Spirit Walker, Variant (5e Class)

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Spirit Walker[edit]

Holding the long bow in hand and readying an arrow. She summons the might of the spirits on her enemies sending the orcs falling to the ground in fear. In full might the spirits through their host come to punish those who would in danger balance. The spirit’s warrior strikes them down becoming one with the powers beyond the material plane. She is not only tied to the material plane, but to the faywild or beyond. Where paladin is the shield of the light. She is the sword of the spirits, for she is the Spirit Walker.

Power of the Spirits[edit]

Spirit Walker revere the spirits and their gifts. They are what give a spirit walker their power and magic. They care not for gods for they have the spirits to guide them. They have connecting with nature, animals, fay, celestials, and elementals. All depending on the spirits that is guiding them. As they become one increasingly with their spirit begin to take on features of the animals that the spirits empower them.

Protectors of Balance

Spirit Walkers view that everything is balance among the worlds. Everything is part of the balance, celestial, elemental, faywild, shadowfay, and most of all, the material plane. Spirits search for warriors to keep the order and to help the balance stay on track. The problem is that Spirits all have a different view of what the balance should be. Many of them think it should all be destroyed. When this happens, the other spirits send their fighters to stop other spirits.

Creating a Spirit Walker[edit]

When making a Spirit Walker, consider why your character has such a close bond with spirits. Perhaps your character lives in a society where the Old Faith still thrives or was raised by a druid or another spirit walker after being abandoned in the depths of a forest. Perhaps your character had a dramatic encounter with the spirits of nature, coming face to face with a giant eagle or dire wolf and surviving the experience. Maybe your character was born during an epic storm or a volcanic eruption, which was interpreted as a sign that becoming a spirit walker was part of your character’s destiny. Have you always been an adventurer as part of your spirit path calling, or did you first spend time as a caretaker of a sacred grove or spring? Perhaps your homeland was befouled by evil, and you started an adventuring life in hopes of finding a new home or purpose.

Quick Build

You can make a spirit walker quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Charisma. Second, choose the hermit background.

Class Features

As a Spirit Walker you gain the following class features.

Hit Points

Hit Dice: 1d10 per Spirit Walker level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Spirit Walker level after 1st

Proficiencies

Armor: light armor, medium armor, and shields
Weapons: Simple weapons, martial weapons (No heavy, two-handed weapons)
Tools: One musical instruments of your choice
Saving Throws: Dexterity, Charisma
Skills: Choose three from Animal Handling, Arcana, Medicine, Nature, Performance, Perception, Persuasion, Stealth, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) two short swords or (b) two simple melee weapons
  • (a) entertainer’s pack or (b) explorer’s pack
  • A longbow and a quiver of 20 arrows
  • Leather armor

Table: The Spirit Walker

Level Proficiency
Bonus
Features Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Spiritual Path Feature, Primal Beast -
2nd +2 Fighting Style, Spellcasting, Spirit Totem 2 2
3rd +2 Bestial Hand, Spirit's Shape 3 3
4th +2 Ability Score Improvement 3 3
5th +3 Extra Attack 4 4 2
6th +3 Spiritual Path Feature, Spirit Totem, Primal Beast Improvement 4 4 2
7th +3 Bestial Hand, Spirit's Shape, Dream Walker 5 4 3
8th +3 Ability Score Improvement, Spiritual Path Feature, Primal Beast Improvement 5 4 3
9th +4 Nature's Wrath 6 4 3 2
10th +4 Spirit Totem 6 4 3 2
11th +4 Bestial Hand, Spirit's Shape 7 4 3 3
12th +4 Ability Score Improvement 7 4 3 3
13th +5 8 4 3 3 1
14th +5 Spiritual Path Feature, Nature's Wrath, Primal Beast Improvement 8 4 3 3 1
15th +5 Bestial Hand, Spirit Totem 9 4 3 3 2
16th +5 Ability Score Improvement 9 4 3 3 2
17th +6 Bestial Hand 10 4 3 3 3 1
18th +6 Spiritual Path Feature, Nature's Wrath, Primal Beast Improvement 10 4 3 3 3 1
19th +6 Ability Score Improvement 11 4 3 3 3 2
20th +6 Spirit's Vengeance 11 4 3 3 3 2

Spiritual Path[edit]

Most spirit walkers are part of a society that spans the land, ignoring political borders like druids. All spirit walkers are nominally members of this druidic society, though some individuals are so isolated that they have never seen any high-ranking members of the society or participated in druidic gatherings. Spirit walkers recognize each other as brothers and sisters. When they run into each other in the wild it is a welcome sight. At a local scale, spirit walkers are organized into circles that share certain perspectives on nature, balance, and the way of the spirits. At 1st level, you choose a path that you strive to emulate: the Fay Walker, Shadow Walker, Holy Walker, Elemental Walker that is detailed at the end of the class description. Your choice grants you features at 1st level and again at 6th, 8th, 14th, and 18th levels.

Primal Beast[edit]

At 1st level you gain an animal companion that follows your command without taking any actions or bonus actions. You can have up to the max 2 companions. Your beast most be under the CR of 1/4, and you can upgrade it later. At level 6 you can push the challenge rating to 1/2, Level 8 to rating of 1, level 14 to 2, level 18 up to 4.

Fighting Style[edit]

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You cannot take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Spellcasting[edit]

By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, like a druid does. See Spells Rules in Player’s Handbook for the general rules of spellcasting and the Spells Listing for the Spirit Walker spell list.

Spell Slots: The Spirit Walker table shows how many spell slots you must cast your Spirit spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either. Spells known of 2nd level and higher: You know two 1st-level spells of your choice from the spirit spell list. The Spells Known column of the Spirit Walker table shows when you learn more spirit spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the spirit spells you know and replace it with another spell from the spirit spell list, which also must be of a level for which you have spell slots. Spellcasting Ability: Charisma is your spellcasting ability for your spirit spells, your magic draws on your attunement to nature. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier

Spirit Totem[edit]

Through the magic of the spirits, you have been gifted the ability to summon totems that would give benefits to you and your allies. You will need to find or make the totems then spend an hour in a meditation state to empower the totem with your magic. The totem can take on the look you can choose it to be. All the totems have the radius of 30ft and only affect those you choose with no limit to how many as long they are in the radius. You are given the choice to choose two among choices below and may choose more later.

Endurance Totem: You and your allies heal 1d6 damage through the power of the spirits for 4 rounds

Fang Totem: The spirits increase you and your ally’s Strength giving you a plus 1d8 damage to all your damage, but spells, up to 5 rounds

Pack Totem: Through the power of the totem a bond of trust is strengthen, now you and everyone else inside the range of the totem have the wolf’s pack tactics for 4 rounds

Reflex Totem: The spirits give their helping hand, now all your enemies that are inside the radius have disadvantage on all attacks

Shell Totem: You come to find that your skin is now harder to pierce giving you and your allies a plus 2 AC

Swift Totem: You become faster giving a plus of 4 to you and your allies attacks

Vision Totem: You can now see more then you did before as you and your allies all advantage to all saving throws

You can choose another at level 6, 10, and 15

Bestial Hand[edit]

At 3rd level you gain the ability to choose two of the animals down below and gain their abilities that they come with. You are becoming one with the spirits that you are beginning to change and start to look more like a beast then a man. All these skills can add on to what you have already except on what gives you advantage. Note that after you choose, you will physically change and take on a trait of the animal you choose and can decide what it looks like, or you can let your Game Master decide.

Badger: You gain Keen Smell giving you advantage on Perception that rely on smell

Bear: You gain a climbing speed of 30ft

Boar: You gain Relentless, so when you drop to 0 hit points you jump back to 1

Bull: You gain a plus 2 to all your attack rolls.

Crocodile: You gain a swimming speed of 30ft

Deer: You gain 20ft of base walking speed

Eagle: You gain Keen Sight giving you advantage on Perception that rely on sight

Fox: You gain a burrowing speed of 15ft

Lion: You gain running leap when you run 10ft you can jump to 25ft

Mammoth: You become one size larger

Owl: You gain Flyby giving no opportunity attack, only one use per a round

Panther: You gain 60ft of darkvision.

Raven: You gain a flying speed of 30ft

Saber-Toothed Tiger: You gain a bite of 1d10 damage as a bonus action

Snake: You gain a resistance to poison damage

Turtle: You can hold your breath for 15 minutes

Wolf: You gain Pack Tactics that give you advantage on an attack 5ft away from an ally

Worg: You learn two languages of your choice

You can choose two more at both level 7, 11, 15, and 17

Spirit's Shape[edit]

Your bond with the spirits and the wild becomes more stronger being able to take on the form of an animal like a druid. You can either just turn into animal or become more of an astral projection, it is your Game Master’s choice. At level 3 you can turn into anything under the challenge rating of 1/4, level 7 turns up to 1/2, level 11 can go up to 1.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you cannot increase an ability score above 20 using this feature. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.

Dream Walker[edit]

You have learned to walk over the line between the planes of existence and can now travel back and forth. You can use one level 2 spell slot to open a portal as a ritual and can take as many people as your Charisma plus. You can only travel to the plane that your Spirit Path is connected to. If you die in that plane, you, and the people that you took with you will return to the material plane. The portal can also stay open as many hours as your Charisma plus at less 1 hour and you or your Game Master decide to what the portal looks like.

Nature's Wrath[edit]

You are the weapon of the spirits, and they fight and deliver their judgment through you. Your magic travels through your body to your weapons making them more power full. At level 9 you can now add a 1d8 to all your damage rolls. It will improve by level 14 to 2d8, then at level 18 to 3d8.

Spirit's Vengeance[edit]

You have reach level 20 and now spirits have push you to the peck of your power to deliver their judgment and vengeance. You have reached the point that now you can summon all seven totems and can summon seven animals that are a challenge rating of 2 or lower.

Fay Walker[edit]

To be a fay walker is to be one with the faywild and fay magic. Your choosing spirits have led you to the path of the fay to find peace and happiness. Your only goal in life is to spread the joy that you have found yourself.

Fay's Touch

At level 1 you learn to speak, read, and write sylvan, and you gain fairy dust if you want details look to the spell mage hand and you gain it as a cantrip.

Nature's Magic

Along with that you also gain nature’s touch at level 1 You gain two cantrips from the druid spell list. Next you gain the following ability, when you sleep or meditate you can send your soul to the Faywild for 4 hours if you take damage there your body in the material plane takes none. When you return you will find that your body is fully refreshed taking no level of exhaustion.

Fay Step

With all the gifts you have been giving by the fay you now find yourself with another one at level 6. You now find it easier to get around in combat. As many times as your Charisma plus you can cast misty step.

Spiritual Charm

Welcome to level 8 where now even dryads now gift you. Once every short rest you can cast fay charm. For details go off the charm person. Along with that you can have instead of animals, you can have two fay creatures up to the CR of 1.

Tree Travel

By level 14 you have gain a gift of most fay creatures, tree stride. Once per a long rest you can cast tree stride.

Primal Companion

At level 18 you can summon 2 of any fay creatures up to the CR of 10 and on top of that you can make one druid grove that come with a grove guardian.

Shadow Walker[edit]

To be a shadow walker is to empress the shadow and chaos of the shadowfay. The spirits that you are riding with are agents of shadow and death. Peace and happiness are not something to empress, but to destroy and what watch the world full into disappear. This is your mission, and you must finish it.

Shadow Tongue

Beginning with level 1 you can speak, read, and write, Sylvan and to go with that you gain the hag ability of mimicry. You can mimic any animal or humanoid sounds and any creature make an insight check against your DC.

Shadow's Grip

Along with that in level 1 your hands begin to become more like a hag. Now you have claws of a hag that you can use as a bonus action and do 2d8 slashing damage. Next you gain the following ability, when you sleep or meditate you can send your soul to the Shadowfay for 4 hours if you take damage there, your body in the material plane takes none. When you return you will find that your body is fully refreshed taking no level of exhaustion.

Nightfall

Your bond to the shadowfay gets stronger and now you summon the shadows themselves. At level 6 once every short rest you can cast the darkness spell.

Shadow Glare

Welcome to level 8, now your very enemies find you frightening. Once every long rest all enemies in a 30ft radius make a Wisdom saving throw going off your DC. On a failure they become frightened.

Warlock's Path

At level 14 you are open to the dark paths of the shadowfay and now the ways of the warlocks. You can now choose 3 invocations from the warlock class.

Primal Companion

At level 18 you can summon 2 of any dark fay creatures up to the CR of 10 and with that you can join a coven giving you their magic and giving them your magic in return. You can either use your primal beast ability to summon to 2 hags to make your coven or you can find 2 hags or witches to make it.

Holy Walker[edit]

To be a holy walker is to be on the mission to ascend and find a higher purpose. The spirits are leading you to the path of the celestials and you are to be shield of balance. You must be the beacon of light, to spread peace and order. With the blessing of the heavens, you must march forward and become a champion of the light.

Celestial Speed

Starting at level 1 you can speak, read, and write celestial and become immune to holy damage.

Angel Soul

At level 1 you can choose to cantrips from the cleric spell list. Next you gain the following ability, when you sleep or meditate you can send your soul to the mount Celestia for 4 hours if you take damage there, your body in the material plane takes none. When you return you will find that your body is fully refreshed taking no level of exhaustion.

Angel Flight

At level 6 you have been truly blessed by the spirits and celestials. You now been giving the gift of flight of angels and can summon angel wings fly up to 60ft. You can choose for your wings to be hidden or visible for all to see. You cannot fly if they are hidden.

Holy Heal

Here at level 8, you now have the touch of an angel. Once per a short rest you can heal up to 6 people of 6d10 damage. You only use once per a long rest.

Angel Sight

At level 14 you gain true sight up to 60ft and are bless with blindsight up to 20ft.

Primal Companion

At level 18 you can summon 2 of any celestial creatures up to the CR of 10 and are gifted with the hand of holy smite. You can summon holy beam of light that covers a 10ft radius and all enemies must make a Dexterity save going off your DC. On a failure take 8d10 holy damage, on a save take half.

Elemental Walker[edit]

To be an elemental walker is to be a keeper of balance and balance must behold above everything else. The spirits have led you to the elements and now that is your path. You must keep the power between all the elements equal or the world could end.

Path of the Four

First at level 1 you can speak, read, and write primordial, after that you can choose one resistance of acid, cold, fire, and lightning.

Element's Magic

Entering at level 6 you will be giving 2 cantrips from firebolt, mage hand, ray of frost, and thorn whip. Each one been gifted by the elementals to you and your mission.

Element's Advantage

The elements are kind and have giving you the choice of advantage of Dexterity or Strength. Starting at level 6. To choose Dexterity is to be gifted by the air, to choose Strength is to be gifted by earth. You choose how it looks to be part of it.

Elemental Presence

At level 8 you choose an extra damage of cold or fire of 1d10. You gain this for every damage roll you make.

The Element's Wrath

Starting at level 14 you gain an extra damage of 3d10 that you can choose to be acid, cold, fire, and lightning. You can only use this once per a short rest.

Primal Companion

At level 18 you can summon 2 of any elemental creatures up to the CR of 10 and you can summon al

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the spirit walker class, you must meet these prerequisites:

Proficiencies. When you multiclass into the spirit walker class, you gain the following proficiencies:

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