Gnomes2169
2015-05-25, 06:04 AM
The third part of Blood, Bone and Spirit, I present to you the Wandering Spirit. As this is my first time making a spellcaster, I predict that hilarity will ensue in some way or another...
http://www.everythingunderthemoon.net/images/spirits/A_Fairy_by_TearsoOfAnAngel.jpg
Pictures are not mine and will be removed on request
Restless spirits A wandering spirit is a relatively unique creature, and even among other specters they are something different. Wandering spirits are the souls of those who have fallen in violent, often sudden and unjust ways who have unfinished business that they have yet to attend to. The thing is, unlike other lost and suffering souls, such as the ghost or banshee, a wandering spirit not only knows what this purpose is, but their desire and will are powerful enough that they can survive after their task is complete, building new paths and new destinies. Not only that, but their souls form a true body, a physical shell that brings them closer to life than death, and that allows them to touch, smell, hear, feel and even taste if they so desire. Called to danger and the woes of the living, a wandering spirit can often be found at the outskirts of cities and society, just waiting for their chance to enter and build a new life, or searching for some problem that they can solve.
Repetition in undeath: Of course, the violence that comes with death and returning as one of the undead has changed some parts of their lives, chief among them being how the emotions of a wandering spirit work. Ranging from cold and heartless to burning and passionate, a wandering spirit is far more strongly aligned with such extremes than others beings. Very few act differently from how they did in life, but they act almost as a caricature of their past selves. A kind man who struggled with a gambling addiction would go through the motions of a game of chance whenever it came up, almost without thinking about it, and then donate what winnings they earned to some kind of charity or another, but would derive no joy from the acts. To them, these things and this personality are just the way they are "supposed" to be, and they wear their former lives like an actor in a play. It often takes years, but eventually a wandering spirit can realize that they are not bound or confined to how they acted in life, and they can build a new sense of self or re-learn why they enjoyed what they did in life. Until such a time as they learn how to do so, however, their actions seem and feel... hollow.
Fractured souls A wandering spirit is a soul that has forced itself back into the world of the living, and while this mere act demonstrates their power, it also has left its marks on their body. When a spirit dies, it gives off fragments of power and essence, casting them into the world and the ethereal plane. The wandering spirit, caught in a perpetual state of transition between life and death, is constantly shedding these shards and drawing others to themselves. They feel a natural connection to these fragments of spirit and life, and can use them to draw upon the powers of the ethereal plane in multiple different displays of magical ability. As well, their own spirits and the reason for their return influence their ability to manipulate these shards, giving them the ability to use the spiritual fragments for purposes beyond what the ethereal plane itself can offer.
LevelProficiencyClass featureSoul shardsCantrips KnownSpells known123456789
1+2Risen feature, spellcasting, risen feature, undead traits1222--------
2+2Soul charged2233--------
3+2Spectral guise22442-------
4+2Ability score increase33543-------
5+3Shard collector336432------
6+3Risen feature437433------
7+3--4384332-----
8+3Ability score increase5394333-----
9+4--531043331----
10+4Risen feature641143332----
11+4Risen vitality6412433321---
12+4Ability score increase7412433321---
13+5Weightless74134333211--
14+5Risen feature84134333211--
15+5--841443332111-
16+5Ability score increase951443332111-
17+6--9515433321111
18+6Hollow shell10515433331111
19+6Ability score increase10515433332111
20+6Ascendance11515433332211
Class features
Hit points
Hit dice: 1d6 per level of Wandering Spirit.
Hit points at 1st level: 6+your constitution modifier.
Hit points at higher levels: 1d6+your constitution modifier or 4+your constitution modifier.
Proficiencies:
Armor: Light armor
Weapons: Simple weapons
Saving throws: Dexterity and charisma
Skills: Choose any two of arcana, deception, history, intimidation, nature, perception, religion, stealth
Quick build
You can make a wandering spirit quickly by following these suggestions. First make charisma your highest ability score, followed closely by dexterity or constitution. Second, choose sage, acolyte or time lost (http://www.giantitp.com/forums/showthread.php?374091-5e-Background-Time-lost&p=18175973#post18175973) as your background.
Equipment
(a) A quarterstaff and sling with 20 bullets or (b) two daggers and a light crossbow with 20 bolts
(a) A component pouch or (b) an arcane focus
(a) A dungeoneer's pack or (b) an explorer's pack or (c) a priest pack
Leather armor and a simple weapon
Soul shards: When a body dies, or when a spirit walks the world, they leave small fragments of a soul's essence behind. Starting at level 1, you can attract and harness these shards to do your will. Whether you use the shards your own body generates or bend the drifting shards in the world to your will, these fragments are used to power your spells and abilities, and can be expended in an increasing number of ways. The number of soul shards you possess is shown on the level progression table. You recover all expended soul shards at the end of a long rest.
Spellcasting: Starting at level 1 your control over the shards your own fragmented soul begins. See chapter 10 and 11 of the player's hand book for general rules of spellcasting.
-Cantrips: You learn two cantrips of your choice from the wandering spirit spell list. You learn an additional cantrip of your choice at levels 4, 10 and 16.
-Spell slots: The wandering spirit spellcasting table shows how many spell slots you have to cast your spells of first level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all spell slots at the end of a long rest.
-Spells known: You know two 1st level spells of your choice from the wandering spirit list. You learn more spells at the levels shown on the wandering spirit Spellcasting table, each of which must be for a spell level of which you have a slot to cast. For instance, once you reach level 7 in this class, you may learn one new 1st through 4th level spell.
Whenever you gain a level in this class, you may exchange one of your spells known for another spell of your choice. New spells gained in this manner must be chosen from the wandering spirit spell list.
-Spellcasting: Charisma is your spellcasting ability for your wandering spirit spells.
Risen feature: At level 1 you choose the reason for your return. You choose from one of the subclasses detailed at the end of this post, granting you certain abilities depending on your chosen subclass. At levels 6, 10 and 14 you gain additional subclass features.
Undead traits: While not exactly undead, you do closely resemble them in structure, and you possess many similar traits. Starting at level 1, you are counted as undead for the purpose of spells and abilities, you have resistance to poison damage, and you are immune to the charmed condition.
Soul powered: Starting at level 2 you are able to tap into your excess soul shards to power your spells. You may spend shards as a bonus action to recover previously spent spell slots, regaining a spell slot for a number of soul shards as listed in the table below. You are not able to exchange spell slots for soul shards, the trade only goes one way.
Spell slot level recoveredSoul shards cost
11
22
33
45
56
Spectral guise: Starting at level 3 you may momentarily make your body translucent by partially entering the ethereal plane. By spending 1 soul shard as an action, you may ignore all difficult terrain and enemies may not make opportunity attacks against you for moving out of their reach for one minute. Maintaining this effect requires your concentration.
Ability score increase: At level 4 you may choose an ability score to permanently increase by 2, or you may increase 2 scores by 1. If you are using the feat variant, you may instead gain a feat. You gain additional ability score increases at levels 8, 12, 16 and 19.
Shard collector: Starting at level 5, you are able to reap shards from the victims of your magic. When you kill a creature with one of your spells, you may use your reaction to regain a number of soul shards equal to your proficiency bonus. You must complete a short or long rest to regain use of this ability.
Risen Vitality: Upon reaching level 11 you have adapted to the odd balance of positive and negative energy powering your form completely. You gain resistance to both necrotic or radiant damage. If you would take damage from one of these damage types, you may spend 2 soul shards as a reaction to gain immunity to that damage type until the beginning of your next turn and instead recover an amount of hit points equal to half the damage that source would normally deal.
Weightless: At level 13 your mind finally comprehends that you are a spirit, and thus lighter than air. You gain a fly speed equal to your movement speed, become immune to the prone condition, and do not fall unless you choose to. In addition, do not take falling damage, and you do not set off pressure plates or scales that you step on.
Hollow shell: Starting at level 18 you finally master the ability to shift and change your body. As an action, you may spend 4 soul shards to turn invisible and enter the ethereal plane for 10 minutes. While invisible, you may move through creatures and objects freely without disturbing them, and only true sight can detect you. You have true sight out to 60 feet while in this state, but are blind beyond it. If you cast a spell or make an attack against a creature, the invisibility ends and you reappear in the material plane. As an action, you may re-enter the ethereal plane and become invisible again. Maintaining this effect requires your concentration.
Ascendance: Upon reaching level 20 you reach the height of your mastery, allowing you to escape from death again and again. You create a gem or piece of jewelry that acts much like a lich's phylactery, drawing in and storing your soul if ever you should die. Your body will be re-created from this gem after a week. If an ally has possession of this gem, they may use it in place of your body for purposes of resurrection magic, recreating your body much more quickly. You may not cast any spells with somatic, verbal or material components while trapped in this gem.
If your phylactery is destroyed, you may create a new one by performing an intensive ritual. As part of this ritual, you must sacrifice a gem or piece of jewelry worth at least 5,000 gold and expend at least 11 soul shards every day you spend on performing the ritual. You must spend 30 days on the creation of this item, though these days do not have to be consecutive. You must spend 8 consecutive hours working on infusing and crafting your new phylactery for every day that counts towards this ritual. You may add your own material resources and other sacrifices to the ritual to hasten it; Often lives, treasure and other materials go into this process. Your DM will determine how much this can hasten the ritual.
Risen subclasses
http://vignette2.wikia.nocookie.net/monster/images/c/ce/Real_wraith.jpg/revision/latest?cb=20110201024741
Reborn through fear and study, the dread necromancer is a dark being of magic. More than any other wandering spirit, a dread necromancer's creation is no accident. Many are products of a necromancer or lich's creation, tormented and terrified spirits bound to suffer within the world, while others are necromancers who "ascend" into this state by absorbing the fear of others, and there is yet another way... Though down that one lies a darkness so black that it would even chill the heart of a solar. Whatever methods go into their creation, the dread necromancer is a master of fear, and manipulates the energies of death in ways that necromancers can only dream of.
LevelBonus spells known
1False Life, Ray of Sickness
3Darkness, Gentle Repose
5Animate Dead, Fear
7Blight, Death Ward
9Contagion, Insect plague
Deathless endurance: Starting at level 1, your maximum hitpoints increase by 2. Every level of Wandering Spirit you take after the first increases your maximum hitpoints by a further 2.
Touch of death: Your necromantic spells are able to chill foes, temporarily staggering them. Starting at level 1, when you damage a creature with a spell from the school of necromancy, or a creature fails a saving throw against a one of your necromancy spells, you may spend 1 soul shard to reduce their movement speed by 10ft and force disadvantage on their ability checks until the end of your next turn. If there are multiple targets of your spell that qualify for this ability, you must pay to impose this penalty on each of them separately.
Corpse crafter: When you create an undead creature, it is far superior to that of a lesser necromancer's. Starting at level 6 undead that you create have the following benefits:
Undead you gain a +1 bonus on Attack rolls.
Undead you create add your proficiency bonus to their weapon damage rolls.
Undead that you create have their movement speed increased by 5ft.
Necrotic aura: Starting at level 10 you begin to exude an aura of power that makes your undead more hearty. You may spend 3 soul shards as a bonus action to grant friendly undead creatures within 30ft of you gain 10 temporary hit points at the start of each round for one minute, and you can command your undead in this area as a free action.
Primal terror: The fear you instill in the hearts of others strikes at their very souls. Starting at level 14 when you cast spells like the spell fear or weird that inflict the frightened condition, you double its initial area of effect. Additionally you may spend 4 soul shards after you cast the spell, allowing you to inflict the frightened condition on creatures usually immune to the condition and making the spell into a persistent aura that emanates 30ft from you as long as you concentrate on maintaining it.
http://apollo-na-uploads.s3.amazonaws.com/1419589065190/XeharaClassic.jpg
Leaders, geniuses, men and women of great worth who died long before their time. The shepherd of souls is a being who exudes confidence and control. Able to call the souls of others to their service, a shepherd of souls is a very social being and can inspire the hearts of the living and the dead alike.
LevelBonus spells known
1Bless, unseen servant
3Spiritual Weapon, Warding Bond
5Conjure Animals, Phantom Steed
7Conjure Minor Elementals, Conjure Woodland Beings
9Conjure Elemental, Planar Binding
Bonus Cantrip: Starting at level 1 you know the cantrip Thaumaturgy. This counts as a Wandering Spirit cantrip.
Voice of the Shepherd: When you call, the souls of others cannot help but listen. Starting at level 1 you may enter a psuedo-divine state where your words carry extra weight. By spending 1 soul shard as an action, you gain advantage on charisma checks for one minute. Maintaining this effect requires concentration.
Vitality boost: When you summon a creature, you can expend a few of your shards to increase their endurance. Starting at level 6, when you cast a conjuration spell that summons an actual creature, you may spend up to 6 soul shards. For each shard you spend, you grant the creatures you summon 5 bonus maximum hit points.
Shard generator: Starting at level 10, the maximum amount of soul shards you may possess is increased by your charisma modifier.
Shepherd's call: You are capable of summoning more minor creatures to your side. Starting at level 14, when you cast a summoning spell that summons creatures, you may spend 4 soul shards to double the number of creatures summoned. The maximum CR of summoned creatures that may be doubled in this way is 5.
http://cdn.fallensword.com/creatures/74345bc00e1244d88aa9365afa1a983465.jpg
Pain. Suffering. Wrath... Revenge. These are the things that these poor, tormented souls have returned to inflict. A spirit of vengeance suffered long before their unjust death, burnt and broken again and again until the thought of vengeance was all that remained for them... And that vengeance drove them beyond death's reach. Their seathing wrath comes out in powerful bouts of destruction, burning and blasting their foes beyond all recognition. They bend these powers in the defense of what few possessions and individuals they have remaining, jealously guarding them and bringing terrible ruin on those who would dare attempt to take these precious things away.
LevelBonus spells known
1Hellish Rebuke, Thunderwave
3Scorching Ray*, Shatter
5Bestow Curse, Fireball
7Blight, Wall of Fire
9Animate Objects, Cloudkill
*May be exchanged for Aranganzar's Scorcher if the Elemental Evil companion is being used.
Bonus Cantrip: Starting at level 1 you know the cantrip Firebolt. This counts as a Wandering Spirit cantrip.
Searing hate: Your wrath and power allows you to bend your soul shards to a far more... destructive conclusion. Starting at level 1, you may spend 1 soul shard whenever you cast a damage-dealing a spell to increase the damage dealt by your proficiency bonus. You must spend a number of soul shards equal to the level you cast the spell to activate this effect. On spells that have multiple targets such as fireball, the damage increase applies to only one of your targets. On a spell like scorching ray or magic missile, your proficiency bonus is added to only one of your attacks or projectiles. Lingering spells, such as wall of fire, have their damage increased for their entire duration.
Potent cantrips: Starting at level 6 you increase the damage dealt by your cantrips by your charisma modifier.
Vengeful spike: If an enemy damages you or one of your precious allies, you are more than happy to bring down blazing vengeance upon their heads. Starting at level 10 when an enemy damages you or an ally within 60ft of you, you may spend 3 soul shards as a reaction to mark the enemy with a Sigil of Vengeance. Until the end of your next turn you have advantage on attack rolls and indimidation checks against the target, and they have disadvantage on saving throws against your spells.
All consuming wrath: Your rage extends to all of your spells, allowing all of them to be lethal weapons. Starting at level 14, when you cast a spell that does not require concentration, you may spend 3 soul shards to inflict 3d10 fire damage to all affected creatures in addition to the spell's other effects.
Alternately, when you cast a concentration spell, you may spend 3 soul shards to add the infliction of 2d10 fire damage to any targets who comes under the spell's effects. As long as you maintain concentration on this spell, any targets under the spell's effects will be dealt 1d10 fire damage at the beginning of their turn.
http://www.everythingunderthemoon.net/images/spirits/A_Fairy_by_TearsoOfAnAngel.jpg
Pictures are not mine and will be removed on request
Restless spirits A wandering spirit is a relatively unique creature, and even among other specters they are something different. Wandering spirits are the souls of those who have fallen in violent, often sudden and unjust ways who have unfinished business that they have yet to attend to. The thing is, unlike other lost and suffering souls, such as the ghost or banshee, a wandering spirit not only knows what this purpose is, but their desire and will are powerful enough that they can survive after their task is complete, building new paths and new destinies. Not only that, but their souls form a true body, a physical shell that brings them closer to life than death, and that allows them to touch, smell, hear, feel and even taste if they so desire. Called to danger and the woes of the living, a wandering spirit can often be found at the outskirts of cities and society, just waiting for their chance to enter and build a new life, or searching for some problem that they can solve.
Repetition in undeath: Of course, the violence that comes with death and returning as one of the undead has changed some parts of their lives, chief among them being how the emotions of a wandering spirit work. Ranging from cold and heartless to burning and passionate, a wandering spirit is far more strongly aligned with such extremes than others beings. Very few act differently from how they did in life, but they act almost as a caricature of their past selves. A kind man who struggled with a gambling addiction would go through the motions of a game of chance whenever it came up, almost without thinking about it, and then donate what winnings they earned to some kind of charity or another, but would derive no joy from the acts. To them, these things and this personality are just the way they are "supposed" to be, and they wear their former lives like an actor in a play. It often takes years, but eventually a wandering spirit can realize that they are not bound or confined to how they acted in life, and they can build a new sense of self or re-learn why they enjoyed what they did in life. Until such a time as they learn how to do so, however, their actions seem and feel... hollow.
Fractured souls A wandering spirit is a soul that has forced itself back into the world of the living, and while this mere act demonstrates their power, it also has left its marks on their body. When a spirit dies, it gives off fragments of power and essence, casting them into the world and the ethereal plane. The wandering spirit, caught in a perpetual state of transition between life and death, is constantly shedding these shards and drawing others to themselves. They feel a natural connection to these fragments of spirit and life, and can use them to draw upon the powers of the ethereal plane in multiple different displays of magical ability. As well, their own spirits and the reason for their return influence their ability to manipulate these shards, giving them the ability to use the spiritual fragments for purposes beyond what the ethereal plane itself can offer.
LevelProficiencyClass featureSoul shardsCantrips KnownSpells known123456789
1+2Risen feature, spellcasting, risen feature, undead traits1222--------
2+2Soul charged2233--------
3+2Spectral guise22442-------
4+2Ability score increase33543-------
5+3Shard collector336432------
6+3Risen feature437433------
7+3--4384332-----
8+3Ability score increase5394333-----
9+4--531043331----
10+4Risen feature641143332----
11+4Risen vitality6412433321---
12+4Ability score increase7412433321---
13+5Weightless74134333211--
14+5Risen feature84134333211--
15+5--841443332111-
16+5Ability score increase951443332111-
17+6--9515433321111
18+6Hollow shell10515433331111
19+6Ability score increase10515433332111
20+6Ascendance11515433332211
Class features
Hit points
Hit dice: 1d6 per level of Wandering Spirit.
Hit points at 1st level: 6+your constitution modifier.
Hit points at higher levels: 1d6+your constitution modifier or 4+your constitution modifier.
Proficiencies:
Armor: Light armor
Weapons: Simple weapons
Saving throws: Dexterity and charisma
Skills: Choose any two of arcana, deception, history, intimidation, nature, perception, religion, stealth
Quick build
You can make a wandering spirit quickly by following these suggestions. First make charisma your highest ability score, followed closely by dexterity or constitution. Second, choose sage, acolyte or time lost (http://www.giantitp.com/forums/showthread.php?374091-5e-Background-Time-lost&p=18175973#post18175973) as your background.
Equipment
(a) A quarterstaff and sling with 20 bullets or (b) two daggers and a light crossbow with 20 bolts
(a) A component pouch or (b) an arcane focus
(a) A dungeoneer's pack or (b) an explorer's pack or (c) a priest pack
Leather armor and a simple weapon
Soul shards: When a body dies, or when a spirit walks the world, they leave small fragments of a soul's essence behind. Starting at level 1, you can attract and harness these shards to do your will. Whether you use the shards your own body generates or bend the drifting shards in the world to your will, these fragments are used to power your spells and abilities, and can be expended in an increasing number of ways. The number of soul shards you possess is shown on the level progression table. You recover all expended soul shards at the end of a long rest.
Spellcasting: Starting at level 1 your control over the shards your own fragmented soul begins. See chapter 10 and 11 of the player's hand book for general rules of spellcasting.
-Cantrips: You learn two cantrips of your choice from the wandering spirit spell list. You learn an additional cantrip of your choice at levels 4, 10 and 16.
-Spell slots: The wandering spirit spellcasting table shows how many spell slots you have to cast your spells of first level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all spell slots at the end of a long rest.
-Spells known: You know two 1st level spells of your choice from the wandering spirit list. You learn more spells at the levels shown on the wandering spirit Spellcasting table, each of which must be for a spell level of which you have a slot to cast. For instance, once you reach level 7 in this class, you may learn one new 1st through 4th level spell.
Whenever you gain a level in this class, you may exchange one of your spells known for another spell of your choice. New spells gained in this manner must be chosen from the wandering spirit spell list.
-Spellcasting: Charisma is your spellcasting ability for your wandering spirit spells.
Risen feature: At level 1 you choose the reason for your return. You choose from one of the subclasses detailed at the end of this post, granting you certain abilities depending on your chosen subclass. At levels 6, 10 and 14 you gain additional subclass features.
Undead traits: While not exactly undead, you do closely resemble them in structure, and you possess many similar traits. Starting at level 1, you are counted as undead for the purpose of spells and abilities, you have resistance to poison damage, and you are immune to the charmed condition.
Soul powered: Starting at level 2 you are able to tap into your excess soul shards to power your spells. You may spend shards as a bonus action to recover previously spent spell slots, regaining a spell slot for a number of soul shards as listed in the table below. You are not able to exchange spell slots for soul shards, the trade only goes one way.
Spell slot level recoveredSoul shards cost
11
22
33
45
56
Spectral guise: Starting at level 3 you may momentarily make your body translucent by partially entering the ethereal plane. By spending 1 soul shard as an action, you may ignore all difficult terrain and enemies may not make opportunity attacks against you for moving out of their reach for one minute. Maintaining this effect requires your concentration.
Ability score increase: At level 4 you may choose an ability score to permanently increase by 2, or you may increase 2 scores by 1. If you are using the feat variant, you may instead gain a feat. You gain additional ability score increases at levels 8, 12, 16 and 19.
Shard collector: Starting at level 5, you are able to reap shards from the victims of your magic. When you kill a creature with one of your spells, you may use your reaction to regain a number of soul shards equal to your proficiency bonus. You must complete a short or long rest to regain use of this ability.
Risen Vitality: Upon reaching level 11 you have adapted to the odd balance of positive and negative energy powering your form completely. You gain resistance to both necrotic or radiant damage. If you would take damage from one of these damage types, you may spend 2 soul shards as a reaction to gain immunity to that damage type until the beginning of your next turn and instead recover an amount of hit points equal to half the damage that source would normally deal.
Weightless: At level 13 your mind finally comprehends that you are a spirit, and thus lighter than air. You gain a fly speed equal to your movement speed, become immune to the prone condition, and do not fall unless you choose to. In addition, do not take falling damage, and you do not set off pressure plates or scales that you step on.
Hollow shell: Starting at level 18 you finally master the ability to shift and change your body. As an action, you may spend 4 soul shards to turn invisible and enter the ethereal plane for 10 minutes. While invisible, you may move through creatures and objects freely without disturbing them, and only true sight can detect you. You have true sight out to 60 feet while in this state, but are blind beyond it. If you cast a spell or make an attack against a creature, the invisibility ends and you reappear in the material plane. As an action, you may re-enter the ethereal plane and become invisible again. Maintaining this effect requires your concentration.
Ascendance: Upon reaching level 20 you reach the height of your mastery, allowing you to escape from death again and again. You create a gem or piece of jewelry that acts much like a lich's phylactery, drawing in and storing your soul if ever you should die. Your body will be re-created from this gem after a week. If an ally has possession of this gem, they may use it in place of your body for purposes of resurrection magic, recreating your body much more quickly. You may not cast any spells with somatic, verbal or material components while trapped in this gem.
If your phylactery is destroyed, you may create a new one by performing an intensive ritual. As part of this ritual, you must sacrifice a gem or piece of jewelry worth at least 5,000 gold and expend at least 11 soul shards every day you spend on performing the ritual. You must spend 30 days on the creation of this item, though these days do not have to be consecutive. You must spend 8 consecutive hours working on infusing and crafting your new phylactery for every day that counts towards this ritual. You may add your own material resources and other sacrifices to the ritual to hasten it; Often lives, treasure and other materials go into this process. Your DM will determine how much this can hasten the ritual.
Risen subclasses
http://vignette2.wikia.nocookie.net/monster/images/c/ce/Real_wraith.jpg/revision/latest?cb=20110201024741
Reborn through fear and study, the dread necromancer is a dark being of magic. More than any other wandering spirit, a dread necromancer's creation is no accident. Many are products of a necromancer or lich's creation, tormented and terrified spirits bound to suffer within the world, while others are necromancers who "ascend" into this state by absorbing the fear of others, and there is yet another way... Though down that one lies a darkness so black that it would even chill the heart of a solar. Whatever methods go into their creation, the dread necromancer is a master of fear, and manipulates the energies of death in ways that necromancers can only dream of.
LevelBonus spells known
1False Life, Ray of Sickness
3Darkness, Gentle Repose
5Animate Dead, Fear
7Blight, Death Ward
9Contagion, Insect plague
Deathless endurance: Starting at level 1, your maximum hitpoints increase by 2. Every level of Wandering Spirit you take after the first increases your maximum hitpoints by a further 2.
Touch of death: Your necromantic spells are able to chill foes, temporarily staggering them. Starting at level 1, when you damage a creature with a spell from the school of necromancy, or a creature fails a saving throw against a one of your necromancy spells, you may spend 1 soul shard to reduce their movement speed by 10ft and force disadvantage on their ability checks until the end of your next turn. If there are multiple targets of your spell that qualify for this ability, you must pay to impose this penalty on each of them separately.
Corpse crafter: When you create an undead creature, it is far superior to that of a lesser necromancer's. Starting at level 6 undead that you create have the following benefits:
Undead you gain a +1 bonus on Attack rolls.
Undead you create add your proficiency bonus to their weapon damage rolls.
Undead that you create have their movement speed increased by 5ft.
Necrotic aura: Starting at level 10 you begin to exude an aura of power that makes your undead more hearty. You may spend 3 soul shards as a bonus action to grant friendly undead creatures within 30ft of you gain 10 temporary hit points at the start of each round for one minute, and you can command your undead in this area as a free action.
Primal terror: The fear you instill in the hearts of others strikes at their very souls. Starting at level 14 when you cast spells like the spell fear or weird that inflict the frightened condition, you double its initial area of effect. Additionally you may spend 4 soul shards after you cast the spell, allowing you to inflict the frightened condition on creatures usually immune to the condition and making the spell into a persistent aura that emanates 30ft from you as long as you concentrate on maintaining it.
http://apollo-na-uploads.s3.amazonaws.com/1419589065190/XeharaClassic.jpg
Leaders, geniuses, men and women of great worth who died long before their time. The shepherd of souls is a being who exudes confidence and control. Able to call the souls of others to their service, a shepherd of souls is a very social being and can inspire the hearts of the living and the dead alike.
LevelBonus spells known
1Bless, unseen servant
3Spiritual Weapon, Warding Bond
5Conjure Animals, Phantom Steed
7Conjure Minor Elementals, Conjure Woodland Beings
9Conjure Elemental, Planar Binding
Bonus Cantrip: Starting at level 1 you know the cantrip Thaumaturgy. This counts as a Wandering Spirit cantrip.
Voice of the Shepherd: When you call, the souls of others cannot help but listen. Starting at level 1 you may enter a psuedo-divine state where your words carry extra weight. By spending 1 soul shard as an action, you gain advantage on charisma checks for one minute. Maintaining this effect requires concentration.
Vitality boost: When you summon a creature, you can expend a few of your shards to increase their endurance. Starting at level 6, when you cast a conjuration spell that summons an actual creature, you may spend up to 6 soul shards. For each shard you spend, you grant the creatures you summon 5 bonus maximum hit points.
Shard generator: Starting at level 10, the maximum amount of soul shards you may possess is increased by your charisma modifier.
Shepherd's call: You are capable of summoning more minor creatures to your side. Starting at level 14, when you cast a summoning spell that summons creatures, you may spend 4 soul shards to double the number of creatures summoned. The maximum CR of summoned creatures that may be doubled in this way is 5.
http://cdn.fallensword.com/creatures/74345bc00e1244d88aa9365afa1a983465.jpg
Pain. Suffering. Wrath... Revenge. These are the things that these poor, tormented souls have returned to inflict. A spirit of vengeance suffered long before their unjust death, burnt and broken again and again until the thought of vengeance was all that remained for them... And that vengeance drove them beyond death's reach. Their seathing wrath comes out in powerful bouts of destruction, burning and blasting their foes beyond all recognition. They bend these powers in the defense of what few possessions and individuals they have remaining, jealously guarding them and bringing terrible ruin on those who would dare attempt to take these precious things away.
LevelBonus spells known
1Hellish Rebuke, Thunderwave
3Scorching Ray*, Shatter
5Bestow Curse, Fireball
7Blight, Wall of Fire
9Animate Objects, Cloudkill
*May be exchanged for Aranganzar's Scorcher if the Elemental Evil companion is being used.
Bonus Cantrip: Starting at level 1 you know the cantrip Firebolt. This counts as a Wandering Spirit cantrip.
Searing hate: Your wrath and power allows you to bend your soul shards to a far more... destructive conclusion. Starting at level 1, you may spend 1 soul shard whenever you cast a damage-dealing a spell to increase the damage dealt by your proficiency bonus. You must spend a number of soul shards equal to the level you cast the spell to activate this effect. On spells that have multiple targets such as fireball, the damage increase applies to only one of your targets. On a spell like scorching ray or magic missile, your proficiency bonus is added to only one of your attacks or projectiles. Lingering spells, such as wall of fire, have their damage increased for their entire duration.
Potent cantrips: Starting at level 6 you increase the damage dealt by your cantrips by your charisma modifier.
Vengeful spike: If an enemy damages you or one of your precious allies, you are more than happy to bring down blazing vengeance upon their heads. Starting at level 10 when an enemy damages you or an ally within 60ft of you, you may spend 3 soul shards as a reaction to mark the enemy with a Sigil of Vengeance. Until the end of your next turn you have advantage on attack rolls and indimidation checks against the target, and they have disadvantage on saving throws against your spells.
All consuming wrath: Your rage extends to all of your spells, allowing all of them to be lethal weapons. Starting at level 14, when you cast a spell that does not require concentration, you may spend 3 soul shards to inflict 3d10 fire damage to all affected creatures in addition to the spell's other effects.
Alternately, when you cast a concentration spell, you may spend 3 soul shards to add the infliction of 2d10 fire damage to any targets who comes under the spell's effects. As long as you maintain concentration on this spell, any targets under the spell's effects will be dealt 1d10 fire damage at the beginning of their turn.