Wizard
Base Class: Wizard

Warning: This subclass has not been playtested yet, please ask your DM before playing this in a campaign. Advice or suggestions are welcome.

Wizards of the School or Spirits are adept at summoning, manipulating and exorcising spirits. They are often called to help put troubled undead to rest or get rid of troublesome spirits. The School of Spirits was originally started in The Mortuary, the Heralds of Dust's headquarters, but has spread beyond Sigil and now is found all over the multiverse.

Incorruptible Vessel

2nd-level School of Spirits feature

You gain advantage on saving throws against the charmed condition and become immune to being possessed by Celestials, Fiends, or Undead.

Spirit Caller

2nd-level School of Spirits feature

As an action you can call forth your Spirit of Dust to aid you. The spirit appears in an unoccupied space of your choice that you can see within 30 feet of you.

The spirit is friendly to you and your companions and obeys your commands. See this creature’s game statistics in the Spirit of Dust stat block, which uses your proficiency bonus (PB) in several places. You determine the spirit’s appearance.

SPIRIT of dust

Armor Class 13 (natural armor)

Hit Points 5 + five times your wizard level

Speed 0 ft., fly 40 ft. (hover)

STR
7 (-2)
DEX
14 (+2)
CON
10 (+0)
INT
13 (+1)
WIS
12 (+1)
CHA
15 (+2)

Damage Immunities necrotic, poison

Condition Immunities charmed, frightened, grappled, prone, restrained

Senses darkvision 60 ft., passive Perception 11

Languages understands the languages you speak

Challenge — Proficiency Bonus equals your bonus

Incorporeal Movement. The spirit can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Actions

Dusty Touch. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one creature. Hit: 1d8 + PB necrotic damage, and the creature must succeed on a Constitution saving throw against your spell save DC or be weakened until the end of its next turn. A weakened creature has disadvantage on Strength-based ability checks and Strength saving throws, and the creature’s weapon attacks that rely on Strength deal half damage.

Limited Possession. One humanoid or beast that the spirit can see within 5 feet of it must succeed on a Charisma saving throw against your spell save DC or be possessed by the spirit; the spirit then disappears, and the target is incapacitated and loses control of its body. The spirit now controls the body but doesn't deprive the target of awareness. The spirit can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.

The possession lasts until the body drops to 0 hit points, the spirit ends it as a bonus action, or the spirit is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the spirit reappears in an unoccupied space within 5 feet of the body. A possessed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The target is immune to this spirit's Possession for 24 hours after succeeding on the saving throw or after the possession ends.

 

In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. 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 another action. That action can be one in its stat block or some other action. If you are incapacitated, the spirit can take any action of its choice, not just Dodge.

The spirit manifests for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the spirit again, or until you die. You can summon the spirit a number of times equal to your proficiency bonus and regain all expended uses when you finish a long rest.

Exorcist

6th-level School of Spirits feature

You can use an action to end the charmed or frightened conditions on a creature within 30 feet of you or end controlling affects caused by a creature inhabiting another creature's body such as a Ghost's Possession or a  Carrionette's Soul Swap.

Knowledge of the Spirits

10th-level School of Spirits feature

As a bonus action, you can call forth a spirit to lend you its knowledge and power.

The spirit lends you its knowledge for 10 minutes. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again.

Whenever you call forth a spirit, choose which of the following type of spirit you summon; your choice gives you certain benefits while the spirit is present:

Healer. You can cast the spells cure wounds and healing word. Additionally, whenever you or an ally within 30 feet of regains hit points they regain an additional number of hit points equal to your Intelligence modifier.

Scholar. You have advantage on ability checks using the Arcana, History, Nature, and Religion skills, you have advantage on Concentration checks, and you can ignore resistance to damage dealt by your spells.

Warrior. You gain proficiency with all weapons and whenever you use your action to cast a cantrip, you can make one weapon attack as part of that action. If that weapon attack hits, the target takes additional force damage equal to your Intelligence modifier.

You can summon a spirit in this way a number of times equal to your proficiency bonus and regain all expended uses when you finish a long rest.

Incorporeal Form

14th-level School of Spirits feature

As a bonus action you can enter an incorporeal state, in this form you have resistance to all damage, you can move through solid objects as if they were difficult terrain, you take 5 (1d10) force damage if you end your turn inside an object, and you can enter the Ethereal Plane from the Material Plane, or vice versa. You are visible on the Material Plane while you are in the Border Ethereal, and vice versa, yet you can't affect or be affected by anything on the other plane. You remain in an incorporeal state for 10 minutes. It ends early if you use a bonus action to do so while on the Material Plane, you are incapacitated or die. You can enter this state once per long rest.

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