hit dice:
d8
hit points at 1st level:
8 + your Constitution modifier
hit points at higher levels:
1d8 + your Constitution modifier for every level after 1st
armor proficiencies:
Light Armor
weapon proficiencies:
Simple Weapons
tools:
Calligrapher's Tools
saving throws:
Dexterity, Intelligence
skills:
Acrobatics, Arcana, History, Insight, Investigation, Religion, Stealth
starting equipment:
(a) Short Sword or (b) Long Sword or (c) Rapier
(a) Explorer's Pack or (b) Scholar's Pack
Leather armor, Calligrapher's Supplies
spellcasting:
class features:
Listener
Starting at 1st level, a spirit of your choice guides you in your path of the Spirit Caller. The nature and appearance of this spirit is up to you, for it is fabricated for you by the Ethereal plane, but it is always invisible to everyone save for yourself and those you allow to see it. Your choice grants you bonuses in the form of your class resource, Sigils, at 1st, 6th, 9th, 14th and 18th levels, detailed at the end of the class description.
Sigils
Sigils are glyphs that you can craft and summon at any point; each having a different and unique effect. These sigils are made using the necrotic language so that you may communicate with the spirits that grant them to you. The amount of times you can summon a Sigil is listed in the "Prepared Sigils" section of the Spirit Caller Table, and on a short rest you can craft half as many.
Sigil Limit. The Sigil Limit tells you how many different Sigils you can craft for use per day. Your Sigil limit increases as shown in the table. In the description of each Sigil you can find the amount of times it can be used, and the length that each Sigil can remain in effect. If a sigil refers to your Intelligence DC, the number it refers to is 10 + your Proficiency Bonus + your Intelligence Modifier
Separate
At 2nd level, you can stare directly into the souls of the living and place a metaphysical wall between the body and spirit. As a bonus action, you choose one creature you can see within 30 feet of you, that creature must make a Wisdom saving throw against your Intelligence DC; On a failed save, that creature takes 1d6 psychic damage.
Pulled from the Edge
At 3rd level, you can briefly grant people passage from the world beyond. As an action, you can touch a willing creature that has fallen unconscious. That creature must succeed on a DC 15 Wisdom saving throw against your Intelligence DC. On a success, they are brought back with half of their total hit points. On a failure, they are brought back with only a quarter of their total hit points, and a permanent scar somewhere on their body in the shape of your hand. Once you use this feature, you can't use it again until you finish a long rest.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, and 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Transparency
At 7th level the Ethereal Weave flows through your body. In dim light or darkness you have advantage on stealth checks, as most would see right through you.
Spiritual Influence
At 10th level you start to lose your physical form. You may cast Invisibility on one creature. At 15th level this increases to two creatures and at 18th level this increases to three creatures. Once you use this feature, you must take a long rest before you can use it again.
Sigil Maker
At 13th level you master the basics of your Sigils. You can use Calligrapher's supplies to make weaker versions of them for others to use. You must spend a short rest to imbue the Sigil into the object with a (DC = 20 - INTMOD) Intelligence check. You can make up to your intelligence modifier of Extra Sigils. Once the Sigil is used, it destroys the object it was drawn on. If it is a weapon or piece of armor, it is rusted to scrap metal. If it is any piece of wood, it combusts. If it is stone or similar material, it is crumbled. This Sigil marking can be broken or interrupted if the item holding the boundary is destroyed or damaged in any way that affects the mark. e.g. The paper is torn or drawn on. The metal is heated or chipped.
Ethereal Feast
At 20th level, if a target has less than 100 hit points, you can force them to make a Wisdom saving throw against your Intelligence DC. On a success, they are unaffected. On a failure, they are converted into material for Spirits to feed upon. Spirits from the Ethereal Plane will swarm and tear the victim apart. After they have consumed the victim, they will provide 5d10 hit points to you and up to 10 creatures of your choice.
subclass options:
Listener of the Natural World
Sometimes, the spirit that answers the Caller's plea is not of any civilized society. They adhere to Nature's Law, and pass on their Sigils to you to do the same.
Water Sigil. At 2nd level your body feels more fluid. You gain a +1 to your AC for 1 minute. You may activate this Sigil three times before needing to restore it with a rest. (Sigil Maker: You may only activate This Sigil Once.)
Fire Sigil. At 6th level, flames burn around your weapons. You add 1d4 fire damage to your weapon attacks. This damage increases to 1d6 at 7th level, 1d8 at 11th and 1d10 at 15th level. You may activate this Sigil three times before needing to restore it with a rest. (Sigil Maker: You may roll the same dice but apply half damage to your attack. You may only use this Sigil once.)
Earth Sigil. At 9th level, earth and rocks cling to your skin. You gain temporary hit points equal to your Spirit Caller level + your Intelligence Modifier at the start of each of your turns for 3 turns before needing to restore it with a rest. (Sigil Maker: You may only restore health at the beginning of the turn on which you activate this Sigil.)
Air Sigil. The spirits of the wind enter your mind, showing you the opportune times to strike and to move. At 14th level, you do not provoke opportunity attacks, and you can use your reaction to make an attack any time another creature makes an attack against a target other than you. You can use this 6 times before needing a rest. (Sigil Maker: You may use this 3 times.)
Lightning Sigil. You have the ability to produce true lightning starting at 18th level. This lightning is entirely disconnected from the Weave, and does 10d10 damage. (Sigil Maker: The damage is halved)
Lightning Sigil. You have the ability to produce true lightning starting at 18th level. This lightning is entirely disconnected from the Weave, and does 10d10 damage. (Sigil Maker: The damage is halved)
Listener of the World of Combat
The world has seen many wars, and many warriors have fallen over time. Sometimes, the spirit does not tire of combat, and longs to continue the fight long after death.
Wrap from Beyond Sigil. At 2nd level, the Ethereal Weave loans itself to you, and wraps around a weapon of your choice. For 3 rounds, your weapon deals an additional 1d8 Necrotic damage. Damage increases to 2d8 at 6th level, 3d8 at 9th level, 4d8 at 14th level, and 5d8 at 18th level. (Sigil Maker: The damage is halved.)
Round Two Sigil. At 6th level, when you would be reduced to zero hit points, you can make a Constitution saving throw, DC = equal to half of the damage taken. If you succeed, you are reduced to 1 hit point instead, and you do not fall unconscious. You also gain +10ft of movement speed and +1 to attacks for 2 rounds. (Sigil Maker: You gain 1 hit point and remain conscious, but gain none of the other benefits.)
Champion Sigil. At 9th level, you gain +2 AC, an extra action, as well as an added 1d4 damage to all of your attacks. This lasts 5 rounds and can be used 3 times. (Sigil Maker: This may only be used once.)
Eye for a Body Sigil. Starting at 14th level, the spirits can take some of the hits for you, and return them tenfold. As a reaction, you can reduce the damage of one attack, and next 3 attacks you launch will do critical damage. (Sigil Maker: This effect only applies to 1 attack.)
Crowdbreaker Sigil. Starting at 18th level, you can surround yourself with a whirlwind of spirits that attack all nearby enemies. Enemies within 30 feet of you must make a Dexterity saving throw or take 4d10 slashing damage. (Sigil Maker: Damage is halved.)
Level | Pro | Features | Sigils |
---|
1st | +2 | Sigils, Listener | - |
2nd | +2 | Separate | 1 |
3rd | +2 | Pulled from the Edge | 2 |
4th | +2 | Ability Score Improvement | 2 |
5th | +3 | - | 3 |
6th | +3 | Listener's Boon | 3 |
7th | +3 | Transparency | 4 |
8th | +3 | Ability Score Improvement | 4 |
9th | +4 | Listener's Boon | 4 |
10th | +4 | Spiritual Influence | 4 |
11th | +4 | - | 4 |
12th | +4 | Ability Score Improvement | 4 |
13th | +5 | Sigil Maker | 5 |
14th | +5 | Listener's Boon | 5 |
15th | +5 | Spiritual Influence Upgrade | 5 |
16th | +5 | Ability Score Improvement | 5 |
17th | +6 | - | 6 |
18th | +6 | Listener's Boon | 6 |
19th | +6 | Spiritual Influence Upgrade | 6 |
20th | +6 | Ethereal Feast | 7 |