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Spirit Tamer

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Shawa Curtaan
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0% found this document useful (0 votes)
181 views4 pages

Spirit Tamer

Uploaded by

Shawa Curtaan
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Spirit Tamer To multiclass into Spirit Tamer, you need at least a 13

wisdom. You gain no proficiencies when Multiclassing into


A cloaked mage walks along a paved dirt path, without
Spirit Tamer.
any weapons on him, just an empty holster. Bandits
rush out of the bushes, wielding daggers and pointing
them at the mage, demanding his belongings. Suddenly,
a beast-like orc man with a greataxe materializes out of Class Features
thin air, and rips the head off of the leader of the As a Spirit Tamer, you gain the following class features
bandits. The bandits try to run, but the orc is too quick,
cutting them down one by one, as the mage continues to Hit Points
stride down the road. Hit Dice: 1d8 per Spirit Tamer level
A woman walks alongside an armored knight, the Hit Points at 1st Level: 6 + your Constitution
knight hefting a greatsword onto his shoulder, watching modifier
carefully to defend the woman. A thug tries to attack the Hit Points at Higher Levels: 1d6 (or 4) + your
woman with a flail, but is parried by the knight slashing Constitution modifier per Spirit Tamer level after 1st
back at him, the knight in a battle stance. As the knight
enters the stance, more thugs surround the knight, who
Proficiencies
merely smiles underneath his helmet, as the woman Armor: Light armor, Shields
flees a bit from the scene. The knight points his blade to Weapons: Simple weapons, hand crossbows,
the heavens, a holy light surrounding them all, and the longswords, rapiers, shortswords
thugs are disintegrated, the knight safe and sound. Tools: None
Masters are spellcasters that sacrifice the power of Saving Throws: Dexterity, Wisdom
their magic to forge a link with a heroic spirit, bending Skills: Choose three from Acrobatics, Animal
both the wills of the servant and the laws of nature to Handling, Insight, Investigation, Nature, Perception,
their whims from the force of their willpower. Most Stealth, and Survival
masters come from a bloodline of mages, either all Equipment
masters, or possibly sorcerers or some other kind of
You start with the following equipment, in addition to
spellcaster.
the equipment granted by your background:
Contracted Bonds
(a) a rapier, (b) a longsword, or (c) any simple
Spirits are the manifestation of of a strong will or weapon
desire. However, the stronger the will of a spirt, the (a) a scholar’s pack or (b) an explorer’s pack
more energy they must have. On their own, spirits do (a) an arcane focus or (b) a component pouch
not possess enough energy and as a result, some have Leather armor, shield, and a dagger
formed contracts with mortals to use their energy as a
fuel source. It amount of power a spirit can draw from
their tamer is limited at first, but as their bonds grow
stronger, more power can be passed on, allowing the
spirit to take on vastly more powerful forms

Creating a Spirit Tamer


Most spirit tamers come from a bloodline of tamers,
having formed a generation’s long contract with one or
several spirits in return for constant support. Consider if
your character is from a bloodline, or an exception. If
they are from a bloodline, did they always want to be a
spirit tamer, or were they pressured into it? If they
weren’t, consider how they formed their contract, how
did they find their spirit? Ask your GM about historical
figures in your campaign world that you might be able
to summon as your servant.
Quick Build
You can make a Spirit Tamer quickly by following these
suggestions. First, Wisdom should be your highest
ability score, followed by Constitution or Dexterity.
Second, choose the artisan background.

So You Want To Be A Spirit Tamer?

1
The Concierge
— Spell Slots Per Spell Level —
Level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 5th
1st +2 Spirit Class, Spirit Contract, Spirit Magic 2 2 — — —
2nd +2 Aptitude, Imbued Magic 2 3 — — —
3rd +2 Class Promotion 2 3 — — —
4th +2 Ability Score Improvement 3 3 — — —
5th +3 3 3 — — —
6th +3 Tomefaire 3 4 2 — —
7th +3 Class Promotion feature 3 4 2 — —
8th +3 Ability Score Improvement 4 4 2 — —
9th +4 4 4 3 — —
10th +4 4 4 3 — —
11th +4 Class Promotion feature 4 4 3 — —
12th +4 Ability Score Improvement 5 4 3 — —
13th +5 Imbued (x2), Magic Archive 5 4 3 2 —
14th +5 5 4 3 2 —
15th +5 Class Promotion feature 5 4 3 2 —
16th +5 Ability Score Improvement 6 4 3 3 —
17th +6 6 4 3 3 —
18th +6 6 4 3 3 —
19th +6 Ability Score Improvement 6 4 3 3 1

Spirit Class As a result of your growing bond with the spirit world,
you are able to cast magical works in the various forms
Choose a spirit class, which describes the specific type of magecraft. See the bottom of this homebrew for the
of spirit you’ve bonded with. Your choice grants you Spirit Tamer spell list.
features when you choose it at 1st level and again at
6th, 14th, and 18th level. Cantrips
At 1st level, you know two cantrips of your choice from
Spirit Contract the Spirit Tamer spell list. You learn additional Spirit
You can magically summon your Spirit bound to you. As Tamer cantrips of your choice at higher levels, as shown
an action, you can summon the Spirit, which appears in in the Cantrips Known column of the Spirit Tamer
an unoccupied space of your choice that you can see table.
within 10 feet of you. Journal
The Spirit is friendly to you and your companions and
At 1st level, you have a grimoire containing four 1st-
obeys your commands. See its game statistics in the
level spirit tamer spells of your choice. Your journal is a
Fresh Spirit stat block, which uses your proficiency
written record of the spirit tamer spells you know,
bonus (PB) in several places.
except your cantrips, which are fixed in your mind.
In combat, the Spirit shares your initiative count, but
it takes its turn immediately after yours. It can move and
use its reaction on its own, but the only action it takes
on its turn is the Dodge action, unless you take a bonus
action on your turn to command it to take another
action. That action can be one in its stat block or some
other action. If you are incapacitated, the Spirit can take
any action of its choice, not just Dodge.
Once you summon the Spirit, you can’t do so again
until you finish a long rest.
The Spirit remains until it is reduced to 0 hit points,
until you use this feature to summon the Spirit again, or
until you die.
As an action, you can temporarily dismiss your Spirit.
It disappears into a pocket dimension where it awaits
your summon.

Spirit Magic
SPIRIT TAMER
2
Preparing and Casting Spells your choice by 2, or you can increase two ability scores
The Spirit Tamer table shows how many spell slots you of your choice by 1. As normal, you can’t increase an
have to cast your spells of 1st level and higher. To cast ability score above 20 using this feature.
one of these spells, you must expend a slot of the spell’s
level or higher. You regain all expended spell slots when
Fresh Spirit
you finish a long rest. Small aberration, unaligned
You prepare the list of spirit tamer spells that are Armor Class 13
available for you to cast. To do so, choose a number of Hit Points 3 + your Wisdom modifier + three times
arcanist spells from your grimoire equal to your your Spirit Tamer level (Fresh Spirit has a number
Wisdom modifier + half your spirit tamer level of Hit Dice [d6s] equal to your Spirit Tamer level)
(minimum of one spell). The spells must be of a level for Speed Fly 30 ft.
which you have spell slots.
STR DEX CON INT WIS CHA
For example, if you’re a 6th-level spirit tamer, you
16 (+3) 12 (+1) 13 (+1) 10 (—) 10 (—) 8 (-1)
have four 1st-level and two 2nd-level spell slots. With a
Wisdom of 16, your list of prepared spells can include Senses passive Perception 10 plus PB
six spells of 1st or 2nd level, in any combination, chosen Languages Understands the languages you speak,
from your journal. If you prepare the 1st-level spell but cannot speak themselves.
magic missile, you can cast it using a 1st-level or a 2nd- Challenge —
level slot. Casting the spell doesn’t remove it from your Proficiency Bonus equal to yours
list of prepared spells. Limited Telepathy. The Fresh Spirit can magically
You can change your list of prepared spells when you communicate simple ideas, emotions, and images
finish a long rest. Preparing a new list of arcanist spells telepathically with you while within 100 feet of it.
requires time spent studying your grimoire and
Magic Weapons. The Fresh Spirit’s attacks are
memorizing the incantations and gestures you must
magical.
make to cast the spell: at least 1 minute per spell level Spirit Light. The Fresh Spirit can emit dim light in a
for each spell on your list. 5 foot radius.
Spellcasting Ability Actions
Wisdom is your spellcasting ability for your Spirit
Tamer spells, since the power of your magic relies on Slam. Melee Spell Attack: your spell attack modifier to
the understaanding of your bond with your spirit. You hit, reach 5ft., one target. Hit 1d6 + PB force damage.
use your Wisdom whenever a spell refers to your Bubble Blow. Ranged Spell Attack: your spell attack
spellcasting ability. In addition, you use your Wisdom modifier to hit, reach 30ft., one target. Hit 1d4 + PB
modifier when setting the saving throw DC for a Spirit force damage.
Tamer spell you cast and when making an attack roll
with one.
Spell save DC = 8 + your proficiency bonus + your
Wisdom modifier
Spell attack modifier = your proficiency bonus + your
Wisdom modifier
Ritual Casting
You can cast any Spirit Tamer spell as a ritual if that
spell has the ritual tag and you have the spell in your
journal. You don’t need to have the spell prepared.
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for
your Spirit Tamer spells.
Learning Spells of 1st Level and Higher
Each time you gain a spirit tamer level, you can add one
spirit tamer spells of your choice to your journal. Each
of these spells must be of a level for which you have
spell slots, as shown on the Spirit Tamer table.

Ability Score Improvement


When you reach 4th level, and again at 8th, 12th, 16th
and 19th level, you can increase one ability score of
SPIRIT TAMER
3
##### Cantrips (0 Level) - 3rd Level
Eliminate Vindictiveness in
Mystic Spell of the Poser
Gym Teacher - Necromantic
Armor of Salad Dressing - Spiritual Invocation of the
Magical Enchantment of Costumers
Arrogance - Create Acne - Dark Induce Whining in
Chant of the Dentists - Occult Babysitter
Globe of Salad Dressing - Talk Irritate Peanut Butter Fairy
to Groupie - Cure Baldness -
Divine Spell of
Illusionary Transfiguration of
the Babysitter Crossdressing
1st Level Sorcerous Enchantment of
the Chimneysweep
Illusionary Transfiguration
Invoke Complaining
of the Babysitter
Astonishing Chant of
Astral Rite of Acne
Chocolate
Divine Spell of
Dark Chant of the Dentists
Crossdressing
Occult Transfiguration of
Invoke Complaining
Foot Fetish
Eliminate Florists
Luminous Erruption of Tea
Ball of Annoyance
Eliminate Vindictiveness in
Heal Bad Hygene
Gym Teacher
Steak Sauce Ray
Alchemical Evocation of the
Talk to Groupie
Goths
Sorcerous Dandruff Globe

2nd Level 4th Level


Cure Baldness
Dark Chant of the Dentists
Ultimate Ritual of
Cage of Yarn
Mouthwash
Cure Baldness
Heal Bad Hygene
Create Nervousness
Ultimate Rite of the
Dispell Piles in Dentist
Confetti Angel
Call Fangirl
Heavenly Transfiguration of
Ultimate Ritual of
the Cream Devil
Mouthwash
Tinsel Blast
Erruption of Immaturity
Create Acne
Eliminate Vindictiveness in
Spiritual Invocation of the
Gym Teacher
Costumers
Ultimate Rite of the
Protection from Mucus
Confetti Angel
Giant
Steak Sauce Ray
Dispell Piles in Dentist
Astounding Pasta Puddle
Illusionary Transfiguration
Overwhelming
of the Babysitter
Enchantment of the
Talk to Groupie
Chocolate Fairy
Alchemical Evocation of the
Goths

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