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Book of Spirits Sample

The document introduces spirits, beings born from emotions that feed on those emotions. It discusses the Spirit Realm they inhabit, and presents a new game mechanic called Resonance that causes spirits to become more or less powerful based on characters' feelings during encounters. It provides previews of spirit creatures, environments, powers, and a new conduit class featured in the supplement.

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100% found this document useful (5 votes)
3K views24 pages

Book of Spirits Sample

The document introduces spirits, beings born from emotions that feed on those emotions. It discusses the Spirit Realm they inhabit, and presents a new game mechanic called Resonance that causes spirits to become more or less powerful based on characters' feelings during encounters. It provides previews of spirit creatures, environments, powers, and a new conduit class featured in the supplement.

Uploaded by

rsdhfgngf
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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PREVIEW CONTENT

T ABLE OF C ONTENTS
I NTRODUCTION S PIRITUAL P HENOMENA
T HE S PIRIT R EALM .................................................. 2 E THEREAL M EMORIES .............................................. 8
S PIRITS M IST E NCLAVES
R ESONANCE ............................................................ 3 J OY E NCLAVE .......................................................... 9
B LIGHTSHADE ......................................................... 4 S PIRIT B OONS AND B ANES
R AGE S PIRIT ........................................................... 5 C ONDUIT ...............................................................12
W RATHLING ........................................................... 6 C LASS FEATURES ....................................................14
D AZZLER ................................................................ 7 C ONDUIT S PIRITUAL C ODES .....................................18
C ONDUIT S PIRIT A SPECTS .......................................19

Designer: Aviad Tal


This is a preview document for the Book of Spirits, an Editor: Eytan Bernstein
Ethereal Supplement for 5E. In here, you can find: Graphic Designer: Matthew DeMino
• Lore about the Spirit Realm, as well as several stat Cover Illustrator: Aldo Domínguez
Interior Illustrators: Irina Nordsol, Eugenio Frosali,
blocks for four spirit creatures Zoe Badini, Thuan Pham, Dean Spencer, Andrea
• Two supernatural phenomena: Ethereal Memories Guardino, Warm Tail
and Mist Enclaves
• Eleven spirit boons and banes Playtesters: Tal Karo, Itamar Taiber, Leeor Mordoch,
• The conduit class Moran Rotman, Zachary Wright, Farron, Daniel
Beveridge, Zachary Lolfin, Amelia Plunk, Banshee,
WyrmKissed

L IKE THE SAMPLE ?


C LICK H ERE TO P LEDGE T ODAY !

© 2024 Beyond the Screen


Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open
Content: All trademarks, registered trademarks, proper names (characters, place names, etc.), dialogue, plots, story elements, locations, characters, and trade
dress.
Open Content: Except for material designated as Product Identity (see above), the game mechanics of this product are Open Game Content, as defined in the Open
Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form
without written permission.

Book of Spirits Sample 1


I NTRODUCTION
The Book of Spirits is a 5E supplement that T HE S PIRIT R EALM
introduces the Spirit Realm, in which emotions and The Spirit Realm is a plane of emotions and
memories have tangible influence and power. In memories, and the home domain of spirits. It’s a
worlds that feature the Spirit Realm, what characters fog-bound dimension that overlaps the physical
feel is just as significant as the heroics they perform. realm such that every location on the Prime
Although it features over fifty creatures, the Book of Material Plane has a representation in the Spirit
Spirits is more than a monster compendium. It offers Realm. However, the Spirit Realm is not an exact
a whole new realm to explore on your adventures with replica. Instead, it is a near-perfect representation
regional effect rules filled with evocative random of the world’s collective memory. The features of the
tables. It also features player options, like the new Spirit Realm are constantly shifting to reflect their
conduit class; several spirit-bound subclasses for material counterparts, but these changes are not
existing 5E classes; and new powers in the form of instantaneous. If a building burns to the ground in
Spirit Boons and Banes. Its most innovative feature is the Material Plane, it may still exist in the Spirit
the all-new symbiotic game mechanic—Resonance— Realm for a while before it turns to rubble, and the
which facilitates mechanical consequences to speed of the change depends on how quickly the
characters’ in-game emotions when facing spirits. news reaches the masses.
Finally, the Book of Spirits includes three adventures The Spirit Realm is comparable to the Ethereal
in which characters will explore the Spirit Realm and Plane, as presented in the 5th edition Dungeon
its unique storytelling potential. Master’s Guide. If your campaign uses this book,
The Spirit Realm and its ephemeral denizens are treat all references to the Ethereal Plane in other
designed to be setting agnostic. Whether you run books as if they refer to the Spirit Realm. Just as
games in the Forgotten Realms, Eberron, Exandria, or ghosts of restless dead fly through the Ethereal
your own original world, the concepts introduced in the Plane’s misty banks, and extraplanar entities use it to
Book of Spirits offer numerous opportunities for move between realms of existence, so too do they
powerful storytelling and memorable character growth. navigate the Spirit Realm.
This sample showcases some of the book’s contents,
including some spirit creatures, Spirit Boons and
Banes, spiritual environments, and the latest revision
of the conduit class.

2 Book of Spirits Sample


S PIRITS R ESONANCE
Spirits are primal beings born from the emotions of Spirits are in tune with the emotion that created
sentient creatures. A child imagining fiends in their them, becoming more powerful in its presence. The
closet might create a fear spirit. A city guard that opposite is also true: feelings that clash with a spirit’s
resolutely defends an innocent bystander against a core emotion weaken it, draining it of power.
cutthroat ruffian might create a spirit of valor. As you face spirits on your adventures, you can use
Spirits feed on the same emotion that created them the Resonance mechanic to cause spirits to become
and seek environments where it’s abundant. A spirit of kindled or stifled. A kindled spirit becomes more
hope might dwell in a temple where people find powerful, unlocking new features in its stat block. A
strength in prayer, while a fear spirit might infest a stifled spirit loses access to certain powers, and may
prison where people are interrogated or tortured. suffer additional drawbacks (see the Resonance trait
Spirits are abundant in the spirit realm; tiny spirits in the stat block of each spirit). These “states” cancel
are virtually everywhere. These harmless beings have each other out, so if a stifled spirit becomes kindled,
the mental capacity of wild animals, desiring only it stops being stifled, and vice versa. Some spirits
psychic energy and shelter. The more spirits feed on may also become kindled or stifled without character
psychic energy, the more they take on the qualities of intervention, based on their unique circumstances,
the creatures they’ve fed from. They become more as explained in their stat block.
intelligent, and the experiences that sustain them The full Resonance rules are currently in playtesting
shape their personalities. Strong spirits learn to (you can find the most current draft on our Discord
communicate, perform magic, and cross the Veil server). However, early tests show great promise. DMs
between the Material Plane and the Spirit Realm. have reported that players who used to focus only on
In combat, characters often face the spirits created numbers and mechanics now stop to consider their
from darker emotions: those born of hate, fear, characters’ feelings during combat, since the system
wrath, or misery. When facing a spirit, the characters mechanically incentivizes and rewards this behavior.
must fight on two fronts: the physical battle, where DMs have also mentioned that the system gives them
they wield weapons and magic, and the internal more tools for improvisation, helping them create
struggle, where the spirit tries to overwhelm them more dramatic encounters. The goal is to encourage
with its influence. and reward roleplaying, thereby making the game
more collaborative and story-driven.

Book of Spirits Sample 3


BLIGHTSHADE
Medium Elemental, Typically Neutral Evil
Spirit of Sadness
Armor Class 12
Hit Points 22 (4d8 + 4)
Speed 0 �., fly 40 �. (hover)

STR DEX CON INT WIS CHA


6 ��2� 15 �+2� 13 �+1� 8 ��1� 10 �+0� 14 �+2�

B LIGHTSHADE Skills Decep�on +4, Stealth +4


A pair of burning blue eyes glimmers from the smoky Damage Resistances necro�c; bludgeoning, piercing, and slashing
form of the blightshade. Its face appears skeletal, from nonmagical a�acks
Damage Immuni�es poison
armed with the jaw of a predator and menacing horns.
Condi�on Immuni�es exhaus�on, grappled, paralyzed, petrified,
Born of Misery. Blightshades form when a handful poisoned, prone, restrained
of people lose hope and give in to despair. They Senses darkvision 60 �. passive Percep�on 10
thrive in prisons, battlefields, and graveyards. When Languages any of language (usually Common), telepathy 60 �.
they first manifest, blightshades are too weak to Challenge 1 (200 XP)
cross into the Material Plane. They roam the Spirit Resonance. The spirit is affected by other creatures in its proximity in
Realm, feeding on the essence released by suffering the following ways:
creatures. In places where misery and despair are Whenever a creature within 60 feet of the blightshade sees another
common, blightshades grow in both capacity and allied creature drop to 0 hit points, the blightshade becomes kindled
un�l the end of its next turn, unlocking new abili�es.
size, and they learn to communicate and materialize.
Whenever a creature within 60 feet of the blightshade restores hit points
In time, they sharpen their wit and deceptiveness, to another creature, the blightshade becomes s�fled un�l the end of its
inflaming the sorrow of those who feel hopeless. next turn. While s�fled, the blightshade loses its damage resistances.
Decaying Presence. Blightshades’ very nature Spirit Sight. The spirit can see 60 feet into the Spirit Realm when it is
slowly drains the life force from their surroundings on the Material Plane, and vice versa.
and causes decay at an accelerated pace. When there Incorporeal Movement. The spirit can move through other creatures
are many blightshades, living creatures in the area and objects as if they were difficult terrain. It takes 5 (1d10) force
recover from ailments more slowly and are more damage if it ends its turn inside an object.
vulnerable to disease. Blightshades also afflict plants ACTIONS
in their presence with blight, and if the spirits are not Tormen�ng Touch. Melee Weapon A�ack: +4 to hit, reach 5 �., one
dealt with, famine may follow. target. Hit: 7 (2d4 + 2) necro�c damage, and the target must make a
DC 12 Charisma saving throw. On a failed save, the target is cursed
un�l the end of its next turn. While cursed, the target must roll a d4
and subtract the number rolled from any a�ack roll, ability check, and
saving throw it makes.
Materialize (1/Day). The spirit crosses over from the Spirit Realm into
the Material Plane. The spirit remains in this realm for 1 minute, or
un�l it uses an ac�on to return back to the Spirit Realm.

BONUS ACTIONS
Whispers of Sorrow (Kindled Only). One creature of the blightshade’s
choice within 20 feet of it must make a DC 12 Charisma saving throw
or be charmed by the blightshade un�l the end of their next turn. On
its turn, a charmed creature must choose whether it gets a move, an
ac�on, or a bonus ac�on; it gets only one of the three.

4 Book of Spirits Sample


R AGE S PIRIT
Rage spirits manifest as a crimson skeleton engulfed
in flame, trails of smoke following their path like
RAGE SPIRIT
Large Elemental, Typically Chao�c Evil
billowing capes. Spirit of Anger
Force of Destruction. A rage spirits is created when Armor Class 14
a person loses themself entirely to anger. When it Hit Points 90 (12d10 + 24)
forms, the spirit immediately materializes, ready to Speed 0 �., fly 40 �. (hover)
fight with anyone but the person whose anger
spawned it. When that person stops seeing red, they STR DEX CON INT WIS CHA
find themself surrounded by the death and destruction 10 �+0� 18 �+4� 14 �+2� 11 �+0� 11 �+0� 17 �+3�
their emotions have wrought.
Skills Dex +7, Wis +3
Quick to Leave. A creature can force a rage spirit
Damage Resistances fire; bludgeoning, piercing, and slashing from
out of a conflict by diffusing the situation that drew the nonmagical a�acks
spirit in. If everyone regains their composure and Damage Immuni�es poison
resists a spirit’s provocations to attack, it loses interest Condi�on Immuni�es exhaus�on, grappled, paralyzed, petrified,
and goes away. poisoned, prone, restrained
Senses darkvision 60 �. passive Percep�on 10
Stoke the Flame. Rage spirits can communicate Languages any of language (usually Common), telepathy 120 �.
across the Veil between realms, connecting Challenge 6 (2,300 XP)
telepathically with a creature on the other side. The
Resonance. The spirit is affected by other creatures in its proximity in
spirit can sense angry creatures on the Material the following ways:
Plane; when it finds the source of the anger, it If a rage spirit ends its turn, and it has neither taken damage nor
attempts to aggravate that creature’s rage by taunting made an a�ack since the end of its last turn, the rage spirit becomes
and goading it. If the angry creature loses its s�fled. While s�fled, it has disadvantage on a�ack rolls. It remains
composure and starts a fight, the spirit quickly s�fled un�l the end of its next turn.
materializes and joins the fray. If a creature under the effect of Invoke Rage hits another creature
with an a�ack, the spirit becomes kindled. While kindled, the spirit
makes one addi�onal a�ack on its turns (see Mul�a�ack), and can
use its Manifest Wrathlings ac�on.
Vulnerable to Peace. Whenever the rage spirit becomes s�fled, it
must make a DC 13 Charisma saving throw or be banished back to the
Spirit Realm.
Spirit Sight. The spirit can see 60 feet into the Spirit Realm when it is
on the Material Plane, and vice versa.
Sense Anger. The spirit can sense the loca�on of angry creatures
within 1,000 feet of it, whether in the Spirit Realm or Material Plane.
Addi�onally, the spirit can use its telepathy across these planes with
creatures that are angry.
Incorporeal Movement. The spirit can move through other creatures
and objects as if they were difficult terrain. It takes 5 (1d10) force
damage if it ends its turn inside an object.

ACTIONS
Mul�a�ack. The spirit makes two a�acks with its burning claws, or
three a�acks if it’s kindled. It can replace one of its a�acks with
Invoke Rage or Manifest Wrathlings (if available).
Burning Claws. Melee Weapon A�ack: +7 to hit, reach 5 �., one
target. Hit: 13 (2d8 + 4) fire damage.
Invoke Rage. The rage spirit chooses one creature it can see within 60
feet of itself (other than the creature that created it) and floods that
creature’s mind with rage. The target must make a DC 14 Wisdom
saving throw. On a failure, the target is charmed by the spirit un�l the
end of its next turn. While charmed, the target is overwhelmed with
anger and treats all other creatures except the rage spirit as hos�le.
On its next turn, the target must use its ac�on to a�ack the nearest
creature to which it’s hos�le, spending its movement to reach that
creature if necessary. If there are several eligible creatures that are all
the same distance from the target, the target a�acks one at random.
If the a�ack hits, the rage spirit becomes kindled un�l the end of its
next turn.
Manifest Wrathlings (Kindled Only). The rage spirit summons 3
wrathlings in unoccupied spaces that it can see within 30 feet of it.
Materialize. The spirit enters the Material Plane from the Spirit
Realm, or vice versa.
W RATHLING
These spirits of anger manifest as small burning
humanoids that disperse into mist beneath the waist.
Wrathlings fly quickly across the battlefield, emitting a
high pitched shrill and lashing out with their fiery
claws against any creature they can reach.
Quick to Burn. These short-lived apparitions form
in the Spirit Realm in response to mild anger. Daily
frustrations and arguments often spawn at least one
wrathling, but they can’t materialize, and they quickly
perish without continuous sustenance. In rare
instances in which their environment is suffused with
tremendous anger, wrathlings evolve into more
powerful anger spirits.

WRATHLING
Small Elemental, Typically Chao�c Evil
Spirit of Anger
Armor Class 12
Hit Points 14 (4d6)
Speed 0 �., fly 40 �. (hover)

STR DEX CON INT WIS CHA


4 ��3� 14 �+2� 10 �+0� 3 ��4� 10 �+0� 14 �+2�

Damage Resistances fire; bludgeoning, piercing, and slashing from


nonmagical a�acks
Damage Immuni�es poison
Condi�on Immuni�es exhaus�on, grappled, paralyzed, petrified,
poisoned, prone, restrained
Senses passive Percep�on 10
Languages —
Challenge 1/2 (50 XP)
Resonance. The spirit is affected by other creatures in its proximity in
the following ways:
If a wrathling ends its turn, and it has neither taken damage nor made
an a�ack since the end of its last turn, the wrathling becomes s�fled.
If the wrathling is reduced to half of its hit point maximum, it
becomes kindled un�l the end of its next turn. While kindled, it deals
more damage (included in its a�ack).
Burn out. The wrathling is destroyed if it becomes s�fled.
Incorporeal Movement. The spirit can move through other creatures
and objects as if they were difficult terrain. It takes 5 (1d10) force
damage if it ends its turn inside an object.

ACTIONS
Angry Claws. Melee Weapon A�ack: +4 to hit, reach 5 �., one target.
Hit: 7 (2d4 + 2) fire damage or 9 (2d6 + 2) fire damage if the wrathling
is kindled.

6 Book of Spirits Sample


DAZZLER
Large Elemental, Typically Chao�c Neutral
Spirit of Surprise
Armor Class 14
Hit Points 60 (8d10 + 16)
Speed 0 �., fly 40 �. (hover)

STR DEX CON INT WIS CHA


8 ��1� 18 �+4� 14 �+2� 12 �+1� 11 �+0� 19 �+4�

Saving Throws Dex +6, Cha +6


Skills Decep�on +6, Performance +6
Damage Resistances acid, fire, lightning, thunder; bludgeoning,
piercing, and slashing from nonmagical a�acks
Damage Immuni�es poison
Condi�on Immuni�es exhaus�on, grappled, paralyzed, petrified,
poisoned, prone, restrained
Senses darkvision 60 �. passive Percep�on 10
Languages any of language (typically Common), telepathy 120 �.
Challenge 4 (1,100 XP)
Resonance. The spirit is affected by other creatures in its proximity in
D AZZLER the following ways:
If a spell or ability prevents the dazzler from moving on its turn, it
These energetic spirits manifest as creatures becomes s�fled un�l the end of its next turn. While the dazzler is
composed of shimmering light. Their colors and form s�fled, creatures have advantage on saving throws to resist the
are in a state of constant flux—ever-shifting to stand dazzler’s spells and abili�es.
out and captivate creatures around them. Whenever a creature within 60 feet of the dazzler rolls a 20 on an
Enchanting Emergence. Dazzlers form when a a�ack roll, ability check, or saving throw, the dazzler becomes kindled
un�l the end of its next turn.
large group of people feel amazed and delighted. As
Spirit Sight. The spirit can see 60 feet into the Spirit Realm when it is
dazzlers come into being, they materialize near the on the Material Plane, and vice versa. Addi�onally, the spirit can use
source of the audience’s wonder and use their innate its telepathy across these planes with creatures that it can see.
magic to amplify and enhance that emotion, creating a Incorporeal Movement. The spirit can move through other creatures
breathtaking spectacle. After the show is over, they and objects as if they were difficult terrain. It takes 5 (1d10) force
vanish into the Spirit Realm, searching for other damage if it ends its turn inside an object.
audiences to delight.
ACTIONS
Born Entertainers. The type of performance that Zap. Melee or Ranged Weapon A�ack: +6 to hit, reach 5 �. or range
creates a dazzler dictates its talents, instilling in it a 30/60 �., one target. Hit: 18 (4d6 + 4) lightning damage.
desire to emulate the wonder that made it. As a Spellcas�ng (Not S�fled). The spirit casts one of the following spells,
result, dazzlers always seek the center of attention; using Charisma as the spellcas�ng ability (spell save DC 14):
everyone is their audience in the never-ending play 2/Day each: Confusion, Disguise Self, Major Image
that is their existence. Cap�vate (Kindled Only). The dazzler projects an illusory
Some dazzlers enjoy sharing the stage, believing performance in a 30-foot radius sphere around it. The illusion appears
that a true masterpiece is born of collaborative effort. for a moment and vanishes. Each creature in the area and of the
dazzler’s choice must make a DC 14 Wisdom saving throw or become
Others are more independent and may even steal the
charmed by the dazzler for 1 minute. While charmed in this way, the
show from unsuspecting performers. creature is incapacitated and has a speed of 0. The creature ceases to
Sensationalists. The truth is of no consequence to be charmed if it takes any damage or if someone uses an ac�on to
a dazzler; all that matters is the reaction of their shake it.
audience. Those familiar with dazzlers know that half Materialize. The spirit enters the Material Plane from the Spirit
of what they say is a lie or embellishment. Since they Realm, or vice versa.
rarely stay in one place for more than a few minutes, REACTIONS
few hold them accountable for this behavior. Hoodwink. When a creature within 30 feet of the dazzler targets it
Sometimes, when the repercussions of such lies are with an a�ack, the creature must make a DC 14 Charisma saving
severe, dazzlers may earn a bounty on their throw. On a failure, the creature is magically teleported to a random
unoccupied space within 10 feet of it, and the a�ack is wasted.
incorporeal heads.

Book of Spirits Sample 7


as “ethereal memories”; it often occurs in places
Everyone said the place was cursed. That’s how where numerous sentient creatures experienced
I knew that I absolutely had to visit the powerful emotions.
Ethereal memories often contain ghosts, powerful
Smoldering Grove. You see? I’ve had my fair spirits, portals to other planes of existence, and other
share of curses in my life; my aunt Janna’s extreme magical phenomena. Despite the obvious
peachy personality is one example. When I dangers of traveling to such places, many researchers
approached the forest, I expected something with the means to do so choose to take the risk and
witness the stories of old unfold in front of them.
equally ugly, oppressive, and dead on the If the characters are on the Material Plane, consider
inside, but I found a plain ol’ woodland instead. rolling on the Ethereal Memories Influence table
The only thing that struck me as odd was whenever they enter a region with intense emotional
the stench of smoke. I spent nearly an hour history or finish a rest in such a place.
looking for a fire, but I didn’t find one. I got E������� M������� I��������
frustrated and began to cuss out loud because d6 Effect
1
I’d wasted my precious daylight chasing A ghost a�empts to possess one character within the
region. The target must make a DC 13 Charisma save. On a
false fables. failure, the taregt becomes possessed by the ghost for 1
I was about to call it quits and go home minute. While possessed, the target is incapacitated and
loses control of its body. The possessed target reenacts a
when I got sucked through a bank of fog that
fragment of ethereal memory (DM’s choice), as if it were
appeared out of nowhere. Sodding spirits happening to them right now.
feeding on my anger! Didn’t have much time 2 The ethereal memory leaks into the region the characters
to complain, though, as I was standing in the are visi�ng. Scents, sounds and faint images from the past
middle of a blazin’ ruin. As I ran for my life, appear to the characters.

I saw the ancient city of Keptax burning to 3 One character in the region enters a trance, seeing fragments
of the ethereal memory. The creature is incapacitated for one
the ground, its entire populace trapped in an minute, having entered a dreamy stupor. While incapacitated,
all-consuming inferno. That smell will the creature sees the ethereal memory around them as if it
definitely haunt your sleep. were happening right now in their corresponding loca�on.
They may see creatures running for cover from a great
Fortunately, years of dealing with my aunt disaster, a wild war that has turned into a chao�c melee, the
Janna taught me to handle the heat. appearance of a deity in front of its worshipers, or any other
event that formed the ethereal memory. If another creature
spends their ac�on to shake the creature awake, or the
-Maeve, Mist Hiker Extraordinaire creature takes damage, the effect ends immediately.
4 The ethereal memory resonates with the souls of all creatures
in the region, affec�ng their emo�onal state. Each creature in

S PIRITUAL P HENOMENA the area must succeed on a DC 13 Wisdom saving throw. On a


failure, they strongly experience the emo�on most associated
The mists of the Spirit Realm are ever-churning, with the ethereal memory in that region for 1 hour. This effect
threatening to reach through the Veil and flood the may lead to huge par�es, mass depression, sweeping hysteria,
Material Plane with spirits, wonder, and disaster. This or even street brawls. Creatures that cannot be charmed are
section features several regional phenomena that immune to this effect. A creature that failed its save can repeat
the save every 5 minutes.
connect the Spirit Realm to the Material Plane and
special rules for how to use them in your adventures. 5 One random, nonmagical, una�ended object in the region
These spirit-imbued regions can be of any size and transforms into another object present in the ethereal
significance, from a tiny local hut to a country- memory. The original object, as well as its replacement, can be
no larger than a 5-foot cube. This transforma�on lasts for 24
spanning scar in the fabric of the planes.
hours, at which point the object returns to its original form.

E THEREAL M EMORIES 6 The region becomes heavily obscured as the Veil between
realms weakens. For the next 10 minutes, whenever a creature
Normally, the Spirit Realm is a near-perfect image experiences strong emo�ons, like loss or outrage, it must make
of the Material Plane, but some places appear a DC 13 Charisma saving throw. On a failed save, the target
distinctly different. Instead of mirroring the place as releases a 100-foot radius burst of psionic energy. That
it is currently, these places remember the world as creature, as well as creatures within the burst, are immediately
it was. This phenomenon is commonly referred to transported to the Spirit Realm. The burst does not extend
beyond the boundaries of the region.”

8 Book of Spirits Sample


M IST E NCLAVES
The Material Plane and Spirit Realm are J OY E NCLAVE
separated by the Veil, a metaphysical barrier that Joy enclaves are rare and treasured places, and
restricts passage from one realm to the other. The they attract a wide variety of creatures to bask in
Veil is not equal in its sway everywhere, but in their healing light. Life is vibrant in joy enclaves,
most places it still maintains some hold. Mist and the sound of distant laughter is carried by its
enclaves occur in regions where the Veil is warm winds. Many compare these enclaves to the
sundered, causing the planes to converge into Feywild, and it’s not uncommon for such regions
one. In such places, spirits roam unhindered— to harbor portals to that plane.
visible and tangible. Despite their innocent appearance, there is still
Mist Enclaves feature the best and worst parts danger in these places. Creatures that stay for too
of the Spirit Realm, from enchanted forests long start to care less about their goals and
brimming with life to noxious clouds that aspirations, especially ones that require them to
suffocate the living and evoke terror in their leave the enclave. While many eventually snap out
hearts. An enclave’s nature is defined by the most of it, some end up staying permanently,
powerful spirits that reside within it; these vivid relinquishing and eventually forgetting who they
spirits anchor the enclave to the Material Plane. once were.
Killing them diminishes the enclave's strength Whenever the characters enter the enclave,
and may even destroy it. finish a rest inside it, roll initiative, experience
powerful emotions, or draw attention to
themselves, consider rolling on the appropriate
“Ever seen an afterimage of moving tree Joy Enclave Table.
branches or other little critters? That’s the first
sign you’ve entered a convergence. But don’t
worry if you miss that; the next signs will be a
lot less subtle.”

-Maeve, Mist Hiker Extraordinaire

Book of Spirits Sample 9


J�� E������ T����
d6 Effect Core Emotion. Boons and Banes are associated
1 One character in the region must make a DC 15 Charisma with one or more core emotions. A spirit creature
saving throw or be overwhelmed with euphoria. The must have at least one core emotion in common with
creature is cursed, and while it is cursed, it denies reality’s a bane or boon to grant it.
hardships, believing that all problems will sort themselves
out. The creature stops pursuing its previous goals and does G RANTING B OONS AND B ANES
not willingly leave the enclave. It repeats the save at the end
of every hour, ending the curse on a success. The curse The rules for bestowing boons and inflicting banes are
becomes permanent if the creature fails the save three the same. The spirit must spend one minute within 10
�mes, at which point only a Remove Curse spell or similar feet of a creature, as if concentrating on a spell. If the
magic can remove it. boon or bane affects multiple creatures, all of them
2 One character in the region enters a trance filled with
must remain within range for that duration. If a target
posi�ve memories. The creature is incapacitated for one is not willing, it must succeed on a Charisma saving
minute, entering a dreamy stupor. If the creature takes throw at the end of the minute to resist the effect. The
damage the effect immediately ends. If the trance is DC is equal to 8 + the spirit’s proficiency bonus + the
undisturbed for a full minute, the creature regains spirit’s Charisma modifier. On a failure, the target
consciousness and has advantage on all saving throws. receives the boon or bane. The target can choose to fail
This benefit lasts for 24 hours. the save. Each boon and bane states its duration,
3 Flora grows rapidly around the characters. The plants produce though a remove curse or similar magic ends its early.
3d10 magical berries, that func�on as berries created with A creature can have a combined total of three boons
the Goodberry spell. and banes at any given time. If a new boon or bane is
4 Invigora�ng vapors suffuse all living creatures in the area, filling applied to a target that already has a combined total of
them with hope and vitality. Each creature gains 2d10 three, it must choose one of its boons and end it (banes
temporary hit points, and it has advantage on death saving cannot be ended in this way). If a target already has
throws for 24 hours. three banes when it receives a bane, it must remove the
5 bane with the lowest CR and add the new one. If two or
A beam of golden light illuminates the area. Living creatures
more banes are tied for the target’s lowest-CR bane, it
that spend ten minutes res�ng regain 4d6 hit points and
recover from any disease that afflicts them. Once a creature
must remove one of the banes of its choice.
regains hit points this way, it cannot benefit from the same Once a spirit imparts a boon or bane, it cannot do so
effect un�l it completes a long rest. again until it completes a short or long rest. The spirit
must complete a long rest before it can impart a boon
6 A mighty spirit of hope appears nearby and encourages the or bane on the same creature again.
characters to take ac�on and bring happiness to the world.
Characters may swear an oath to perform one specific task. If
the spirit is convinced that the task is noble and grand, it
B OON L IST
accepts the oath. A creature that swears such an oath is healed The following table features all the boons in the sample:
of all wounds, poisons, and diseases. Addi�onally, when the
creature fulfills its oath, it gains a permanent boon. Whenever Boon Name Challenge Core Emo�ons
Ra�ng
it completes a long rest, gains 2d10 temporary hit points. If the Cul�va�on 3 Joy
creature does not ac�vely pursue its oath for more than one
Evil Eye 6 Disgust
week, it becomes cursed. While cursed, it has disadvantage on
Wisdom saving throws. Psychic Retalia�on 3 An�cipa�on, Anger, Disgust,
Sadness, Surprise, Fear
Shared Burden 4 Trust
S PIRIT B OONS AND B ANES Strategic
Realignment
7 An�cipa�on, Trust

Powerful spirits have the innate ability to bestow Watcher’s Eye 2 An�cipa�on
boons and banes upon other creatures. While some Wrathful Strike 5 Anger
spirits exert their powers indiscriminately, there are
certain actions that attract their attention. A spirit may
reward a person that proliferates its core emotion B ANE L IST
with a boon, or inflict a bane upon those bringing The following table features all the boons in the sample:
unwelcome changes to the place it inhabits.
Challenge
Boon and Bane Challenge. Every Boon and Bane Bane Name Ra�ng Core Emo�ons
has a Challenge Rating ranging from 1 to 30. The Hesita�on 3 Surprise, Fear
Challenge Rating of boons and banes is an indicator Profound Unrest 5 An�cipa�on
of how powerful they are. A spirit creature must be of Psychic Feedback 3 Disgust, Sadness, Fear, Surprise
Challenge Rating equal to or higher than the boon or Un�mely 8 Joy, Surprise
bane to grant it. Daydream

10 Book of Spirits Sample


B OON AND B ANE D ESCRIPTIONS
The boons and banes are presented in alphabetical order.
A creature that receives a boon immediately knows how it
works and how to activate it. A creature that receives a
bane feels that something is wrong, but has no innate
understanding of the bane’s effects. An identify spell or
similar magic reveals the effects of the bane.

C ULTIVATION
CR 3 Boon (Joy)
When you would normally roll one or more dice to
restore hit points with a spell or ability, you can
choose one of the spell’s targets. Instead of rolling to
determine the number of hit points restored to the
creature, use the highest number possible for each die.
For example, instead of restoring 2d6 hit points to a
creature, you restore 12. Once you use this boon, it ends.

E VIL E YE S HARED B URDEN


CR 6 Boon (Disgust) CR 4 Boon (Trust)
As an action, you can inflict a bane on another creature When a friendly creature within 30 feet of you takes
you can see within 60 feet of you. The target must succeed damage, you can spend your reaction to split the damage
on a Charisma saving throw, using the save DC of the between you and that creature. (If the number is odd, you
spirit that gave you this boon. The bane you inflict is take the remainder). Once you use this boon, it ends.
chosen by the spirit when you receive this boon, and it
must be a bane that it can normally inflict. Once you inflict S TRATEGIC R EALIGNMENT
a bane in this way, this boon ends. CR 7 Boon (Anticipation, Trust)
H ESITATION As a bonus action, choose a friendly creature other than
CR 3 Bane (Surprise, Fear) yourself within 60 feet of you. That creature may spend
their reaction to gain a single Action that they must use
The next time you roll initiative, you are surprised, and
immediately as if it was their turn. Once you use this
this bane ends.
boon, it ends.
P ROFOUND U NREST U NTIMELY D AYDREAM
CR 5 Bane (Anticipation)
CR 8 Bane (Joy, Surprise)
You find it difficult to rest, remaining highly alert at all
times. You cannot reduce your exhaustion level except When you roll initiative, you must make a DC 14 Wisdom
with the aid of magic. When you complete a long rest, you saving. On a failure, you ignore your surroundings,
must succeed on a Constitution saving throw against the experiencing fond memories of your past instead. You
DC of the spirit that inflicted this bane on you. On a have the stunned condition, and you are unaware of your
failure, you gain one level of exhaustion. Once you surroundings. You can repeat this save at the start of each
succeed on this saving throw, the bane ends. of your turns, and whenever you take damage. Otherwise
the visions last for 1 minute. Once you succeed on a
P SYCHIC F EEDBACK saving throw against this bane, the bane ends.
CR 3 Bane (Disgust, Sadness, Fear, Surprise)
W ATCHER ’ S E YE
The next time you score a critical hit, you take psychic
CR 2 Boon (Anticipation)
damage equal to half the damage you dealt to the target,
and this bane ends. When you roll initiative, you may decide where you go in
the initiative order. Once you use this boon, it ends.
P SYCHIC R ETALIATION
CR 3 Boon (Anticipation, Anger, Disgust, Sadness, W RATHFUL S TRIKE
Surprise, Fear) CR 5 Boon (anger)
When you take damage from a creature within 120 feet of When you hit a creature with a weapon attack, you can
you, you can spend your reaction to strike back at the deal maximum damage instead of rolling. Once you use
creature mentally. The target takes half the damage you this boon, it ends.
took, and this boon ends.

Book of Spirits Sample 11


C ONDUIT
A nimble elf slides across the battlefield; an ethereal
glow emanates from her twin blades and envelopes
her. Like a ghost, she dashes through her quarry’s
bodyguards and steps in for the kill.
Facing a red dragon, an armored half-orc stands still
and channels his spiritual power. A golden spirit
appears behind him, and a shimmering aura encases
his allies before the fiery breath engulfs them.
A resolute dwarf steps forth to face
the goblin horde, her morningstar
drawn. As the goblins charge, she
utters a quiet apology and unleashes a
decimating psychic blast.
The conduit’s gift bridges the realms of men and
spirit, forcing them to pick sides in conflicts most
people are unaware of. Whether or not they accept
their role as mediators, a conduit must seek to under-
stand themselves first and foremost, lest they be con-
sumed by the madness of spirits.

S PIRIT W ARRIORS
Conduits are living channels between the physical and
spiritual. This ability allows them to reach through the
Veil and draw upon spiritual essence to power spells and
other supernatural abilities. This gift is a double-edged
sword: spirits are attracted to conduits like moths to a
flame, and many of them harbor malicious intent.
In battle, conduits are resilient and versatile
warriors who have trained both their bodies and their
minds. Their connection to the Spirit Realm helps
them perceive supernatural threats, and the essence
that flows through them keeps them fighting when
others may perish. However, they are best known for
their ability to merge with spirits in order to gain
mystic powers, embolden their allies, and weaken
their foes.

B ETWEEN T WO W ORLDS
Laypeople marvel at the lengths to which arcanists
must go to communicate with spirits, but to a conduit,
this practice is a daily reality. Conduits can see the
looming fear spirit that stalks a boy in a dark alley, or
the spirit of joy that waltzes around a love-struck
teenager. Conduits often take on the role of hunters,
when harmful spirits are near, or mediators in spiri-
tual matters no one else can adjudicate.

12 Book of Spirits Sample


Even though their intuition regarding spirits is unpar- W���� �������(�) ���� ��� �������� ���� �� ����
alleled, some mysteries elude conduits, especially the ����?
source of their gift and the reason they given it. Few d6 Experience
spirits can enlighten them on the matter, and even 1 Joy. You are energe�c and excited. Life is going well.
fewer sources of written lore refer to it. Ultimately, the 2 Trust. You are welcoming and open. People feel
drive for answers is what motives conduits to adven- safe around you.
ture and explore. Their journeys through the Material 3 Fear. You are stressed, worried, and anxious. You
Plane and the Spirit Realm help them understand sense unknown danger around every corner.
their role as a bridge between the two. 4 Surprise. You are o�en distracted or shocked. Life
never ceases to surprise you!
C REATING A C ONDUIT 5 Sadness. You o�en feel bummed, miserable, or
disconnected. Things you care about keep
As you build your conduit, think about the moment fading away.
you discovered your gift. Ask yourself the following 6 Disgust. You are distrus�ng and spiteful. You focus
questions to help flesh out your character. For each on what’s wrong with everyone and everything.
question, you may roll on the table, choose one of the 7 Anger. You are irritable and easily agitated. The
options, or make up your own answer. world won’t get out of your way.
The spirits you naturally bond with are those asso- 8 An�cipa�on. You are alert, curious, and focused.
ciated with the emotions you feel most strongly, and You are prepared for any challenge.
they are a key aspect of roleplaying your conduit.
Quick Build
W��� ��� �� ���� �� �������� ���� ����? You can create a conduit quickly by following these
d6 Experience suggestions. First, make Strength your highest score.
1 Terrible. Your powers made you a pariah. You Your next-highest score should be Wisdom. Second,
wish you never got them. choose the folk hero or hermit background.
2 Your powers gave your life meaning. This is
something only you can do.
3 Your first experience with your powers was scary,
but you were fortunate to have a mentor to guide
you and teach you about the Spirit Realm.
4 You were ashamed of your powers, so you
ignored them or kept them secret, hoping they
would disappear.
5 People worshiped you when you revealed your
gi�, and you took advantage of them.
6 You felt powerful and capable. You decided to
hone your gi�s and learn to control them so you
can achieve your personal goals.

H�� ��� ���� ���������� ���� ������� ��������


����� ���� �������?
d6 Experience
1 You encountered a �ny spirit of joy along the way.
It follows you around and cheers you up when
you are sad.
2 A par�cularly vicious spirit started haun�ng you.
It wants to overpower you and take your body.
3 You le� home to hunt a spirit that have harmed
your loved ones. You must stop it before it inflicts
the same pain on someone else’s family.
4 Your a�empts to mediate between spirits and
men went terribly wrong, leaving several
casual�es.
5 You solved a crisis in your hometown thanks to
your abili�es.
6 You found a site of spiritual power, and made a
promise to the great spirit that resides in it.

Book of Spirits Sample 13


T�� C������
Level Proficiency Features Unlocked Prepared — Spell Slots per Spell Level —
Bonus Aspects Spells
1st 2nd 3rd 4th 5th
1st +2 Spirit Sense, Mys�c Vitality, Spellcas�ng — 2 2 — — — —
2nd +2 Figh�ng Style, Spirit A�unement 3 3 2 — — — —
3rd +2 Project Awareness, Spiritual Creed 3 4 3 — — — —
4th +2 Ability Score Improvement 3 5 3 — — — —
5th +3 Extra A�ack 3 6 4 2 — — —
6th +3 Spirit Lash 3 6 4 2 — — —
7th +3 Spiritual Code Feature 4 7 4 3 — — —
8th +3 Ability Score Improvement 4 7 4 3 — — —
9th +4 — 4 9 4 3 2 — —
10th +4 Spiritual Empowerment 4 9 4 3 2 — —
11th +4 Spiritual Code Feature 4 10 4 3 3 — —
12th +4 Ability Score Improvement 5 10 4 3 3 — —
13th +5 — 5 11 4 3 3 1 —
14th +5 Spirit Step 5 11 4 3 3 1 —
15th +5 Spiritual Code Feature 5 12 4 3 3 2 —
16th +5 Ability Score Improvement 5 12 4 3 3 2 —
17th +6 — 6 14 4 3 3 3 1
18th +6 Veil-Piercing Gaze 6 14 4 3 3 3 1
19th +6 Ability Score Improvement 6 15 4 3 3 3 2
20th +6 Spirit Mastery 6 15 4 3 3 3 2

C LASS FEATURES P ROFICIENCIES


As a conduit, you gain the following class features. Armor: Light armor, medium armor, heavy armor, shields
Weapons: Simple weapons, martial weapons
H IT P OINTS Tools: None
Saving Throws: Strength, Wisdom
Hit Dice: 1d10 per conduit level
Skills: Choose two from Arcana, Athletics, Insight,
Hit Points at 1st Level: 10 + your Constitution
Perception, Medicine, Persuasion, and Religion.
modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Con- E QUIPMENT
stitution modifier per conduit level after 1st
You start with the following equipment, in addition to
Multiclassing and the Conduit the equipment granted by your background:
If your group uses the multiclassing rules in the • a martial weapon and a shield
Player’s Handbook, here’s what you need to know if • (a) a light crossbow and 20 bolts or (b) or 2 handaxes
you choose conduit as one of your classes. • (a) a dungeoneer’s pack or (b) an explorer’s pack
Ability Score Minimum. As a multiclass character, • Chain mail and a spiritual focus
you must have a score of at least 13 in the conduit’s
primary abilities— Wisdom and Strength—to take a S PIRIT S ENSE
level in this class or to take a level in another class if
you are already a Conduit. You have attuned your senses to the rhythms of the
Multiclassing Proficiencies. When you gain your Spirit Realm. As a bonus action, you can expand your
first level in the conduit class, you gain proficiency awareness to perceive anomalies. Until the end of
with light armor, medium armor, heavy armor, shields, your next turn, you can see 60 feet into the Spirit
simple weapons, and martial weapons. Realm (or the Material Plane if you are in the Spirit
Spell Slots. Add half your levels (rounded up) in the Realm), and you and sense the presence of invisible
conduit class to the appropriate levels from other creatures within 60 feet of you, but not their number
classes to determine your available spell slots. or location. Additionally, you sense magical influences
on creatures you can see within the same range; you
know whether a spell or ability causes each of them to
have the charmed or frightened condition.

14 Book of Spirits Sample


You can use this feature a number of times equal to Spell attack modifier = your proficiency bonus +
your Wisdom modifier (a minimum of once). When your Wisdom modifier
you finish a long rest, you regain all expended uses.
R ITUAL C ASTING
M YSTIC V ITALITY You can cast a conduit spell as a ritual if that spell has
You are brimming with life force. You have one the ritual tag and you have the spell prepared.
additional Hit Dice that you can use to regain hit S PELLCASTING F OCUS
points when resting or to power some features of this
You can use a spiritual focus as a spellcasting focus
class. You gain one additional Hit Dice when you
for your conduit spells.
reach levels 6, 11, and 17.
Additionally, you can sacrifice some of your essence C ONDUIT S PELL L IST
to rapidly heal your body. As a bonus action, you can Here’s the list of spells you consult when preparing
spend one or more of your Hit Dice, up to half your your conduit spells. The list is organized by spell level,
conduit level (rounded up). For each Hit Die you spend not character level. If a spell can be cast as a ritual, it
this way, roll the die and add your Constitution modi- appears with the ritual tag after the spell’s name.
fier to it. You regain hit points equal to the total.

S PELLCASTING 1st level Nondetec�on


Remove Curse
Bane
You have learned to harness spiritual energy to cast Bless Speak with Dead
spells. Command Spirit Guardians
Detect evil and good Tongues
P REPARING AND C ASTING S PELLS Detect magic (ritual) Water breathing (ritual)
The Conduit table shows how many spell slots you have Feather fall
to cast your conduit spells. To cast one of your conduit Hex 4th level
spells of 1st level or higher, you must expend a slot of Jump Arcane eye
the spell’s level or higher. You regain all expended spell Protec�on from evil and good Banishment
slots when you finish a long rest. Shield of faith Confusion
You prepare the list of conduit spells that are available Dimension door
for you to cast, choosing from the conduit spell list. 2nd level Freedom of movement
When you do so, choose a number of conduit spells Calm emo�ons Locate creature
equal to your Wisdom modifier + half your conduit level, Enhance ability Stoneskin
rounded down (minimum of one spell). The spells must Find Steed
be of a level for which you have spell slots. Lesser restora�on 5th level
For example, if you are a 5th-level conduit, you have Levitate Contact Other Plane (ritual)
four 1st-level and two 2nd-level spell slots. With a Locate object Hold monster
Wisdom of 14, your list of prepared spells can include Misty step Scrying
four spells of 1st or 2nd level, in any combination. If you Protec�on from poison Telepathic bond (ritual)
prepare the 1st-level spell Bless, you can cast it using a See invisibility Wall of force
1st-level or a 2nd-level slot. Casting the spell doesn’t Warding bond
remove it from your list of prepared spells.
You can change your list of prepared spells when you 3rd level
finish a long rest. Preparing a new list of conduit spells Blink
requires time spent in deep meditation: at least 1 Dispel magic
minute per spell level for each spell on your list. Elemental weapon
Fly
S PELLCASTING A BILITY Gaseous form
Wisdom is your spellcasting ability for your conduit Haste
spells. Your understanding of yourself and the spirit
world allows you to wield these powers with greater
control. You use your Wisdom whenever a conduit F IGHTING S TYLE
spell refers to your spellcasting ability. In addition, you
use your Wisdom modifier when setting the saving At 2nd level, you adopt a style of fighting as your spe-
throw DC for a conduit spell you cast and when cialty. Choose one of the following options. You can’t
making an attack roll with one. take a Fighting Style option more than once, even if
you later get to choose again.
Spell save DC = 8 + your proficiency bonus + your
Wisdom modifier

Book of Spirits Sample 15


A RCHERY A SPECT S PELLS
You gain a +2 bonus to attack rolls you make with Each spirit aspect has a list of spells—its aspect
ranged weapons. spells—that you can access while you are attuned to
it. Your conduit level determines which spells are
D EFENSE available to you, as specified in the spirit aspect
While you are wearing armor, you gain a +1 bonus to AC. description. These spells are prepared while you are
attuned to that aspect, and don’t count against the
D UELING number of spells you can prepare each day.
When you are wielding a melee weapon in one hand If you gain an aspect spell that doesn’t appear on the
and no other weapons, you gain a +2 bonus to damage conduit spell list, the spell is nonetheless a conduit
rolls with that weapon. spell for you.
G REAT W EAPON F IGHTING S PIRIT A CTIVATION
When you roll a 1 or 2 on a damage die for an attack You can use Spirit Activation to activate the effect
you make with a melee weapon that you are wielding from a spirit aspect you are attuned to, as described in
with two hands, you can reroll the die and must use the spirit aspect description. You can use Spirit Acti-
the new roll. The weapon must have the two-handed vation twice. When you finish a long rest, you regain
or versatile property for you to gain this benefit. all expended uses.
Some Spirit Activation effects require saving
P ROTECTION
throws. When you use such an effect, the DC equals
When a creature you can see attacks a target other
your conduit spell save DC.
than you that is within 5 feet of you, you can use your
reaction to impose disadvantage on the attack roll. P ROJECT A WARENESS
You must be wielding a shield.
Starting at 3rd level, you can send your senses
S PIRIT A TTUNEMENT through the Spirit Realm to scout nearby locations.
By spending 1 uninterrupted minute in con-
When you reach 2nd level, you learn how to merge
centration (as if you were concentrating on a spell),
with spirits and channel their power. Each spirit has
you create an invisible sensor at a point within 60
its own spirit aspect that you can attune to.
feet of you in a location familiar to you (a place you
U NLOCKED A SPECTS have visited or seen before), or in an obvious
When you gain this feature, pick three spirit aspects to location that is unfamiliar to you (such as behind
learn, choosing from the “Conduit Spirit Aspects” the door, around the corner, or one floor above
section at the end of the class’s description. When you you). You see and hear through the sensor, but
reach certain levels in this class, you learn additional while you do, you have the deafened and blinded
spirit aspects, as shown in the Unlocked Aspects conditions with regard to your own senses. The
column of the Conduit table. sensor lasts for 1 minute, or until you break con-
Whenever you gain a level in this class, you can replace centration. A creature that can see the sensor (such
one of the spirit aspects you know for a different one. as a creature benefitting from see invisibility or
truesight) sees a luminous, intangible orb about the
S PIRIT M ELDING size of your fist.
Whenever you finish a long rest, you can meditate and You can use this feature a number of times equal
summon a spirit that aligns with one of your unlocked to your Wisdom modifier (minimum of once), unless
spirit aspects. You magically merge with the spirit, and you spend a Hit Die to use it again. When you finish
become attuned to that aspect. a long rest, you regain all expended uses.
While you are attuned to an aspect, you have
access to its aspect spells and may invoke its spirit S PIRITUAL C ODE
activation. The attunement lasts until the next time When you reach 3rd level, you solidify your role in
you finish a long rest, at which point you can choose the spiritual world and start following it with
a new spirit to merge with. greater conviction. Choose the Code of the Harvest
When you reach 6th level, you can call forth spirits or the Code of Sympathy, as detailed at the end of
that align with two of your unlocked aspects, and you this class’s description.
become attuned to both. Similarly, when you reach Your choice grants you features at 3rd level and
14th level, you can attune to three spirit aspects. again at 7th, 11th, and 15th level.

16 Book of Spirits Sample


A BILITY S CORE I MPROVEMENT Once you have used this feature a number of times
equal to your Wisdom modifier (minimum of once),
When you reach 4th level, and again at 8th, 12th, you can’t use it again until you finish a long rest,
16th, and 19th level, you can increase one ability unless you spend a Hit Die to use it again. When you
score of your choice by 2, or you can increase two finish a long rest, you regain all expended uses.
ability scores of your choice by 1. As normal, you can’t
increase an ability score above 20 using this feature. S PIRIT S TEP
Using the optional feats rule, you can forgo taking
When you reach 14th level, you can briefly assume
this feature to take a feat of your choice instead.
an intangible form, allowing you to cross through
E XTRA A TTACK material objects and creatures. As a bonus action,
your movement speed increases by 10 feet until the
Beginning at 5th level, you can attack twice, instead end of your turn, and you can move through crea-
of once, whenever you take the Attack action on tures and objects as if they were difficult terrain.
your turn. Barriers that block ethereal travel (such as those cre-
ated from spells like Wall of Force or Forcecage)
S PIRIT L ASH block this movement. If you end your turn inside a
When you reach 6th level, the spirits you are attuned creature or object, you are pushed to the nearest
to hex enemies that strike you. Whenever a creature unoccupied space, and take 5 (1d10) force damage.
within 5 feet of you attacks you, you can spend your Once you use this feature, you can’t use it again
reaction to command your spirits to hex it. The target until you finish a short or long rest, unless you spend
becomes cursed until the end of your next turn. a Hit Die to use it again.
While cursed, it subtracts your Wisdom modifier
from the result of any saving throw it makes. V EIL -P IERCING G AZE
Upon reaching 18th level, you see the world as it
S PIRITUAL E MPOWERMENT truly is. You have truesight with a range of 30 feet.
At 10th level, your connection with the Spirit Realm
makes you more resilient. Whenever you make a
saving throw, you may roll a d6 and add the number
rolled to the result.

Book of Spirits Sample 17


S PIRIT M ASTERY
fusion, forcing harvesters to choose a new source
At 20th level, you’ve attained true mastery of the for their attunement each day. While harvesters are
Spirit Realm. sometimes villainized for draining their fused
As a bonus action, you can tap into the primordial spirits dry, they are also the first line of defense
essence that flows through the Spirit Realm. You against malevolent ones. The balance of the Spirit
restore all expended uses of your Spirit Activation, and Realm is fickle, and when left unattended, it can
half of your expended Hit Dice. Once you use this fea- become a danger to everyone.
ture, you can’t use it again until you finish a long rest.
S IPHON P OWER
C ONDUIT S PIRITUAL C ODES Starting when you choose this code at 3rd level, you
A conduit’s gift makes them aware of spiritual learn to draw more power from your fused spirit, and
dilemmas, where the material and Spirit Realms unleash it on foes. You can activate either of the fol-
collide. These conflicts shape their beliefs about the lowing abilities:
Spirit Realm and its inhabitants, and about their role • Essence Blast. As an action, you release a con-
in the grand tapestry of the universe. For some centrated sphere of psychic essence that explodes at
conduits, spirits are a resource to be used in their a point that you can see within 60 feet of you. Each
quest for greatness. Others draw strength from a creature in a 20-foot-radius sphere centered on that
deeper bond with these entities. point must make a Wisdom saving throw. On a failed
A mentor might teach a conduit how to walk a save, a target takes psychic damage equal to 1d10 +
certain path, but most conduits develop their own your conduit level + your proficiency bonus. A target
perspective from hard-earned experience. takes half as much damage on a successful save.
• Essence Coating. As a bonus action, you can imbue
C ODE OF THE H ARVEST one or more melee weapons you are wielding with
Harvesters view spirits as natural resources to be harmful psychic energy. Until the end of your next
used. As one might burn coal or repurpose turn, the reach of your weapons increases by 5 feet,
rainwater, so too can a harvester harness spirits to and half of all damage dealt with the weapons
their ends. Spirits used in this manner are often too (rounded up) becomes psychic damage.
weak to survive after being released from the

18 Book of Spirits Sample


Once you use this feature, you can’t use it again until R AMMING L ASH
you finish a short or long rest, unless you spend a Hit Starting at 7th level, your bond with a fused spirit
Die to use it again. allows it to briefly materialize and shove creatures
that harm you. Whenever you use your Spirit Lash
P ROTECTIVE L ASH feature against a Large or smaller creature, you may
Starting at 7th level, you draw essence from your push the target up to 15 feet away from you.
attuned spirits to protect you from harm. Whenever
you use your Spirit Lash feature, you gain temporary S PIRIT B ULWARK
hit points equal to twice your proficiency bonus. When you reach 11th level, your connection with the
Spirit Realm makes your Protective Field more
M IND B REACH powerful, keeping enemies at bay. The barrier is con-
When you reach 11th level, you hone your ability to sidered difficult terrain for creatures that are hostile
harm others with your spirit’s power. When a crea- to you. Whenever such a creature attempts to move
ture fails the saving throw to resist your Essence into your Protective Field, you can force it to make a
Blast feature, it becomes confused (as with the Con- Charisma saving throw. On a failure, the creature
fusion spell) until the end of its next turn. cannot move into the barrier this turn. On a success,
the creature moves into the field, and is immune to
Additionally, when you hit a creature with a weapon this effect for 24 hours.
imbued with your Essence Coating, it becomes Additionally, whenever you hit a hostile creature inside
vulnerable to psychic damage until the end of its next your Protective Field with an attack, it takes extra psy-
turn, unless it is immune to psychic damage. chic damage equal to 1d6 + your Wisdom modifier.
W RAITH ’ S R EBUKE S PECTRAL S WITCH
At 15th level, you learn how to psychically retaliate At 15th level, your command of the Spirit Realm
against attacks. Whenever a creature targets you allows you to fold space to protect your allies. When
with an attack or spell attack, or forces you to make a a Small or Medium creature within 60 feet of you
saving throw, you can spend your reaction to deal makes a saving throw, you can use your reaction to
psychic damage equal to 3d8 + your proficiency switch places with if it is willing. You must make the
bonus + your Wisdom modifier to the creature.” saving throw instead of the willing creature.
C ODE OF S YMPATHY You can use this feature a number of times equal to
your Wisdom modifier (a minimum of once). When
To follow the code of sympathy is to embrace the you finish a long rest, you regain all expended uses.
Spirit Realm and its residents. Conduits that follow
the code of sympathy are known as sympathizers
because they attempt to fully align with the emotions
C ONDUIT S PIRIT A SPECTS
Conduits merge with spirits to channel their power,
that spirits embody, whether or not the spirits are con-
and the nature of these spirits affects them
sidered good by society. Sympathizers often form long-
profoundly. The powers a spirit grants depends on its
lasting bonds with a single spirit or a select few. These
aspect: the prevalent emotion that defines it.
relationships have a profound effect on the bonded
Emotions have many facets, and each can breed its
spirits. Some grow and evolve, while others merge
own unique spirit. This may become relevant when
with their fellow spirits, becoming new entities.
you choose your spirit aspect. For example, the
P ROTECTIVE F IELD aspect of anger can be achieved by fusing with a
Starting when you choose this path at 3rd level, you spirit of violent rage, but spirits of irritation or
learn how to channel your spirit bond to protect your frustration work just as well. When you choose a
allies. As an action, you can project a protective field Spirit Aspect, think about the characteristics of the
that extends out from you in a 20-foot radius and spirit and how they affect the way you roleplay your
moves with you. When you project the field, choose character.
one damage type from the following: acid, cold, fire, When you reach certain levels in this class, you
lightning, necrotic, poison, psychic, radiant, and may attune with multiple aspects simultaneously (see
thunder. For the duration, each creature of your choice “Spirit Attunement”). You can decide that this means
gains resistance to the chosen damage type whenever you attune to several distinct spirits all at once, or a
it is in the field. The barrier lasts for 1 minute or until single spirit that embodies multiple aspects. For
you are unconscious or dead. example, the aspects of anger and disgust both fit a
Once you use this feature, you can’t use it again until spirit of contempt.
you finish a short or long rest, unless you spend Hit Die to
use it again. You can only project one field at a time. If you
use this ability again, the new field replaces the old one.

Book of Spirits Sample 19


A SPECT OF A NTICIPATION
While you are attuned to the aspect of anticipation,
you have advantage on initiative rolls.

A����������� A����� S�����


Conduit Level Spells
3rd Heroism
5th Aid
9th Crusader’s Mantle
13th Freedom of Movement
17th Dispell Evil and Good

S PIRIT A CTIVATION
As an action, you can expend one spirit activation
and end one of the following conditions on yourself:
blinded, charmed, deafened, or frightened.

A SPECT OF D ISGUST
While you are attuned to the aspect of disgust, you
gain a +1 bonus to all weapon attack rolls.

D������ A����� S�����


Conduit Level Spells
2nd Compelled Duel
5th Crown of Madness
9th S�nking Cloud
13th Banishment
17th Contagion

S PIRIT A CTIVATION
You inspire hatred in a nearby creature, causing
them to lash out. As an action, you can expend a
spirit activation and target a creature within 30 feet
of you that you can see. The target must succeed on
a Wisdom saving throw. A creature automatically
succeeds if it is immune to being charmed. On a
A SPECT OF A NGER failed save, the target is briefly overwhelmed with
While you are attuned to the aspect of anger, add a hatred, and must immediately use its reaction, if
+1 bonus to your weapon damage rolls. available, to make a weapon attack against the crea-
ture nearest to it.
A���� A����� S�����
Conduit Level Spell A SPECT OF F EAR
2nd Thunderous Smite
While you are attuned to the aspect of fear, you gain
5th Sha�er
9th Lightning Bolt
darkvision out to a range of 60 feet. If you already
13th Staggering Smite
have darkvision, its range increases by 60 feet.
17th Destruc�ve Wave
F��� A����� S�����
Conduit Level Spells
S PIRIT A CTIVATION 2nd Wrathful Strike
When you hit a creature with a melee attack, you can 5th Darkness
expend one spirit activation to briefly set your 9th Fear
weapon aflame. Roll a number of d4s equal to your 13th Phantasmal Killer
proficiency bonus. Your attack deals extra fire 17th Insect Plage
damage equal to the total rolled.

20 Book of Spirits Sample


S PIRIT A CTIVATION S������� A����� S�����
You overwhelm a creature’s mind with fear. As a Conduit Level Spells
bonus action, you can expend a spirit activation and 2nd Faerie Fire
target a creature you can see within 30 feet of you. 5th Enthrall
The target must succeed on a Wisdom saving throw. 9th Blink
On a failed save, the target is frightened of you for 1 13th Hallucinatory Terrain
minute. While the target is frightened, you know its 17th Dream
exact location. A frightened creature may repeat the
save at the end of each of its turns to end the effect. S PIRIT A CTIVATION
When a creature you can see within 30 feet of you
A SPECT OF J OY makes a saving throw, you can use your reaction and
While you are attuned to the aspect of joy, you gain expend a spirit activation to to give it advantage on
temporary hit points equal to your Wisdom modifier the save.
whenever you finish a short or long rest.
A SPECT OF T RUST
J�� A����� S����� While you are attuned to the aspect of trust, you gain
Conduit Level Spells a +1 bonus to all saving throws.
2nd Cure Wounds
5th lesser Restora�on T���� A����� S�����
9th Beacon of Hope Conduit Level Spells
13th Aura of Life 2nd Sanctuary
17th Mass Cure Wounds 5th Levitate
9th Protec�on from Energy
S PIRIT A CTIVATION 13th Aura of Purity
As a bonus action, you can heal a creature within 30 17th Circle of Power
feet of you that you can see. Roll a number of d4s
equal to your proficiency bonus. The creature regains S PIRIT A CTIVATION
hit points equal to the total rolled. As a bonus action, you can expend a spirit activation
to end the blinded, frightened, or paralyzed condition
A SPECT OF S ADNESS on one creature you can see within 30 feet of you.
While you are attuned to the aspect of sadness, you have
advantage on saving throws against being charmed.

S������ A����� S�����


Conduit Level Spells
2nd Bane
5th Ray of Enfeeblement
9th Bestow Curse
13th Blight
17th Cloudkill

S PIRIT A CTIVATION
When a creature you can see within 30 feet of you
makes a saving throw, you can use your reaction and
expend a spirit activation to make it roll with
disadvantage.

A SPECT OF S URPRISE
While you are attuned to the aspect of surprise, crea-
tures within 60 feet of you have disadvantage on
Wisdom (Perception) checks. When you attune this
aspect, you can designate any number of creatures
you can see to be unaffected by it.

Book of Spirits Sample 21


22 Book of Spirits Sample
OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000
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2. The License: This License applies to any Open Game Content that contains a notice
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System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors
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END OF LICENSE

Book of Spirits Sample 23

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