Animist, Variant (5e Class)

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Animist[edit]

As the adventurers reach the towering archmage castle, they see themselves stuck, not having a way to reach the top, how does one build a tower without stairs? The frail gnome eagerly waves her hands looking attentive at her owl familiar, as the gnome gesticulate, magical gale began creating silver shimmering projections embrancing the tiny featherling. The shining magical fog surronding the owl fully surrounds it and them disperses itself in a flash, revealing a powerful astral griffin that carries the adventurers towards top of the sky-high castle

The Gift[edit]

The animist is a being that is in touch with the spirits of nature. The spirits guides and empowers them, willing or not, the animist knowing or not, for some reason the animist is bestowed their powers from the most prime element of life, directly from the astral plane. An animist can create bonds with other creatures souls or manipulate the spirits of nature to do their binding.

Creating an Animist[edit]

When creating an animist, you must ask yourself, why the spirits obey or communicate with you? Are you a shaman that ritualistic summon the souls to your aid? Perhaps you are a primal creature that created a spiritual bond naturally with the wild beast you've slain due to the similiarity between your souls, or even the child of the god of death. What has caused you to follow such a path? Are you even aware that you have this power?

Quick Build

You can make an animist quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution, if you plan to be an aspect of ferocity or treachery, either Strength or Dexterity should be your highest score followed by Constitution. Second, choose the outlander background. Third, choose the shortsword, leather armor and the explorer's pack as your starting gear

Class Features

As a Animist you gain the following class features.

Hit Points

Hit Dice: 1d6 per Animist level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Animist level after 1st

Proficiencies

Armor: Light armor, Shields
Weapons: Simple weapons, shortswords
Tools: none
Saving Throws: Charisma, Wisdom
Skills: choose two from: Animal Handling, Acrobatics, Arcana, Athletics, Nature, Perception or Survival

Equipment

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

Table: The Animist

Level Proficiency
Bonus
Features Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th
1st +2 Animist Aspect, Spellcasting 2 2
2nd +2 Essence Blessings, Specter Teachings 3 3
3rd +2 4 4 2
4th +2 Ability Score Improvement 5 4 3
5th +3 Aspect feature 5 4 3
6th +3 Ghostly Advise 6 4 3 2
7th +3 Spectral Protection 7 4 3 3
8th +3 Ability Score Improvement 7 4 3 3
9th +4 8 4 3 3 1
10th +4 Sixth Sense 9 4 3 3 2
11th +4 Aspect feature 9 4 3 3 2
12th +4 Ability Score Improvement 10 4 3 3 3 1
13th +5 11 4 3 3 3 2
14th +5 True Life 11 4 3 3 3 2
15th +5 Aspect feature 12 4 3 3 3 2 1
16th +5 Ability Score Improvement 12 4 3 3 3 2 1
17th +6 12 4 3 3 3 2 1
18th +6 Seventh Sense 13 4 3 3 3 2 1 1
19th +6 Ability Score Improvement 13 4 3 3 3 2 1 1
20th +6 Aspect feature 13 4 3 3 3 2 1 1

Animist Aspect[edit]

An animist is granted an aspect based uppon what kind of spirit they are linked to or how they use the spiritual energy they have. You can choose an Animist Aspect, choose between Aspect of Alliance, Aspect of Dominion, Aspect of Ferocity, Aspect of Mistery, Aspect of Treachery or Aspect of Weave. Your choice grants you features at 1st level and again at 5th, 11th, 15th, and 20th level.

Spellcasting[edit]

The animist draws the magical weave to itself with the help of the spirits. You gain the ability to cast spells.

Spellcasting ability
Spell save DC = 8 + Proficiency bonus + Wisdom Modifier
Spell attack modifier = Proficiency bonus + Wisdom Modifier
Cantrips

At 1st Level, you know four cantrips of your choice from the cleric or druid spell lists. You learn an additional Animist cantrip of your choice at 4th level and again at 10th level.

Spellcasting slots

The animist table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the animist spell list.

The Spells Known column of the Animist table shows when you learn more animist 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 animist spells you know and replace it with another spell from the animist spell list, which also must be of a level for which you have spell slots. You are also able to replace one of your cantrips with another cantrip from the spell list.

Essence Blessings[edit]

At 2nd level, you feel otherworldly guidance when doing certain tasks you are fond of, the tasks you feel most comfortable doing. Your experience with certain tasks brings upon you aid from the afterlife while doing them, magically making you better at doing it. Whenever you make an ability check with a skill you gained from this class or its features, roll a d4, and add the number rolled to the check’s total.

Specter Teaching[edit]

Also at 2nd level, your contact with the astral plane grows stronger, the souls start to work to your favor, teaching you their art. You learn one Specter Teaching of your choice. You learn a second Specter Teaching at 8th level, and the final one at 12th level.

Spectral Weapon

You can attune yourself to a weapon that does not have the heavy property after performing an 1 hour ritual, making the weapon a spectral weapon, you become proficient with the weapon if you are not proficient already. While attuned to said weapon, you can use your wisdom instead of your Strength or Dexterity for attack and damage rolls with that weapon. Your Specter Weapon is considered a magical weapon if it wasn't magical before. At 5th level, if your Specter Weapon is a non-magical weapon, it gains +1 to its attack and damage rolls, increases to +2 at level 11, and to +3 at 17th level.

Spectral Armor

While unarmored, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. You can use a shield and still gain this benefit. Alternatively, while using light or medium armor, you can use your Wisdom modifier instead of your Dexterity modifier to determine the AC granted by your armor.

Spectral Castings

When you cast an animist spell, you can add your Wisdom modifier to any damage rolls you make for your animist spells.

Ability Score Increase[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 can't increase an ability score above 20 using this feature.

Ghostly Advice[edit]

Starting at 6th level, you can cast speak with dead once, without spending a spell slot. Once you have used this feature, you have to finish a short rest to use it again.

Spectral Protection[edit]

At 7th level, spiritual energy starts to cloak your body, creating an barrier of ghostly energy. You can add your Wisdom modifier to your Constitution, Dexterity and Strength saving throws.

Sixth Sense[edit]

When you reach 10th level, your physical senses start to attune to the astral plane, you can hear and see into the Ethereal Plane in shades of gray, and you can't see anything there more than 60 feet away. Additinally, you can cast detect magic twice before a long rest, as your eyes can see the living creature auras and magical energy. While you are inside the area of magical darkness or a magical visual hazard such as the one created by the fog cloud spell, you are not benefited by this feature.

True Life[edit]

At 14th level, the life energy of the souls you controls are infused into your own life energy, granting you endurance above the common living. When you are reduced to 0 hit points, you can drop to 1 hit points instead by spending an animist spell slot even if the damage would have killed you outright. You can use this feature up to your Wisdom modifier times, then you can't use it again until you finish a long rest.

Seventh Sense[edit]

At 18th level, your magical senses are further enchanted, your attunement to the astral plane allows you to warp in or out the Ethreal Plane freely. If you have not moved on your turn, you can cast misty step, when casting misty step with this feature, it doesn't require a bonus action to cast, and it doesn't count as you have casted a spell. The range you can teleport with misty step becomes your walking speed if you have more than 30ft of movement, you can cast misty step freely with this feature during your turn as long as you have more than 0 feet of walking speed left. If you have casted misty step this way your movement speed reduces by the distance you have teleported until the start of your next turn.

Animist Aspect[edit]

An animist aspect shapes the way your animist bend or is bendend by the spiritual energy of the astral plane. An animist may uses the strenght of the spiritual bonds they have formed or simply manipulate and weaponize souls in exchange for power.

Aspect of Alliance[edit]

The Tamer

The Aspect of Alliance focus on the bond between an animist and their loyal companion, a mystical, unbreakable, spiritual connection that strengthens both you and your companion. An animist of alliance empowers their companion, while also having supporting their conrads in whatever way they can. The aspect of alliance also empowers the bond between alies as the spirits will protect and tend for their wounds and well being.

Spectral Summon[edit]

At 1st level, you can gain an astral summon, you can choose one creature from the find familiar spell, they are under the same rules of a familiar conjured by the spell with the changes detalled bellow, you can choose one of the normal forms for your familiar or one of the following special forms: mastif, mephits, pony, pseudodragon, riding horse.

The summoned creature have the following benefits:

  • Your summon have specter like appearance and its considered either undead or fey(Your choice).
  • Your summon uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, it additionally adds half of its proficiency bonus(Rounded Up) to its AC and damage rolls.
  • Your summon gains proficiency in two skills of your choice. It also becomes proficient with two saving throws of your choice.
  • Your summon can attack, however, it loses the multiattack action if it had it.

The summon obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your summon acts on its own. Your summon has abilities and game statistics determined in part by your animist level. For each level you gain after 2nd, your summon gains an additional hit die and increases its hit points accordingly. Whenever you gain the Ability Score Improvement from your animist class feature, your summon’s abilities also improve. Your summon can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your summon can’t increase an ability score above 20 using this feature unless its description specifies otherwise. Your summon shares your alignment, and has a personality trait and a flaw of your choice. Your summon shares your ideal, and its bond is always, “The animist is my master, and I shall obey my master with everything I have.” If your summon dies, you take physic damage equal to your Animist level.

Friendship Spellcasting[edit]

Aspect of Alliance Spells You gain additional spells at the Animist levels listed.
Anismist Level Spells
1st animal friendship, cure wounds, goodberry, healing word
3rd healing spirit[1], prayer of healing, warding bond
6th conjure animals, spirit guardians, mass healing word
9th conjure woodland beings, guardian of faith
12th mass cure wounds, raise dead. reincarnate, telepathic bond
15th heal, heroes' feast
18th resurrection
Ritual Casting

You can cast an animist spell you know as a ritual if that spell has the ritual tag.

True Bond[edit]

Starting at 5th level, you can create a magical bond with your spectral summon by performing an 8 hour ritual, a mark appears in the animist and the creature body demonstrating the strenght of the bond, the bond last until one of you die, you can only be bonded to one creature at a time. While the creature is bonded to you, it gains the following benefits:

  • Your summon adds half your Wisdom modifier(rounded up) to its AC, initiative and attack rolls.
  • Your summon gains 10 hit points. Every time you level in this class, the bonded creature gains 2 extra hit points.

Additionally, you can use an action to make your summon make an attack against a creature within its range.

Ascendend Form[edit]

At 11th level, your familiar gains an ascended form that it evolve into. You can use your action to empower your companion, transforming it into a stronger version of itself for 1 minute, until the summon drops to 0 hit points or dies. You can use this feature up to half your Wisdom modifier times(rounded down), then you need to finish a long rest to use it again. While in the ascended form

  • Its size becomes Large and it gain +1 to its Armor Class.
  • It gains temporary hit points equal to its maximum health and while in this form, when your summon loses temporary hitpoints, its hitpoint maximum increases by the same value for the duration of this feature.
  • Your summon adds half your Wisdom modifier(rounded up) on its attack and damage rolls.
  • Your summon gains the multiattack feature, being able to attack twice when taking the attack action.

Additionally, when you gain this feature, you can choose two of the following ascended traits for your summon to gain in the ascended form, you can choose the same twice:

Breath

It can use its action to exhale destructive energy. When your summon uses its breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by you when gaining this feature, you can choose one from the dragonborn breath table. The DC for this saving throw equals your animist spellcasting DC. A creature takes 4d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 5d6 at 15th level and to 6d6 at 20th level.(Recharge 5-6). Your summon can make it as one of their multiattacks, but only once per turn and cannot make other breath attacks granted by this feature on the same turn.

Elemental Force

Your summon adds 1d4 acid, cold, fire, lightning or poison(Your choice when you pick this ascendend trait) damage to its damage rolls.

Ethereal Resistence

Your summon becomes resistant to a damage type of your choice or instead to non-magical piercing. slashing and bludgeoning damage while in the ascended form.

Ethereal Resilience

Your summon has advantage on Saving Throws against Spells and other magical Effects, alternatively, if it fails a saving throw, it can choose to succeed instead once during the duration of the ascended form(Two times if this ascended trait is picked twice).

Improved Movement

The ascendend form gains flying, swimming or climbing speed equal to its walking speed, alternatively, their natural speed is increased by 20ft

Innate spellcasting

Your summon can cast a 1st level spell from the wizard spell list that requires an action to cast at will at the lowest level using your animist spellcasting ability, or, instead, it can cast a 3rd or lower spell once at 3rd level from a spell list of your choice, using your animist spellcasting ability, you choose what spell your summon learns when you gain this ascended trait.

Power of Friendship[edit]

Your summon becomes empowered by the link between your souls, making a physical conection between you and your spectral summon. Starting at 15th level you gain the following benefits:

  • When you or your summon takes damage, your or your summon can use a reaction to distribute the total damage between you and your summon.
  • You can communicate telepathically with your summon and perceive through your its senses as long as you are on the same plane of existence.
  • You can cast a spell that requires senses through the senses of your summon, as if you were occuping the space of your companion and your at the same time, alternatively, you can cast a spell that targets yourself effect your summon instead of you.

True Alliance[edit]

At 20th level, the bond between you and your familiar is unparalleled. When you or your summom are target by a spell, you can make the spell affect both you and your summon(No action required). Additionally, if a spell targets or affects both you and your summon you can make it only affect only one of you(your choice) instead.

Aspect of Dominion[edit]

The Summoner

A animist of dominion conjure and bind other creatures to their command, focusing on making powerful underlings in servitute to do your bidings. The animist of the Aspect of Dominion is a otherworldly commander, using their spiritual manipulation to do so.

Dominate Spirit[edit]

When you choose the dominion aspect at level 1, you can attempt to bend the souls of the fallen to your will. You can target a paralyzed undead with a challenge rating of half your level or lower or a creature that has died within the last 1 hours to try to dominate its soul or will as an action, a willing undead creature or lingering soul that chooses to come with you, or as a reaction when you see a creature drop to 0 hit points, when doing so the target has to make a charisma saving throw against your animist spellcasting ability, if it fails their soul is dominated by you, if it was still alive, its body dies instantly, if it succeed, you have to wait 24h before using this feature on the same creature. Willing creatures can choose to fail the saving throw. You can have up to your Wisdom modifiers dominated souls at once stored within you, you may free as many of the dominated souls you have as an action.

Soul Strife[edit]

At 1st level, as a bonus action, you can summon one of the dominated souls you have into combat in any space within 10 feet of you that you can see that is not occupied by a creature other than you. A dominated soul have hit points equal to the maximum hit points of the creature that was affected by the dominated spirit feature and the same characteristics as that creature, however, using your proficiency bonus instead of its own, it doesn't act on its own, you can make it take actions as an action. A dominated soul can occupy the same space as you, you can make it move its movement without taking an action, while the dominated soul is within 10 feet of you, all damage you take is halved, whenever you take damage or is healed the dominated soul takes the same amount of damage or is healed the same amount and vice-versa, the dominated soul is not affected by AOE effects if you are in the area as well and can't be targeted at the same time you are targeted by the same feature or spell. If the dominated soul's hit points are reduced to 0, you can't use that dominated soul until you finish a long rest. You can store the dominated soul within yourself as an action if it is within 10 feet of you, a dominated soul hit points and features with limited uses per day are only restored when you finish a long rest, unless a feature it have can be restored by taking a short rest. You can't summon a creature that has a challenge rating higher than your current level, you can alternatively summon the default dominated soul, the default dominated soul is a skeleton, a default dominated soul does not halve damage you take when the dominated soul is within 10 feet of you.

Ethereal Pact[edit]

Starting at 5th level, your spiritual power forces a creature into submission against you, you gain one mystical summoner book from the otherworld, you can sense the summoner book presence and always knows where it is, even if it is in another plane of existence, it can't be destroyed by non-magical means, you can perform an 8 hour ritual and 100gp to create the book again if it was destroyed. While you have the book open on your hand, you gain the benefits listed. You don't gain the benefits of the summoner book if you can't read it, you choose one of the following summoner books from the list bellow when you gain this feature:

Angelic Text

This summoner book is similar to prophetic scripts granted by divine beings, giving you godly knowledge and getting you favors from the spirits of holy power. This summoner book is written in the Celestial language and only those who can read it can understand it.

  • You learn to speak, read and write Celestial
  • You have advantage on Intelligence and Wisdom ability checks to recall information about celestials.
  • You can target a celestial creature with the dominate soul feature even if the creature isn't dead.
Hellish Almanac

This summoner book can only be read by someone who can read Infernal or Abyssal, it contains prophane knowledge, having paragraphs in both hellish languages detailing the flaws of almost any fiend.

  • You learn to speak, read and write Abyssal or Infernal. The choice you make defines what creature are affected by this summoner book(Abyssal for demons and Infernal for Devils), if you can speak both languages all fiend creatures are susceptible to this summoner book effects.
  • You have advantage to maintain concentration on spells that summon creatures affected by your summoner book.
  • You can target a creature affected by your summoner book with the dominate soul feature even if the creature isn't dead.
Necrotic Grimoire

This was probably stolen from a lich, giving you the knowledge from the king of the undead himself.

  • You learn one language of your choice.
  • You can attempt the dominate soul feature on an undead even if it is not paralyzed.
  • When summoning the default dominated soul granted by the soul strife feature, you gain temporary hit points equal to a the default dominated soul hit points, these temporary hit points are lost when you store the dominated soul within yourself. Once you use this feature, you can't use it again until after a long rest.
Primordial Tome

This summoner book can only be read by someone who can read Primordial. This tome was wished into existence and have been granted to you by the spirits of the ethereal plane.

  • You can speak, write and read Primordial.
  • You have advantage on saving throws against elementals spells and magical effects.
  • You can target a elemental creature with the dominate soul feature even if the creature isn't dead.

Summoner Spellcasting[edit]

When you reach 11th level, you discover secret ciphers whitin your summoner book that reveals the secrets of ritual spellcasting.

Ritual Casting

You can cast an animist spell you know as a ritual if that spell has the ritual tag.

Additionally, the summoner book also teaches you spells of conjuration of creatures from the other side.

Angelic Text
Hellish Almanac
  • The spells summon lesser demons[2] and summon greater demon[3] are added to your spell list if you can read Abyssal, infernal calling[4] is added to your animist spell list if you can read Infernal.
Necrotic Grimoire
Primordial Tome

Scripts from the Other Side[edit]

Starting at 15th level, the summoner book granted to you by the ethereal plane empowers you with unreleanting knowledge, you gain traits atributted to the summoner book chosen by you.

Angelic Text

You gain resistance to radiant damage. You have advantage on saving throws against celestial creatures spells and magical effects.

Hellish Almanac

You have advantage on attack rolls against fiend creatures. Fiend creatures have disadvantage on spell saves against your spells and features.

Necrotic Grimoire

You gain resistance to necrotic damage. Your default dominate soul from the Soul Strife feature becomes a minotaur skeleton.

Primordial Tome

You can use your reaction whenever a elemental creature roll damage against you to gain resistance against that damage type until the end of your next turn. You cn summon a dominated soul of a challenge rating 1 level above half your animist level.

Dominating Pact[edit]

At 20th level, you can choose one of your dominated souls stored within yourself that are of the type listed in your summoner book, you make a dominating pact with that soul, you can't set that soul free, that creature cbecomes your default dominated soul as well as can be used as a regular dominated soul. When this dominated soul is summoned as a regular dominated soul, you gain all its resistances, immunities and vulnerabilities and the damage your dominated soul takes doesn't cause damage to you.

Aspect of Ferocity[edit]

The Beast
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Druid, Author not found

A feral animist is a force to be reckoned. Animists of this Aspect have their physiology changed by the wild spirits, granting the feral animist beast-like capabilities and a vicious fighting style, easily exceeding the physical prowess of a regular creature, being the union of the best qualities of various creatures into themselves.

Monstrous Endurance[edit]

When you choose this Aspect at 1st level, your body becomes empowered by the souls of the wildest beasts, granting you bestial resilience. Your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Feral Characteristics[edit]

Your body have been bended by the spirits to assume a more adapted form to suit your needs. At first level, you can choose two features from the list below. You learn additional features at 5th level, 11th, 15th and 20th level. Some Feral Characteristics have prerequisites that you must have to take that Characteristic. If a Feral Characteristic require a saving throw the DC is 8 + Wisdom modifier + your proficiency bonus unless stated otherwise in the feature description.

Beast Speech

You can cast speak with animals at will, without expending a spell slot.

Draconic Breath

You can use your action to exhale destructive energy.

When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by you when gaining this feature, you can choose one from the dragonborn breath table. The DC for this saving throw equals 8 + your Constitution or Wisdom modifier(your choice) + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 5th level, 4d6 at 11th level, 5d6 at 15th level, and 6d6 at 20th level.(Recharge 5-6). You can make it as one of your multiattacks when you got that feature.

Canine Senses

You have advantage on Perception checks that relies on hearing or smelling.

Feline Quickness

While you are not wearing medium or heavy armor, your movement speed increases by 10ft, you can take the dash action as a bonus action. At 5th level, you can also take the disengage action. At 11th level, your movement speed increases by an additional 5ft while not wearing armor.

Feral Claws

You gain claws that are natural weapons, which you can use to make unarmed strikes, it is considered a finesse weapon. If you hit with them, you deal slashing damage equal to 1d4 + your Strength or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike. You also gain 20ft of climbing speed. Your claw weapon damage increases to 1d6 at 5th level, and to 2d4 at 15th level.

Feral Fangs

Your teeth are sharpened by the wild spirits, you can use an action to make a bite attack for 1d10 + your Strength modifier piercing damage. You are proficient with this attack. The bite damage increases to 2d10 at 11th level, you can't use this natural weapon for opportunity attacks. When you gain the multiattack feature, you can only make one bite attack per turn.

Feral Fists

Your fists have hard protuberances, they are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning equal to 1d6 + your Strength modifier, and you add +1 to the damage roll. Your fist natural weapon damage increases to +2 at 5th level, and to +3 at 15th level.

Feral Horns

You gain horns, as a bonus action, you can make a horn attack for 1d4 + your Strength modifer piercing damage. Increases to 1d6 at 11th level, and to 1d8 at 20th level.

Feral Tail

You gain a strong tail. You have advantage on Acrobatics checks to maintain balance. Your tail becomes a natural weapon for you, when you attack with your tail weapon, the target has to make a Strength saving throw against your Feral Characteristic DC or fall prone. The damage of your tail is 1d6 + your Dexterity or Strength modifier, it increases to 2d6 at 11th level on this class. When you gain the multiattack feature, you can only make one tail attack per turn.

Juggernaut Build

Your carrying capacity doubles, your hit point maximum increases by an amount equal to your level when you gain this feature. Whenever you gain a level thereafter, your hit point maximum increases by an additional 1 hit point.

Owl Vision

You have advantage on Perception checks that relies on vision, you also gain darkvision of 30ft, if you already have darkvision, it increases by an additional 10ft.

Soul of the Fallen Warriors

You gain proficiency with martial weapons, and you gain proficiency with an artisian tool of your choice.

Tough Skinned

While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

Arcane Alterations

Prerequisite: 5th level

Your natural weapons granted by this feature count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Feral Constitution

Prerequisite: 5th level

You can use your reaction to have advantage on a Constitution or Strength saving throw. When using this feature you also add 1d4 to the highest roll.

Feral Clarity

Prerequisite: 5th level

You can use your reaction to have advantage on a Wisdom or a Charisma saving throw. When using this feature, you also add 1d4 to the highest roll.

Feral Cunning

Prerequisite: 5th level

You can use your reaction to have advantage on a Dexterity or Intelligence saving throws. When using this feature and you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Raging Surge

Prerequisite: 5th level

You enter a devasting frenzy state for a short moment. When you take the attack action, you can roll all of the attacks's damage dice twice and add them together for every attack you make with the action.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Deep Ocean Gift

Prerequisite: 11th level

You can breath underwater and you gain swimming speed equal to your walking speed. You ignore any of the drawbacks caused by a deep, underwater environment.

Ethereal Resistence

Prerequisite: 11th level

When you gain this feature, you can choose one damage type, you become resistant to the chosen type. If you have choosen poison, you become immune to being poisoned.

Elemental Strike

Prerequisite: 11th level

When you gain this feature, you can choose acid, cold, fire, eletric or poison, you add 1d4 of the chosen damage type to your damage rolls.

Feral Enchantment

Prerequisite: 11th level

You can cast enhance ability once, without using a spell slot. You have to finish a long rest before you can use this feature again.

Fey Charm

Prerequisite: 15th level

As an action, you target one humanoid or beast that you can see within 30 feet of you. If the target can see you, it must succeed on Wisdom saving throw against your Feral Characterist DC or be magically charmed. The charmed creature regards you as a trusted friend to be heeded and protected. Although the target isn't under your control, it takes the your requests or actions in the most favorable way it can. Each time the your or your allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until you fall unconcious, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target's saving throw is successful, the target is immune to Fey Charm for the next 24 hours.

Frightening Gaze

Prerequisite: 15th level

As an action, you fixes your gaze on one creature you can see within 10 feet of you. The target must succeed on a Wisdom saving throw against your feral characterists DC or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this feature for the next 24 hours.

Legendary Resistance

Prerequisite: 15th level

If you fail a saving throw, you can choose to succeed instead (1/Day). At 20th level this feature becomes (2/Day).

Magic Resistance

Prerequisite: 15th level

You have advantage on saving throws against spells and other magical effects.

Spectral Wings

Prerequisite: 15th level

Wings sprout from your back, you can decide the appeareance of those wings when you gain this feature. As a bonus action, you can make your wings appear, you gain flying speed of 30ft while they are active.

Multiattack[edit]

When you gain this feature at 5th level, you can make two attacks with any of your natural weapons granted by your Feral Characterist features. Alternatively, if you are wielding a weapon you are proficient with, when you take the attack action, you can make two attacks with the same action, this feature counts as the Extra Attack feature when used this way.

Bestial Awareness[edit]

You gain natural awareness, like a true beast. You gain proficiency in a Wisdom skill of your choice. Additionally, when making an Wisdom ability check with a skill you are proficient with, you can add 2d4 instead of 1d4 to the rolled number, and you can add 1d4 to any Wisdom skill check when you are no proficient with it.

Feral Frenzy[edit]

Starting at 15th level, you add an extra weapon dice to the first damage roll you make every turn. In addition, you become immune to the frightened condition

Spiritual Evolution[edit]

At 20th level, you mastered your body. When you finish a long rest, you can choose one Feral Characteristic you have and swap it for another one on the list.

Aspect of Mistery[edit]

The Oracle

An animist of the Aspect of Mistery focuses on the eldritch secrets of the astral plane, being powerful diviners, taking direct advice from the deads. The Aspect of Mistery uses the guidance of spirits to understand the fundamental truths of the world, learning from the experience of the fallen, while also being masterful at revealing and conceling information.

Bonus Proficiency[edit]

When you choose the mistery aspect at level 1, you gain proficiency in the Perception and Insight skills, they are animist skills for you. You also gain proficiency in the Gaming set tool.

Diviner Spellcasting[edit]

Cantrips

You learn the ray of frost cantrip. You also learn one of the following cantrips: guidance, message, shillelagh, thaumaturgy or true strike. You learn one additional cantrip from that list at 5th level, at 11th level, at 15th level, and another at 20th level

Aspect of Mistery Spells You gain additional spells at the Animist levels listed.
Anismist Level Spells
1st detect evil and good, identify, illusory script, purify food and drink, sleep
3rd detect thoughts, zone of truth
6th clairvoyance, nondetection
9th arcane eye, divination, hallucinatory terrain
12th dream, modify memory. scrying, telepathic bond
15th find the path, true seeing
18th etherealness
Ritual Casting

You can cast an animist spell you know as a ritual if that spell has the ritual tag.

Future Economy[edit]

Beginning at 5th level, casting divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a divination spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can't be higher than 5th level.

Mind Fortress[edit]

At 11th level, you become immune to psychic damage, any effect that would sense your emotions or read your thoughts, divination spells, and the charmed condition. The spell even foils wish spells and spells or effects of similar power used to affect your mind or to gain information about you.

Bend Destiny[edit]

Starting at 15th level, your domination over divination starts to affect reality. You can reroll any attack roll, saving throw, or ability check made by you or a creature that you can see by spending an animist spell slot, possibly altering the results, you choose what roll to take. You can only reroll a roll this way once per turn, however, if the roll have advantage, disadvantage or could be rolled more than once, when using this feature, you have to roll equally to the first under the same conditions of the original roll(For example, you have rolled an ability check with disadvantage, scoring 11 and 2, you then use this feature to roll again, your roll granted by this feature also have disadvantage, so you roll a 9 and a 18, you can only pick the lowest result to replace the original roll, that is, you can pick between 2, the original roll, or 9, the roll from your feature, you can't pick the 18 because you had disadvantage on the original roll, granting you disadvantage on you feature roll).

Eternal Foresight[edit]

At 20th level, you can cast the foresight spell once, without spending a spell slot. You have to finish a long rest before being able to use this feature again.

Aspect of Treachery[edit]

The Trickster
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[Xan from Baldur's Gate]

A trickster animist uses his resources to deceit. The animist of halloween, a treacherous spirit, utilizing illusions and ghostly aparitions to cause confusion, lie or to even cause terror. The animist of treachery are specialized in creativity and masterplans just to cause havoc.

Martial Training[edit]

At 1st level, when you choose this aspect, you gain proficiency with two martial weapons of your choosing, medium armor and shields.

Treacherous Spirit[edit]

Your spiritual trickery protects and empowers you, at 1st level you gain the following benefits.

  • Your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
  • You can cast disguise self at will, as an animist spell, without spending a spell slot..
  • You learn the prestidigitation and minor illusion cantrips, they are animist spells for you, and you may cast them at will.
  • As a bonus action, you can make an illusion double of yourself within 5 feet of you for 1 minute, the clone mimicks your movement, making impossible to know who is the real one, while this feature is active, you add your Wisdom modifier to your AC. After using this feature, you have to finish a short or long rest to use it again, at 11th level, you can use this feature twice before needing to finish a long rest.

Extra Attack[edit]

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

Astral Aid[edit]

At 11th level, the spirits can grant you the talents they had while alive. When you finish a long rest you can choose one skill or tool you are not proficient with, you become proficient with it until you finish a long rest. At 15th level, you manifest the talents of a genius of the chosen craft, the skill or tool you choose with this feature gains Expertise, alternatively, you can choose a language instead of a skill of tool, being able to speak, read and write the chosen language until you finish a long rest.

True Illusion[edit]

At 15th level, your illusions are indistinctable from reality. Creatures with truesight, blindsight or that are immune to illusions by other means are affected by your illusions normally. Additionally, you add your Wisdom modifier to any animist spell that deals psychic damage if you already don't add it.

Soul of Misleading[edit]

At 20th level, if you are concentrating on an Illusion spell or under the effects of mirror image, you gain the benefits of your illusion double from the Treacherous Spirit feature. You also gain the mislead spell, and you can cast it using an animist spell slot. When you cast mislead you gain the following benefits:

  • You can cast spells through your illusion
  • You can perceive through your illusion's senses without becoming blinded and deafened
  • You can teleport to your illusion as a bonus action, ending the spell
  • You can also swap places with your illusion as a reation to being hit by an attack or spell, or to failing a saving throw, making the effects target the illusion instead, ending the spell.

Aspect of Weave[edit]

The Arcanist

The weave animist is a master spellcaster, the spirits guiding them are directly linked to the nature of magic, granting the animist knowledge of the weave. Maybe the spirit guiding them are the left vestiges of the goddess of magic herself, granting divine knowledge over the bending of the weave.

Bonus Proficiency[edit]

When you choose the mistery aspect at level 1, you gain proficiency in the Arcana and Insight skills, they are animist skills for you. You also gain proficiency in the Navigator's tools.

Spiritulist Spellcasting[edit]

Cantrips

When you finish a long rest, you can choose 2 cantrips from the following list: ray of frost, fire bolt, acid splash, poison spray, shocking grasp. You know these cantrips until you finish another long rest. You can choose one additional cantrip from that list at 5th level, at 11th level, at 15th level, and another at 20th level.

Aspect of Weave Spells You gain additional spells at the Animist levels listed.
Anismist Level Spells
1st chromatic orb, detect magic, hellish rebuke, magic missile, shield
3rd arcanist's magic aura, magic weapon
6th call lightning, counterspell, dispel magic, fireball, glyph of warding
9th ice storm, wall of fire
12th antilife shell, arcane hand. wall of force
15th contingency, disintegrate, globe of invulnerability
18th delayed blast fireball
Ritual Casting

You can cast an animist spell you know as a ritual if that spell has the ritual tag.

Magical Enlightenment[edit]

At 5th level, the spirits teach you magical secrets of the weave, they whisper magical knowledge to you. When you finish a long rest, you can prepare 2 spells from any spell list of a spell level you have spells slots to cast, you can cast them as animist spells using your animist spells slots and treat them as animist spells slots until you finish a long rest. Additionally, when you finish a short or long rest, you can choose one cantrip granted by the Arcanist Spellcasting feature and replace with a cantrip from the same spell list you have choosen to prepare spells for.

Arcane Stock[edit]

When you reach 11th level in this class, your knowledge of the weave allows you to maneuver the leftover magical energy left behind. Whenever you cast an animist spell, you gain arcanist's storings equal to the spell level. You can use a bonus action to create a spell slot by spending twice the spell slot level of arcanist's storings, you may only create 5th level spell slots or lower with this feature. You can cast Dispel Magic and Counterspell at their lowest level spending 3 arcanist's storings. Whenever you finish a long rest, your unspent number of arcanist's storings are lost.

High Magic[edit]

Starting at 15th level, your control of the weave empower your spells, you gain the following benefits:

  • When casting a spell of 1st level of higher that have effects that scales with spell slot level, you consider that you have cast the spell with a spell slot 1 level higher than the one you have used to cast it.
  • When casting a spell that don't scale with spell slot level that requires a saving throw, you can cast it with a spell slot of higher level, when doing so, you can impose disadvantage to the target against the first saving throw a creature makes against the spell effect.

Ascendant Magic[edit]

At 20th level, the spirits of the weave grants you the power of the archmage. You gain the following benefits when casting an arcanist spell:

  • Your spell save DC increases by +1.
  • You add +1 to your spell attack rolls and damage rolls,
  • You can spend arcanist's storing to increase the damage dealt by a spell by the twice the number of arcanist's storing spent.

Animist Spell List[edit]

You know all of the spells on the basic animist spell list and additional spells based on your subclass.

1st Level

alarm, bane, bless, comprehend languages, charm person, divine favor, faerie fire, false life, guiding bolt, silent image

2nd Level

aid, blur, calm emotions, find traps, hold person, invisibility, locate animals or plants, locate object, mirror image, pass without trace, ray of enfeeblement

3rd Level

animate dead, blink, feign death, protection from energy, remove curse, spirit guardians, wind wall

4th Level

death ward, dimension door, guardian of faith, locate creature, polymorph

5th Level

commune, commune with nature, contact other plane, hold monster

6th level

circle of death

7th level

resurrection

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the animist class, you must meet these prerequisites: 13 wisdom

Proficiencies. When you multiclass into the animist class, you gain the following proficiencies: light armor, shortsword

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  1. Xanathar's Guide To Everything p.157
  2. Xanathar's Guide To Everything p.167
  3. Xanathar's Guide To Everything p.166
  4. Xanathar's Guide To Everything p.158
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