Spirit Binder (5e Class)

From D&D Wiki

Jump to: navigation, search
Recycle.png This page was marked as abandoned on 15:49, 6 May 2021 (MDT) because: Issue(s) unaddressed for over a year. (discuss)

If you think you can improve this page please bring the page up to the level of other pages of its type, then remove this template. If this page is completely unusable as is and can't be improved upon based on the information given so far then replace this template with a {{delete}} template. If this page is not brought to playability within one year it will be proposed for deletion.

Edit this Page | All abandoned pages

Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Class is untested, only one subclass currently

You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Spirit Binder[edit]

Spirit binders are specialized practitioners of magic who form a bond with a powerful spirit. Either by binding it to them with magic or through some mutually beneficial pact.

They fight together as one, sharing their magic and life force which can be both an advantage and disadvantage.

Creating a Spirit Binder[edit]

When creating a Spirit Binder consider what type of spirit you are bound to and the nature of your bond. Do you get along with your spirit? Do you share its alignment? Consider these questions as you create your character.

Quick Build

You can make a Spirit Binder quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity or Constitution. Second, choose the sage background.

Class Features

As a Spirit Binder you gain the following class features.

Hit Points

Hit Dice: 1d8 per Spirit Binder level
Hit Points at 1st Level: 1d8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Spirit Binder level after 1st


Armor: Light Armor, Medium Armor, shields
Weapons: Simple Weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose 2 from Arcana, Insight, Perception, Persuasion, Religion.


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

  • (a) a quarterstaff or (b) any simple weapon
  • (a) a shield or (b) two daggers
  • (a) a component pouch or (b) an arcane focus
  • (a) a explorer's Pack or (b) a dungeoneer's Pack
  • If you are using starting wealth, you have 4d4 × 10 gp in funds.

Table: The Spirit Binder

Level Proficiency
Features Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Spirit Binding, Spiritual Invocation
2nd +2 Spell Binding 2 2
3rd +2 Ethereal Bond 3 3
4th +2 Ability Score Improvement 3 3
5th +3 Improved Spiritual Invocation 4 4 2
6th +3 Spiritual Strikes 4 4 2
7th +3 Spirit Bind feature 5 4 3
8th +3 Ability Score Improvement 5 4 3
9th +4 6 4 3 2
10th +4 Resilient Connection 6 4 3 2
11th +4 Spirit Bind feature 7 4 3 3
12th +4 Ability Score Improvement 7 4 3 3
13th +5 8 4 3 3 1
14th +5 Incorporeal Spirit 8 4 3 3 1
15th +5 Spirit Bind feature 9 4 3 3 2
16th +5 Ability Score Improvement 9 4 3 3 2
17th +6 10 4 3 3 3 1
18th +6 Ethereal Soul 10 4 3 3 3 1
19th +6 Ability Score Improvement 11 4 3 3 3 2
20th +6 Spiritual Synergy 11 4 3 3 3 2

Spirit Binding[edit]

At 1st level, you have bound a spirit to yourself. Your choice grants you features at 1st level and again at 7th, 11th and 15th level.

Spiritual Invocation[edit]

At 1st level, you can invoke the spirit to aid you in battle. As a bonus action, you can magically summon the spirit at an empty space within 10 feet of you. The spirit's size is medium and it shares your hit points, AC and saving throws, this means any damage it takes is dealt to you, the same is applied to hit points restored by healing. The spirit shares your initiative and takes no actions on its turn unless commanded to using this feature. The spirit disappears if your hit points are reduced to 0 or if you dismiss it as a bonus action.

On each of your turns, you can expend any combination of actions and bonus actions to give your spirit a single command for each action or bonus action expended.

  • Move - The Spirit moves up to its movement speed.
  • Attack - The Spirit uses one of its attacks against a creature of your choice within 5 ft. It uses your spell attack modifier for the attack roll.

Spell Binding[edit]

Your connection to your spirit grants you magical powers. The stronger your connection, the more potent the magic you can wield. See chapter 10 for the general rules of spellcasting and the end of this page for the Spirit Binder spell list.

Spell Slots

The Spirit Binder table shows how many spell slots you have to cast your Spirit Binder 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.

Spells Known of 1st Level and Higher

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

The Spells Known column of the Spirit Binder table shows when you learn more Spirit Binder 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 Binder spells you know and replace it with another spell from the Spirit Binder 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 binder spells, since the power of your magic relies on your ability to draw on the spirit's power. 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 spirit binder 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

Spellcasting Focus

You can use an arcane focus (found in chapter 5) as a spellcasting focus for your spirit binder spells.

Ethereal Bond[edit]

At 3rd level, your synergy with your spirit allows you to work together in more complex ways.

When you cast a spell with a range other than self, you can cast it through your spirit as if you were in the same space.

Additionally, as an action, you can see through your spirit's eyes and hear what it hears until the start of your next turn.

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.

Improved Spiritual Invocation[edit]

At 5th level, the first time you give the attack command each turn, the spirit makes two attacks instead of one.

Spiritual Rush[edit]

At 6th level, you learn how to channel your magic to make your spirit act faster.

Once during your turn, when you give the attack command, you can expend a spell slot to have the spirit make additional attacks equal to the level of the spell slot.

Resilient Connection[edit]

At 10th level, your spiritual connection prevents you from taking the blunt of any damage your spirit takes. Any damage you would take as a result of your spirit taking damage is halved.

In addition, if a spell would damage both of you at the same time (for example, the fireball spell) then it only damages you and not your spirit, preventing you from taking twice the damage from one instance.

Incorporeal Spirit[edit]

At 14th level, you can control your spirit remotely as it enters the ethereal plane. As an action, you can send your spirit into the ethereal plane as if by the Etherealness spell with the following changes:

  • You can see and hear what the spirit sees.
  • When the spell ends, the spirit is unsummoned.

The spirit controls itself but you can telepathically issue general commands such as "Go inside the castle" and it will carry these commands out to the best of its ability.

Once you use this feature, you must finish a long rest before you can use it again.

Ethereal Soul[edit]

At 18th level, you can now enter the Ethereal Plane yourself. You can cast the Etherealness spell without expending a spell slot.

You can immediately cast this when you use your Incorporeal Spirit feature so that both of you enter the ethereal plane at the same time.

Once you cast the spell using this way, you must finish a long rest before you can cast it again with this feature.

Spiritual Synergy[edit]

At 20th level, you are in perfect synchronization with your spirit and act as one. You gain the following benefits:

  • When you roll initiative, if your spirit is not summoned, you can immediately summon your spirit.
  • If you fail a wisdom, intelligence or charisma saving throw and your spirit is within 30 ft of you, you can use your reaction to reroll the saving throw. You must use the new roll.


Your spirit takes the form of a mighty beast. It could be a wolf, a bear or even an eagle. Whatever form it takes, it bestows upon you both the ferocity of the wild and the tenacity of nature.

Expanded Spell List

The bestial spirit lets you choose from an expanded list of spells when you learn a spirit binder spell. The following spells are added to the spirit binder spell list for you.

Beastbound Expanded Spells
Spell Level Spells
1st Level Animal Friendship, Entangle, Speak With Animals
2nd Level Beast Sense, Locate Animals or Plants
3rd Level Conjure Animals
4th Level Guardian of Nature
5th Level Wrath of Nature

Bestial Spirit

Your spirit gains access to attacks that reflect its wild nature. You can choose from the following attacks whenever you give it the attack command:

  • Claw - The spirit attacks with razor sharp claws that deals 1d10 slashing damage.
  • Bite - The spirit attacks with razor sharp claws that deals 1d10 piercing damage.
  • Bash - The spirit attacks with blunt force that deals 1d10 bludgeoning damage.

Additionally, it gains a walking speed of 30 ft as well as a climbing and swimming speed of 30 ft.

Wild Fury

At 7th level, your spirits attacks become even more fearsome. You can add your charisma modifier to the damage rolls of any of your spirit's attacks and they count as a magical for the purposes of overcoming immunity and resistance to nonmagical damage.

Arcane Pack Tactics

At 11th level, once on each of your turns, when you hit a creature with a weapon or spell attack, if your spirit is within 5 ft of that creature, it makes one attack against that creature.

Beast Unbound

At 15th level, as an action, if your spirit is summoned, you can temporarily unleash your spirits full might. Its appears to be several times larger and more fearsome than before, and gains the following benefits:

  • Its size becomes large. If it lacks the room to become Large, its size doesn't change.
  • The damage die of its Claw, Bite and Bash attacks becomes 1d12.
  • When moving through the space of a medium or smaller creature, that creature must succeed on strength saving throw or be knocked prone as it is trampled by the spirit's advance. The DC equals your spell save DC.



Elemental Spirit

Spirit Binder Spell List[edit]

Spell List
Spell Level Spells
1st Level Chromatic Orb, Commands, Comprehend Languages, Cure Wounds, Detect Magic, Featherfall, Fog Cloud, Healing Word, Protection from Evil and Good, Silent Image, Sleep, Thunderwave, Unseen Servant
2nd Level Blur, Calm Emotions, Gentle Repose, Gust of Wind, Healing Spirit, Hold Person, Invisibility, Lesser Restoration, Levitate, Misty Step, See Invisibility, Shatter, Spiritual Weapon, Warding Bond
3rd Level Blink, Dispel Magic, Gaseous Form, Mass Healing Word, Revivify, Hypnotic Pattern, Sending, Spirit Guardians, Spirit Shroud,
4th Level Banishment, Confusion, Dimension Door, Greater Invisibility, Guardian of Faith,
5th Level Bigby's Hand, Far Step, Hold Monster, Planar Binding, Telekinesis


Prerequisites. To qualify for multiclassing into the Spirit Binder class, you must meet these prerequisites: 13 Charisma

Proficiencies. When you multiclass into the Spirit Binder class, you gain the following proficiencies: Light Armor, Medium Armor, Shields, Simple Weapons

Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!