Artificer
Base Class: Artificer

"Spirit Healer" is basically the try to emulate a japanese "Onmyoji". Most of the Abilities in this class have been adopted to english as dndbeyond does not allow foreign languages to apprear in their published homebrew.

Why Artificer though? Onmyoji, from what I know go more of a knowledge based route and work through creating warding talismans and magical "trinkets", so I thought the base class of Artificer was more apt to use, though this subclass has almost nothing in common with the Eberron Artificers or with clockwork or anything. It was just a design choice not a thematic choice.

Tool Proficiency

You gain proficiency with calligrapher's supplies. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Spirit Healer Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Spirit Healer Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Spirit Healer Spells

ARTIFICER LEVEL SPELL

3rd

Protection from Evil and Good, Detect Evil and Good

5th

Augury, Prayer of Healing

9th

Magic Circle, Remove Curse

13th

Divination, Guardian of Faith

17th

Hallow, [Tooltip Not Found]

Spirit Binding

Beginning at 3rd level, whenever you finish a long rest, you can magically produce {{scalevalue} Spirit Talisman with a blank scroll, that you inscribe with your Calligrapher's Supplies. Roll on the Spirit Talisman Table to determine which Spirit is bound. As an action, you can expend the Talisman and summon the bound Spirit at your side. The Spirit stays by your side for 1 hour or until it is destroyed. In combat it has the same initiative as you, but takes its turn immediately after yours. It will try to protect you from harm or follow your orders as good as possible.

The spirit gains the additional benefits:

  • Its type is changed to celestial
  • As an action it can turn invisible.
  • It can understand your spoken languages

Creating a Spirit Talisman requires you to have Calligrapher's Supplies on your person, and any Talisman you create with this feature lasts until it is used or until the end of your next long rest.

When you reach certain levels in this class, you can make more Talismans at the end of a long rest: three at 6th level and five at 15th level. Roll for each Talisman’s Spirit separately. Each Talisman requires its own sheet of paper.

You can create additional Spirit Talismans by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create the Talisman with an empty sheet of paper you touch, and roll on the Spirit Table to determine which Spirit appears.

Possible Spirits

D6 EFFECT

1

Snake. A snake Spirit see giant-poisonous-snake for stats.

2

Fox. A fox Spirit see Blink-Dog for stats.

3

Baboon. A baboon Spirit see Ape for stats and remove the Multi-Attack.

4

Bird. A bird Spirit see giant-owl for stats.

5

Spider. A spider Spirit see Giant Wolf Spider for stats.

6

Flame. A Ghost-Flame Spirit see Steam Mephit for stats.

 

Abjuration Savant

At 5th level, you can command your Spirit to protect you from harmful spells and effects cast upon you. If you are not incapacitated and you are the target of a spell that deals acid, fire, necrotic, or poison damage, you can use your reaction to negate that spell by expending one of your unused Spirit Talismans.
Additionally as a reaction you can end one condition of charmed or frightened on you by expending one of your unused Spirit Talismans.

Information!

It is important to note, that you only shield yourself of the damage, that would befall you. Meaning, if for example, you would be caught in a Fireball spell, the summoned spirit would shield only yourself from harm but not others, your companions would still take damage. In the same way, if you are affected by a dragon's Frightful Presence as a reaction you can end the fear effect on yourself and not others.

Guardian Spirit

Starting at 9th level, you can command your Spirit to guard people around you. Whenever you use the spell Protection from Evil and Good on a creature of your choice, you can expend one of your unused Spirit Talismans to add additional benefits to the target:

  • The spells duration is increased to 1 hour.
  • You do not need to concentrate on that spell.
  • You add 1/3 of your Artificer's Levels as additional DC for for dispelling the spell.
  • You can add one additional type of monster to protect the creature from.

Spiritual Communion

By 15th level, you have been in constant communion with the spiritual world around you and can beseech it for assistance or shelter:

  • You can cast Conjure Celestial and (cannot be linked, because it is not in the base game)Temple of the Gods without expending a spell slot, without preparing the spell, and without material components. Once you cast either spells with this feature, you can’t cast that spell with it again until you finish a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
11/8/2020 9:18:43 PM
10
2
2.0
Coming Soon
11/9/2020 10:40:26 AM
10
1
2.0
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes