Book of Spirits Sample
Book of Spirits Sample
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
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.
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)
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.
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
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.”
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
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.
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.
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.
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.
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.
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