Wizard
Base Class: Wizard

Spirit Guardians, collectively referred to as Spiritualists, are wizards who have spent years studying the art of reading energies held within other people, as well as commanding the manifestation of their own energies in the form of their own spirit guardian, referred to as Wardens. Spirit Guardians study a form of divination and often go on to become exorcists and soothsayers, utilizing their understanding of the various spirits and auras to assist them. Once a Spiritualist forms their Warden, the spiritual familiar becomes bonded to their caster for life, however, some evil Spiritualists have experimented with consuming their own Warden's energies, destroying them in the process, while others have learned to corrupt their Warden with chaotic energies and thus create an Anarch, a demon spirit that releases itself from its master and wreaks havoc, dependent on how it was corrupted.

Spiritualist Training

Your training has forced you to develop your "third eye", an important sense that will aid you in both divining truth from lie, as well as allowing you to sense any spirits in your endeavors. When you choose this subclass at Level 2,  you become proficient in Insight and Religion. When using either of these to inspect for traces of Fiends, Fey, Undead, or Celestials, you roll with advantage.

Spirit Magic- Expanded Spell List

As a Spiritualistic, you learn a handful of divine magic spells in order to assist you on your journeys. You learn the following spells, which are added to your Spells Known list but does not count against your number of known spells and are always prepared:

Cantrips: Thaumaturgy; Sacred Flame

Level 1: Detect Evil and Good; Protection from Evil and Good

Level 2: Augury

Level 3: Beacon of Hope; Spirit Guardians

Level 4: Guardian of Faith

Level 5: Dispel Evil and Good; Hallow

You learn these spells whenever you gain access to each spell's spell slot level.

Reliquary of the Warden

At 2nd level, you have bonded with a manifestation of your arcane prowess mixed with your core spirit. This manifestation takes the form of an animal of your choosing in the element of your choice. Different elements will have differing effects when the Reliquary's abilities are activated. The elements you may choose from are: Fire, Ice, Wind, Water, Earth, and Lightning. Your Warden acts as a powerful familiar, which you can choose to reside within a small relic that you have some sort of sentimental value with or they can remain outside of the vessel.

Your Warden takes the form of and holds the stats of any CR 2 or lower beast (unless otherwise allowed by your DM). The only changes made are:

~Their HP= your Level x 5

~Their INT and WIS scores match yours

~Depending on their element, the attack damage may change: Fire= Fire, Ice= Cold, Wind= Force, Earth= Magical Bludgeoning, Water= Cold, Lightning= Lightning

In combat, the Warden shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take the action in its stat block or the Dash, Disengage, Help, Hide, or Search action. You can also use your bonus action to summon or recall your Warden from/to its vessel. If your Warden reaches 0 HP, it is diminished and banished back into its Reliquary, forcing you to take Psychic Damage equal to half its health. The Warden then cannot be summoned until you spend a full day meditating and feeding its spirit with your magic. If this happens, you may change the element and form of your Warden to another.

Onmyo Magicka

Your bond with your Warden has grown strong enough to issue commands to them, allowing for special effects that rely on your spiritual prowess. At level 6, you gain 3 Bond Points (gaining an extra point at levels 9, 12, 15, and 18) and can choose 2 of the following Spirit Commands. Each time you level up, you can replace one Spirit Command with another and at levels 10, 14, and 18, you may add another command to your list. Each command can be issued by using an action (or reaction depending on the command) to command your Warden to perform one of the following commands that you have readied, expending 1 Bond Point each (3 for Heavenly Strike). You may have only 1 of these effects active at a time.

Heavenly Strike (Requires Level 14)

As an action, You expend 3 bond points to command your Warden to unleash a devastating spiritual attack dependent on which elemental type they are:

~Fire- Your Warden calls down a massive fireball onto a point within 90 ft., singing all but its master's allies in its wake. All enemies within a 30 ft. radius must make a Dex Save. A target takes 12d6 Fire damage on a failed save, or half damage on a success. The flames linger for an additional round, and any still within the area must make a Dex save or take an additional 6d6 Fire damage, taking half on a success. The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

~Ice- Your Warden summons a furious snowstorm at a point 90 ft. for 3 Rounds. All within a 30 ft. radius, 50 ft. high cylinder must make a Dex save at the beginning of each of their turns (allies get advantage) or take 4d8 Cold Damage, taking half on a success. The terrain is also considered difficult terrain and all ranged attacks within the area are made with disadvantage, due to the flurry of snow. 

~Wind- Your Warden conjures a horrible whirlwind at a point within 90 ft. for 2 Turns. The whirlwind is a 20 ft. wide and 40 ft. high cylinder, and all enemies within 10 ft. of the whirlwind must make a Str save or be pulled into the whirlwind. When an enemy starts its turn inside the whirlwind, it must make a Str save or take 8d6 force damage and become restrained, taking half on a success and not becoming restrained. If restrained, the enemy is pulled 20 ft. up into the air within the whirlwind, unless at the top. A restrained creature can use an action to make a Str check against your spell save DC, being freed and flung 3d6 x 10 ft. away from it in a random direction. Any enemy at the top of the whirlwind when it diminishes, falls unless they have a means of staying airborne.

~Earth- Your Warden creates a gaping sinkhole in the ground at a point within 100 ft. The sinkhole has a 20 ft. radius and is 40 ft. deep. All creatures within the affected area must make a Dex save or fall into the sinkhole. On a success, they can move up to half their movement to attempt to get out of the area. Creatures that fall in take 4d6 Bludgeoning fall damage plus an additional 4d8 Piercing damage as they land on earthen spires and are prone. The sinkhole lasts for 30 seconds before it fills back in, burying any within the sinkhole, who also take an additional 10d8 Bludgeoning damage.

~Water- Your Warden conjures a surge of water to arise in a circle surrounding a point within 60 ft. The surge consists of 30 ft. high walls of water forming a 30 ft. radius circle that surges inward toward a point, crashing into itself and then forming a 30 ft. sphere that lasts for 1 minute. All enemies within the circle must make a Str Save or be swept up into the surge, taking 10d6 Force Damage and being knocked prone, as well as being grappled. On a success, they withstand the surge but take half damage. Each enemy within the watery sphere must make a Str Check at the beginning of their turns to see if they break the water's grapple.

~Lightning- Your Warden calls forth a storm of rain and lightning at a point within 100 ft. for 3 rounds. The storm is a cylinder that is 40 ft. high with a 60 ft. radius. All within the area must make a Dex Save at the beginning of each of their turns or take 4d10 lightning damage and be restrained as the lightning shackles them to the ground. On a success they take half damage and are not restrained. A creature can use their Action make a Str check to attempt to break free of their restraints If used outside during an already existing storm, that storm feeds into this attack, adding an additional 1d10 for each attack.

Invoke Spirit

As an Action, you command your Warden to envelop your body with its power, transfusing its form with yours. For 1 minute, you are shrouded by an elemental aura that takes the form resembling that of your Warden and you develop buffs dependent on your Warden's element:

~Fire: +2 to Charisma Score; Your attacks deal an additional 1d8 Fire Damage and any enemy within 5 feet takes 2d10 Fire Damage

~Ice: +2 to Wisdom Score; Your attacks deal an additional 2d8 Ice Damage and when an enemy attacks you, they take 1d10 Ice Damage

~Wind: +2 to Dexterity Score; You gain 30 ft. of Fly speed and an additional 10 ft. of movement and do not take attacks of opportunity

~Earth: +2 to Constitution Score; You gain 30 ft. of Burrowing speed and a +2 to AC

~Water: +2 to Intelligence Score; You gain 30 ft. of Swim speed and heal 1d10+INT mod at the beginning of each turn

~Lightning: +2 to Strength Score; You can use your Bonus Action to teleport up to 30 ft. away, dealing 2d8 Lightning Damage to any enemy within 10 ft. on a failed Dex Save (half on a success)

Living Weapon

As a bonus action, your Warden transforms into a spiritual weapon of your choosing, which you are automatically proficient with. The weapon is a +2 Magic Weapon that also deals an additional 1d6 Elemental Damage of whichever type your Warden is. This weapon lasts for 1 minute, unless dispelled early via a free action.

Spiritual Ward

As a reaction whenever you are attacked, you call for your Warden to protect you. When being attacked, you can use your Reaction to summon your Warden to intervene. Until the beginning of your next turn, all attacks toward you are instead dealt to your Warden, which gains resistance to the damage type. The Warden also deals back 2d8+INT Mod damage of whichever corresponding element type they are.

Warden's Foresight

As an action, your Warden digs into the ethereal realm and attempts to gift divine knowledge of the future unto its master. You may cast the spell, Commune and follow its rules. Upon casting Commune in this way, roll a Wis check for your Warden to see what all may be discerned. Each consecutive time this ability is used within a week, there is a cumulative 25 percent chance that nothing may be discerned.

Anima Mea Exodus

Once per short rest, when casting a spell that affects an Undead, Fiend, Fey, Celestial or group of any of those monster types, you may force them to roll a Wisdom Saving throw against your Spell DC. On a fail, the targets are stunned for 1 minute, as the ethereal energy that resides within them is momentarily forced out of their physical form. At the beginning of each of it(s) turns, it can make a Constitution check to snap out of its stunned state. On a success, they resist the effect. On a natural 1, the target is banished and exiled into its home plane of existence, if not already on that plane of existence (in which case the target is reduced to 0 hp).

Soul Hearth

Your soul is an ethereal light that weakens those in which you hunt. Once per long rest, you reach within your spirit and reveal it in a radiating aura that covers a 30 ft. radius circle centered around you for 1 minute. You can dismiss this feature as a free action at any time. When you use this feature the following effects take place:

~You cannot activate any of your Onmyo Magicka abilities.

~Your speed is reduced to 0.

~You can only cast none concentration spells.

~All attacks against Undead, Fiends, Fey, and Celestials within the aura have advantage.

~You and allies within the aura become resistant to all incoming damage from Undead, Fiends, Fey, and Celestials.

~All successful attacks against Undead, Fey, and Fiends deal an extra 1d8 Radiant Damage. Attacks against Celestials deal extra 1d8 Magical damage.

~Heal half of enemy Max HP whenever an Undead, Fey, Fiend, or Celestial dies within aura.

~If you hit 0 HP while in this state, roll a d20:

~~~On a 1 you die automatically and cannot be brought back by anything short of a Wish spell, as your spirit has fully been released into your Warden. If you remain dead for more than a week, your Warden lives on without a master and if it remains pure for a century (roll a 75 or higher on percentile), you are fully revived in your home, unaffected by age, with none of your memory.

~~~On a 20, if you have any bond points, they are consumed and your Warden is temporarily banished to its reliquary, and you are fully revived on the spot.

~~~Anything between, you fall unconscious, dropping your aura and undergoing the normal process of rolling Death Saves.

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