Wizard
Base Class: Wizard

Most Wizards devote their lives to studying the Weave and its countless threads. Animists instead pursue the mysteries of the spirit, believing that the Ethereal Plane is not an empty realm but one alive with memory, echoes, and unseen connections. For some, this lifelong fascination begins with the Lantern Host and the Unbroken Road that winds endlessly through the Ethereal. For others, it springs from a single question: What becomes of the soul? Whatever first drew them to these mysteries, Animists seek not only to understand the spirit, but through it, to better understand themselves and the hidden bonds that connect all living things.

Level 3: Animist Spell List

At 3rd level, your studies of the spiritual architecture of existence allow you to reproduce certain divine effects through arcane understanding. The following Cleric spells are added to the Wizard spell list for you and don't count against the number of Wizard spells you have prepared. Whenever you finish a long rest, you can replace one spell on this list with another Cleric spell of the same level. The chosen spell counts as a Wizard spell for you until you replace it.

Note from Creator: I couldn't work out how to easily enable swapping out spells, without opening up the entire Cleric spell list, which wasn't the point. To swap them out, I recommend renaming the relevant spell in its customise option

Level 3: Anima Intuition

At 3rd level, your study of the nuances of the soul has deepened your understanding of those who possess one. You gain proficiency in the Insight skill. If you already have proficiency in Insight, you instead gain Expertise in it.

Additionally, whenever you make a Charisma ability check against a creature that possesses a soul, you gain a bonus to the roll equal to your Intelligence modifier ({{modifier:int}}).

Expertise - Insight

You gain proficiency in the Insight skill. If you already have proficiency in Insight, you instead gain Expertise in it.

Proficiency - Insight

You gain proficiency in the Insight skill. If you already have proficiency in Insight, you instead gain Expertise in it.

Level 6: Spirit Psychometry

Every soul leaves an imprint upon the world. Through careful study, you have learned to read these lingering impressions as others read ink upon a page.

At 6th level, after spending 1 minute touching an object and meditating upon the residual traces of anima left upon it, you can ask the DM one question concerning the object's history, creators, owners, or significant events it witnessed. The answer is conveyed truthfully as a fleeting vision, memory, emotion, or other sensory impression rather than spoken words.

You can use this feature a number of times equal to your Proficiency Bonus ({{proficiency}}), regaining all expended uses when you finish a long rest. Repeated use on the same object reveals progressively fainter and less reliable impressions, at the DM's discretion.

Level 10: Ties That Bind

At 10th level, you learn to weave sympathetic connections between souls. As a bonus action, you can create a spiritual bond between yourself and a number of willing creatures you can see within 60 feet equal to your Proficiency Bonus ({{proficiency}}). The bond lasts for 1 minute. When a bonded creature takes damage or fails a saving throw against a hostile creature or effect, another bonded creature can use their reaction to move up to their Speed and choose one of the following options:

• Grant temporary hit points to the triggering allied creature equal to twice their Proficiency Bonus.
• Make one weapon attack against a hostile creature.
• End one effect causing the allied creature to be charmed or frightened.

Only one bonded creature can respond to the same triggering event. You can use this feature once, and regain the ability to do so when you finish a long rest.

Level 14: Soul Savant

At 14th level, your study of anima has transcended mortal intuition. You instinctively perceive the spiritual resonance of creatures with souls within 30 feet of you that aren't behind total cover. Whenever you make a Wisdom (Insight) check to discern a creature's emotional state, intentions, or whether it is knowingly speaking a lie, treat any d20 roll of 8 or lower as a 9.

In addition, creatures you perceive in this way can't gain advantage on Charisma checks made to deceive you, and magical effects can't cause you to misread a creature's emotions or intentions unless the effect explicitly hides or alters its soul.

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