, etc.) can no longer surprise you. You can sense them even if they attempt to turn invisible or conceal themselves. Although you can see them this does not mean that others in your group receive this benefit. Additionally you do not suffer any penalties from their concealment abilities. When they attack you they are always at a disadvantage.
This ability offers you no protection from the various forms of special attacks that these undead may have (banshee wail, draining abilities, etc.) This ability also offers no protection from other forms of undead or other types of creatures.
Also the stronger link with the spirit has also started to give the sorcerer much sharper natural reflexes. They will make all dexterity saving throws at advantage while concious.
Spiritual Practice
14th-level Spiritual Practice feature
You have adopted a spiritual practice to both utalize and improve the communcation with your spirit. You may choose one spiritual practice from those listed below.
Beh' Grummuk
Beh' Grummuk
This practice was developed by orc tribes and is more commonly known as dream vision. This practice will allow the sorcerer perform a ritual to see the world through their spirits eyes. This practice will grant the spiritualist proficiency in investigation, and add Clairvoyance/Clairaudience and Scrying as additional spells. This practice will allow you to cast each of these spells once per long rest in addition to the rest of your spells. To cast them more than this will require the use of a spell slot.
Additionally the spirit whisperer will become resistant to psychic damage.
Chenou
Chenou
This spiritual practice is commonly referred to as spiritual embodiment. This spiritual practice will allow the spiritualist to command their spirit to animate a freshly dead body into a zombie. The target for this spell is required to have a body with a skeleton inside of the body, be within 20' feet of the spiritualist, and cannot have been dead for more than a minute. This ability acts a lot like an animate dead spell with some exceptions:
- The sorcerer can command their spirit to do this as a bonus action.
- This practice allows the sorcerer caster to use this ability once per short rest. To use this spell more than once between short rests requires the spending of a spell slot.
- The animated body must be dead for no longer than a minute (fresh killed,) have a skeleton within the body, and it will be animated as a zombie.
- If the socerer does not give the animated body any commands it will defend the sorcerer without the need for the sorcerer to concentrate on it.
- The zombie will have an equal number of hit points as the sorcerer who ordered its animation.
- The animated body will only remain under the spirit's control for 10 minutes. By this time, rigor will start to set in and make it difficult for the spirit to animate in the body.
- After the battle is over the spirit can use the body to communicate with its master my playing charades or pointing at things until the body becomes unusable. It will not be able to speak.
Hey'na
Hey'na
You now practice Hay'na, more commonly known as necrospeak or reverse possession. Hey'na is also known amongst spiritualists as being the oldest spiritual practice. Its recognized as the "parent practice" of all of the other spiritual practices. With this practice, your character has developed such a strong bond with their spirit that they can perform a seance or a ritual dance, that will allow the spirit to take over their mind. When they perform this ritual, they will receive a vision from their spirit. This practice grants the spiritualist the following benefits:
- They can perform a ritual once per day to receive a vision of an event that will take place within the next 24-hours. Additionally, when the spiritualist encounters the event from the vision, the vision will allow them to make all actions (attack rolls, saving throws, skill rolls, etc.) during the event at an advantage.
- They can trust their spirit to act semi-independently and focus on a spell that requires concentration. The spirit can aid the spellcaster with concentration spells in several ways. The spirit can focus on a concentration spell for the caster so the caster can perform other actions. The spirit can ignore partial cover and line of sight with concentrating on a spell, and the spellcaster will make all Constitution spell concentration saving throws at advantage. The sorcerer can have their spirit only focus on one concentration spell at a time.
- They will add Speak with Dead to the rest of their spells.
Ogo Amma
Ogo Amma
You have chosen to make a spiritual contract with a maevolent spiritual creature known as Ogo Amma. This being grants you its "gift". This gift adds Fear and Confusion to your known spells. Allows each of these spells to be cast one time per long rest each, in addition to your other spells. This "gift" improves your saves vs. mind-affecting spells and makes all of your mind-affecting spells more intense.
- Fear and Confusion spells added to your spells. Can each be cast once per long rest in addition to your normal spells.
- All targets of your mind-affecting spells make saves at a disadvantage.
- You make all saves against mind-affecting spells with an advantage.
This "gift" is only able to effect spells. Offers no protection from other forms of mind-affecting attacks or effects.
Terrux Massi
Terrux Massi
You practice Terrux Massi, also known as spiritual warding. You understand how an event in this world can ripple like still water into the spiritual world and then ripple back into our world. You understand there is no such thing as death, only change. This practice will give the character proficiency in medicine and add Lesser Restoration and Cure Wounds to your known spells. You can cast both of these once (at your highest accessable spell level) per short rest in addition to your remaining spells. To cast them more times than this will require a spell slot.
Additionally the spirit whisperer will also gain advantage to their saving throws against death-magic spells. This protection only counts against spells and not other forms of death-magic attacks.
Voodoo
Voodoo
Your character has chosen to practice Voodoo. This is the most famous form of spiritual practice and there are versions of this practice everywhere. This practice figuratively goes by thousands of names. This practice allows you to place in invisible curse on a target of your choice. You can only place one curse per short rest. You must either possesses something of personal value to the target, have a pre-made a doll-like effigy of the target, or be able to see the target at the time of casting.
Upon casting a Voodoo curse, the target suffers a disadvantage to the attribute checks and saves with any single attribute selected by the caster. The target is allowed a saving throw vs. the curse at the time of the casting, but the save will be performed by the game master in secret. The saving throw will be with the same attribute that is being cursed.
If the curse is being cast from a distance, it will last until the sorcerer takes their next short rest, the caster is incapacitated, the caster removes it, or the target dies. If the caster uses a personal item or doll while casting the curse, they can reestablish the curse (after resting) on the same target by speding a bonus action. No one can cast another Voodoo curse until the first curse is removed. The curse is an invisible attack and many suffering from one never know it. A voodoo curse can be revealed with detect magic and removed with a dispel magic spell. No target can have more than one Voodoo curse on them at a time. The effects do not stack with other debuff magics. If a voodoo curse is removed the caster knows immediately. A Voodoo curse can be cast as a bonus action or ritual spell.
In addition to being able to cast Voodoo curses, this practice fortifies the sorcerer from neucrotic damage. They will receive resistance to these types of attacks.
Dual Lifeforce
18th Level Dual Lifeforce
Character's affinity with the spirit world has become so strong that they have generated a secondary spiritual lifeforce. When a spirit whisperer of this level is ever reduced to 0 hit points, instead of dying their spirit will restore them to 1 hit point. Additionally, the spirit will also fortify the sorcerer's lifeforce by giving them temporary hit points equal to half of their total maximum hit points. This can be done once per long rest. The temporary hit points do not stack with other forms of temporary hit points. Whichever total is greater will dominate over the other.
Previous Versions
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