Base Class: Artificer
Spirit Artificers are capable of injecting a spirit into an object, may it be a normal long sword or a magical tool. These objects are capable of moving on their own and even have their own personality, sometimes even talking back or disobeying it's owner.
The number of people blessed to see spirits are very few, and even fewer of them are Artificers. Due to that, there is only a small amount of Spirit Artificers around.
Spirit Artificers generally have a deep connection to the nature of life and magic itself, as they mess with the very essence of both with their craft.
Spirit Pledge
3rd level class feature
Spirit
You can spend 10 minutes to call upon a nearby spirit with a ritual. They are incorporeal, can speak telepathically to you, have no mechanical value, but may be sensed by another creature. You can also interact with already existing wandering spirits (DM discretion.)
You can then form a pledge with the spirit if the spirit agrees to your terms, doing so will bound the spirit to yourself with a contract, permanently binding them to yourself, preventing it from disappearing. Your spirit can telepathically speak with you regardless of distance (unless you are in a different plane of existence) although moving more than 10ft away from you will cause the spirit to warp back to your location. If the pledge is broken, the spirit will return to where it originally was.
If the spirit you called upon with the ritual does not form a pledge form a with you, then after 5 minutes, it will go back to where before it was called.
The spirit you call depends on your current location. For example, calling a soul in a fey forest would probably results in a fey spirit, a spirit of a lost traveller, etc
Animation
A nonmagical or magical weapon/armor/shield/spellcasting focus (up to medium size) that is being worn or carried by any willing creature can be imbued with a contracted spirit as an action (the object must be within touch range), that object become animated and gain special benefits. You cannot animate any other kind of objects. You can animate up to one object at a time in this way.
Animated objects becomes spectral, floating and is unable to be targeted. They hover 5ft around the carrier of said object, if the object is worn or carried, it stays where it is as a faint spiritual aura emits from it.
Worn and carried objects cannot be animated without consent from the creature carrying/wearing the object.
Polymorphed creatures cannot be animated, even if they are an object.
Your spirit retains the ability to speak telepathically with you even within an object.
The object always follows your orders, although the way they execute the order may depend on the object or what personality the spirit has.
Special benefits for objects you animated:
Weapons: Attacks made with this weapon are considered magical.
Shield: The shield confers its Armor Class bonus as if you are holding it, however, you are still limited to benefit from only one Shield.
Armor: You can shed off your armor as a bonus action.
Spellcasting focus: This spellcasting focus can be used to cast spells that require the Somatic component, leaving your hand free.
You are required to attune to any magic item that requires Attunement, following the rules for such things. Sentient items are unable to be animated. If the object is already attuned by another willing creature, you don't need to attune to it.
The object share your senses (including senses from magic items and spells). Any negative conditions affecting you is also applied to your animated objects.
The object stay animated as long as you are still conscious. Anti magic does not dispel the animation.
The contracted spirit can freely leave the animated objects and return to you at any time. If you are knocked unconscious, the spirit will also return to you while undoing the animation. Animated objects simply returns back to normal and falls to the ground after the animation is undone.
Orders
Animated objects cannot act on their own and can only be moved with certain orders from you each turn.
List of orders:
Switch: As a bonus action, you can transfer the contracted spirit from one animated object to another object within touch range. The object must be within the list of what you can animate.
Protect: As a reaction, you can send forth an animated shield to intercept an attack against a target within 30ft of you. Grant the shield's bonus to Armor Class against the triggering attack and until the start of your next turn. You lose the benefits of equipping the shield for the duration.
Wisdom of the Ages
3rd level class feature
Your spirits can provide help with their knowledge to assist you, while making an ability check with any tools, you can add your intelligence modifier to the tool check.
You can use this ability an amount of times equal to your proficiency bonus.
A Magic Trick ★
5th level class feature
Your connection to the spirits grows stronger, allowing you to tap further into their potential.
You can now animate up to 2 objects. Furthermore, the animated objects gains additional benefits;
Armor: This armor grants an additional +1 Armor Class while worn.
You gain another order and your orders are enhanced;
Protect: You can now intercept an attack from up to 60ft.
Trick: Spirits exists within a separate dimension, you gain the ability to access that dimension momentarily, travelling through it and even dragging your friends into it. As an action, you can switch the location of 2 creatures wearing or using one of your animated object within a 60ft range of yourself (including yourself).
Blessing of the Spirits
9th level class feature
Your connection to the spirits deepens even further. You can now feel their very will within you.
You can now have up to a total of 3 animated objects. Furthermore, your animated objects benefits are enhanced.
Shield: The shield provides +1 additional Armor Class while animated.
You gain the ability to bless creatures around you with your spiritual power. You gain access to 2 special orders, costing one use of this ability on usage. You can use this ability a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
You can convert your 3rd level spell slots or higher into additional uses of this feature (no action). Higher level spell slots does not convert into more charges.
Enhance - You gain the ability to optimize the offensive strength of the Animated Weapons. As a Bonus Action, you can infuse one Animated Weapon to deal additional Force damage equal to your Intelligence modifier until the start of your next turn.
Barrier - You enhance the spiritual energy of those around you. As a Bonus Action, you can grant creatures equipping your Animated Armor an amount of Temporary Hit Points equal to your Artificer level.
The Power of Friendship!
15th level class feature
You can now animate up to 4 objects. Your spirits can communicate with any creature they can see within 120 feet.
As a Bonus Action, you can enter a state of absolute friendship for 1 minute, enhancing the effects of all your commands as the bonds between you and the spirits shine brighter than ever!
Protect - The shield can now protect an additional creature within 15ft of the first one, including yourself
Switch - Can now be done as a free action
Trick - Once swapped, one of the creatures of your choice may make take the attack action or cast a cantrip
Each use of these enhanced commands used a charge of Blessing of the Spirits
You can use this feature once, resetting on a short/long rest.
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