Base Class: Wizard
Those who follow the Order of the Spirits are able to see the little spirits that live in the ethereal plane. They study them to discover how they behave, how to attract them and how to release their potential spell into their plane.
Living Spells
At 2nd level, you can use a bonus action to prepare yourself. After that if you cast a spell using an action and a spell slot of 5th or lower level from the evocation or conjuration schools you can instead summon a Living Spell version of that spell. It manifests in an unoccupied space that you can see within range. The Living Spell disappears when it drops to 0 hit points, lose concentration or 1 minute passes.
The creature is an ally to you and your companions. In combat, the Living Spell shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, the DM determines the action of the Living Spell.
Once you use this feature, you must finish a long rest before you can use it again. Beginning at 6th level, you can use it twice between long rests, beginning at 10th level, you can use it three times between long rests, and beginning at 14th level, you can use it four times between long rests.
Living SPELL
Medium construct, unalgned
Armor Class 12 + the level of the spell (natural armor)
Hit Points 10 for each spell level
Speed 25 ft.; fly 25 ft. (hover)
Damage Resistances
bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities to the type (or types) of damage dealt by the chosen spell
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, poisoned, prone
Senses darkvision 60 ft., passive Perception 10
Languages understands the languages you speak
Challenge — Proficiency Bonus equals your bonus
Amorphous. The living spell can move through a space as narrow as 1 inch wide without squeezing.
Magic Resistanc. The living spell has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The living spell makes a number of Magical Strikes equal to half the spell’s level (rounded down and minimun of 1).
Magical Stike. Melee Spell Attack: your spell attack modifier to hit, reach 10 ft., one creature. Hit: 1d8 + your Intelligence modifier + the spell’s level and damage type damage.
Spell Mimicry (Recharge 5-6). The living spell unleashes its spell of origin. This effect can't be counterspelled.
Seeking the Spirits
At 6th level, you can seek out spirit types you already know to cast its potential spells. To do this you must select a non-ritual spell of the wizard spell list from your spellbook or a spell scroll. You can cast this spell as a ritual (adding 10 minutes to its casting time) using its spell slot as if casted normally.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Focused Living Spells
Beginning at 10th level, while you are concentrating on a Living Spell, your concentration can’t be broken as a result of taking damage.
Seeing the Spirits
At 14th level, you gain truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.
Previous Versions
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