Turning to another being for magical assistance is often thought of as being the domain of warlocks. Some wizards, however, find this option attractive, and offer their bodies for possession by a spirit who can grant some level of power. This is often frowned-upon by more formal wizard schools, as they find the concept of possessing spirits to be dangerous, and can sometimes turn against them or struggle for control.
Dual Spirit From 2nd level, when you choose this school, you gain advantage on saving throws against becoming charmed, frightened, or possessed. From 10th level, you can choose to be immune to becoming charmed, frightened, or possessed. Spirit Possession From 2nd level, when you choose this school, you become possessed by a spirit. You can initially select the kind of spirit from the list below, although the spirit may have its own opinions and change its aspect based upon your actions. If the spirit changes type, you lose the previous benefits. The spirit is intent on your survival and will follow your instructions to a friendly level, even if they do not personally like you. Note that the spirit has no compulsion to behave in any particular way, and is not obliged to commit its existence for you unless you make an appropriate offer. Spirit of Command. Your spirit is one that expects dominion and obedience. The spirit grants you proficiency with Intimidation or Persuasion checks, and the Vicious mockery cantrip. Spirit of Discretion. Your spirit is one that prefers to avoid being detected. The spirit grants you proficiency with Deception or Stealth checks, and the Mage hand cantrip. Spirit of Faith. Your spirit is benevolent and righteous. The spirit grants you proficiency with Insight or Medicine, and the Spare the dying cantrip. Spirit of Purpose. Your spirit has a specific cause that it champions. The spirit grants you proficiency with Persuasion or Survival, and the Resistance cantrip. Spirit of Zeal. Your spirit is aggressive and demands action. The spirit grants you proficiency with Athletics or Intimidation, and the Guidance cantrip. At the GM's discretion, your spirit may have a distinct name and appropriate personality traits, although this does not affect its aspect or powers. This spirit may be a celestial, fiend, or other extraplanar creature, an undead being who has offered power, or something even more strange. Spirit Teaching From 2nd level, your spirit grants you knowledge of additional spells, depending on its type. While a type of spirit possesses you, you gain knowledge of the following spells as you gain levels. Once you gain a spell through spirit teaching you always have it prepared, and it doesn't count against the number of spells you have prepared. In addition, you can cast one of your spirit teaching spells without having to expend a spell slot or use material components. Once you have used this ability, you cannot use this again until you have completed a long rest. Spirit of command Wizard level 2nd: Command. Wizard level 3rd: Enthrall. Wizard level 5th: Beacon of hope. Wizard level 7th: Compulsion. Wizard level 9th: Dominate person. Spirit of discretion Wizard level 2nd: Sanctuary. Wizard level 3rd: Pass without trace. Wizard level 5th: Gaseous form. Wizard level 7th: Phantasmal killer. Wizard level 9th: Mislead. Spirit of faith Wizard level 2nd: Healing word. Wizard level 3rd: Warding bond. Wizard level 5th: Remove curse. Wizard level 7th: Aura of purity. Wizard level 9th: Circle of power. Spirit of purpose Wizard level 2nd: Heroism. Wizard level 3rd: Enhance ability. Wizard level 5th: Haste. Wizard level 7th: Freedom of movement. Wizard level 9th: Dispel evil and good. Spirit of zeal Wizard level 2nd: Wrathful smite. Wizard level 3rd: Aid. Wizard level 5th: Spirit guardians. Wizard level 7th: Fire shield. Wizard level 9th: Flame strike. Manifest Spirit From 6th level, as an action you can expend a 2nd-level spell slot to manifest your spirit for up to 1 minute. It has the statistics of a Specter, with the same alignment as you, and the benefits of your spirit possession ability, as well as being able to cast one spell of the available spells from your spirit teaching ability. While your spirit is manifested, you lose the benefits of your dual spirit, spirit possession, and spirit teaching abilities. The spirit takes its turn on your initiative, and follows your general instructions. If the spirit ends its turn in your space, or 1 minute passes, the spirit immediately returns to possessing you. Once you have used this ability, you cannot use it again until you have completed a long rest. If the spirit is reduced to 0 hit points, it disappears. When you complete a long rest, the spirit returns to possessing you and you regain the benefits of your. From 12th level, when you manifest your spirit, it has the statistics of a Wraith, with the same alignment as you, and the benefits of your spirit possession ability, as well as being able to cast one spell of the available spells from your spirit teaching ability. Unity of Spirit From 10th level, you gain an additional ability based on the spirit's aspect. Spirit of command: When making a skill check with the skill you gained from spirit possession, you may add double your proficiency bonus. Spirit of discretion: On your turn, you may use a bonus action to take a Dash, Disengage, or Hide action. Once you have used this feature, you must finish a short rest before you can use it again. Spirit of faith: When you use your Arcane Recovery ability, you regain an additional two spell levels' worth of spell slots. Spirit of purpose: On your turn, you can use a bonus action to regain hit points equal to your 1d10 + half your wizard level. Once you have used this feature, you must complete a long rest before you can use it again. Spirit of zeal: You may add your proficiency modifier to Initiative rolls. Duality of Action From 14th level, you and your spirit can act with fell coordination. While your spirit possesses you, you can spend an action to cast a spell that has a casting time of 1 action, as well as one spell from your list of spells from the spirit teaching ability that has a casting time of 1 action. Once you have used this feature, you must complete a short rest before you can use it again. Comments are closed.
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