Base Class: Warlock
The Primal Spirits have power unmatched in nature, often ancient intelligent beasts or plants that roamed the untouched wilderness since times of old, and their spirits often linger long after death. Some residents of the wildlands are attuned to those spirits at a young age and they form a pact with the spirits. Your pact with the spirits will make you more attuned to nature and you are made aware of another world, the world of spirits.
Expanded Spell List
The Primal Spirits lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Primal Spirits Expanded Spells
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2nd |
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3rd |
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4th |
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5th |
Spirit Sense
Starting at 1st level, your connection to the spirits gives you the ability to detect the location of beasts, incorporeal creatures, astral creatures, ethereal creatures, or fey within 60 feet. You also learn two bonus cantrip. druidcraft and guidance
Spirit Guide
Starting at the 6th level, your calling upon the spirits allows you to gain their trust. You have been given a personal spirit guide. You've gained the alert feat and when you've failed a saving throw, ability check, or attack roll, you can re-roll again once per short rest.
Sculpt the Realm
Beginning at the 10th level, you can fill up the material realm with stuff just by thinking about it. You learn creation. It counts as a warlock spell for you, but it doesn’t count against the number of spells you know.
Spirit Who Walks Among Us
Starting at the 14th level, the many nature spirits that infuse your body give you the ability to command one of them to possess a creature once per long rest. The target must save a Charisma Saving Throw against your Spell DC or be possessed by the spirit. Once possessed, the target is incapacitated and loses control of its body. You now control the body and verbally command it using your bonus action to take the attack, dash, disengage, help action. The spirit obeys your commands as best as it can, but it cannot cast any spells that the target knew.
The possession lasts until the body drops to 0 hit points, or you ended it as a bonus action, or the spirit is forced out by an effect like dispel evil and good or greater restoration or heal or wish
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