Base Class: Wizard
Spiritualists are Wizards that have dedicated themselves to forging a more powerful bond between themselves and the familiar that has bound itself to their service. By strengthening this bond, Spiritualists grant themselves more versatility in their spells, and gain a lifelong companion.
Spiritualist Magic
Starting at 2nd level, you gain an additional spell when you reach certain levels in this class, as shown in the Spiritualist Spells table. Each spell counts as a Wizard spell for you, but it doesn’t count against the number of Wizard spells you know.
In addition, any spells that appear in your Spiritualist Spells table can be cast as a Ritual. If they are cast as a ritual, they do not require material components. If you cast the spells as a Ritual, the normal effects of the spell do not take effect. Instead, they are treated as a Find Familiar spell, and you may choose to change the form of your Familiar into any creature listed within the spell. If the spell grants the creature listed a special feature or ability, the Familiar gains that ability.
Any of the spells on your Spiritualist Spells table with a casting time above 1 Minute have their casting times treated as 1 Minute.
Spiritualist Spells
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Wizard Level |
Spell |
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2nd |
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4th |
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6th |
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8th |
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10th |
Bond of Familiar and Master
As you refine your connection to the spirit known as your Familiar, you gain the ability to communicate with it, and allow it to manifest a more present mind in the mortal plane. Starting at 2nd level, if you summon a Familiar using your Find Familiar spell, it is always treated as having an Intelligence, Wisdom, and Charisma score of 10. Those scores can be higher depending on the form that it takes, but it cannot be lower. In addition, you choose whether your Familiar is a Celestial, Fey, or Fiend. The choice that you make determines its type for every time you summon it, as well as gives it resistance to a particular type of damage (Fey - Psychic, Celestial - Radiant, Fiend - Fire). That also means that the spirit that you summon when you conjure a Familiar is always the same spirit. You may name it, it retains any and all memories of what happens while it is your familiar, and it can understand Common and one other language depending on the type of spirit that your Familiar is. (Fey - Sylvan, Celestial - Celestial, Fiend - Infernal).
When you cast a spell with a range of Self, you can have that spell affect your Familiar instead of yourself. While your Familiar is within 30 feet of you, you both gain +2 to your AC. In addition, your Familiar gains additional HP equal to your Intelligence modifier + your Proficiency Bonus.
Celestial
Your familiar manifests itself as a Celestial. It gains resistance to Radiant damage and understands Celestial.
Fey
Your familiar manifests itself as a Fey. It gains resistance to Psychic damage, and can understand Sylvan.
Fiend
Your familiar manifests itself as a Fiend. It gains resistance to Fire damage, and understands Infernal.
Spiritual Melding
Starting at 6th level, the range at which you can communicate telepathically with your familiar is increased to 300 feet. In addition, you can, as an action, grant yourself one special trait of your familiar’s current form, except the ability to fly, for ten minutes (for example, if your familiar is currently in the form of a fish, you could grant yourself the ability to breathe under water. If your familiar is currently in the form of an owl, then you could grant yourself “Keen Hearing and Sight”). You can do this a number of times equal to your Intelligence modifier and regain all expended uses on taking a long rest.
In addition, as a bonus action, you can expend a spell slot to heal your Familiar by 1d10 per level of the spell.
Magical Conduit
You have gained the ability to channel your magical abilities through your Familiar in order to bring about powerful destructive effects with your Familiar as its point of origin. As long as you are within range to be able to communicate telepathically with your Familiar, when you cast a spell that has a range, you can cast the spell as if it were cast from your Familiar's position. In addition, while you and your Familiar are within 30 feet of each other, you both have advantage on Wisdom saving throws.
Perfect Connection
You have fully mastered your connection with your Familiar, and the two of you can communicate within vast distances of each other. Starting at 14th level, the range at which you can communicate telepathically with your Familiar becomes 1000 feet. In addition, as an action, you can magically switch the positions of you and your Familiar, teleporting to take the space of your Familiar and your Familiar teleporting to take up your space, as long as you are within range to communicate telepathically with your Familiar. You may do this once and regain all expended uses upon taking a long rest.
Previous Versions
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