Spirit Binder A party of adventurers seek help in regards to a dead companion, for which an old elvish female conjures a new body for the dead adventurer out of thin air.

A knight leads the charge against an enemy warlord, the knight's blade seemingly made out of pure energy, cuts as though the enemies armor isnt there.

A group of hikers planning to trek through a dangerous area hires a guide with a multicolored flying monkey as its companion. Regardless of background, a spirit binder always gets noticed. They believe that all things are important, and the world is much more than it seems. Cousins of Druids A spirit binder, at its core, believes much the same as druids do, and often live in smiliar setting or even sometimes in the same circle. While a druid draws its power from nature, a spirit binder goes one step deeper, and draws its power from the spirit web that connects every living creature. A spirit binder understands that a physical body is ultimately a vessel, and that a creatures true strength lies within their spirit. A spirit binder can be found in all varieties of places, in all manner of vocation. Though there is much variety within them, all spirit binders act as caretakers, and can always be found in places where abuse, poverty, and war run rampant. Creating a Spirit Binder The most important thing to consider when creating a spirit binder is how you learned to manipulate the spirit web in the first place. Prehaps you originally lived a druidic life, and the transition into spirit magic was almost natural for you. Or maybe you studied in the libraries of Candlekeep and found you have a talent for this unique field of magic. Whatever the reason, a spirit binder is a courageous and honest person. The links a spirit binder has to the surrounding world teaches them that everything feels, and nothing should be taken advantage of. Quick Build You can make a spirit binder quickly by following these suggestions. First, make Wisdom your highest ability score, followed by Constitution, then Dexterity. Secondly, choose the hermit or folk hero background. The Spirit Binder Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +2 Spellcasting, Spirit Stitching 2 2 — — — — — — — — 2nd +2 Spirit Arts 2 3 — — — — — — — — 3rd +2 ─ 2 3 2 — — — — — — — 4th +2 Ability Score Improvement, Spirit Stitching Increase 3 4 3 — — — — — — — 5th +3 ─ 3 4 3 2 — — — — — — 6th +3 Spirit Stitching Feature 3 4 3 3 — — — — — — 7th +3 — 3 4 3 3 1 — — — — — 8th +3 Ability Score Improvement, Spirit Stitching Increase 3 4 3 3 2 — — — — — 9th +4 ─ 3 4 3 3 3 1 — — — — 10th +4 Spirit Stitching Feature 4 4 3 3 3 2 — — — — 11th +4 ─ 4 4 3 3 3 2 1 — — — 12th +4 Ability Score Improvement 4 4 3 3 3 2 1 — — — 13th +5 ─ 4 4 3 3 3 2 1 1 — — 14th +5 Spirit Stitching Feature 4 4 3 3 3 2 1 1 — — 15th +5 ─ 4 4 3 3 3 2 1 1 1 — 16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 — 17th +6 ─ 5 4 3 3 3 2 1 1 1 1 18th +6 Peaked Technique 5 4 3 3 3 3 1 1 1 1 19th +6 Ability Score Improvement 5 4 3 3 3 3 1 1 1 1 20th +6 Eternal Spirit 5 4 3 3 3 3 2 1 1 1

Class Features As a spirit binder, you gain the following class features, Hit Points Hit Dice: 1d8 per spirit binder level

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per spirit binder level after 1st

Proficiencies Armor: Light, medium armor

Weapons: Daggers, Quarterstaffs, Spears

Tools: Herbalism Kit

Saving Throws: Wisdom, Charisma

Skills: Choose two from Arcana, History, Nature, Insight, Persuasion, and Religion

Equipment You star with the following equipment, in addition to the equipment granted by your background: (a) a quarterstaff or (b) a spear

(a) a component pouch or (b) an arcane focus

Leather armor, a priest's pack, and a spirit focus Alternatively, you can choose to start with 4d4 x 10gp to buy your own equipment.

Spirit Focus A Spirit Focus is the spellcasting focus of a Spirit Binder, typically shaped as a superficially bladed item, such as a dagger, or a spearhead. If you lose your Spirit Focus, a new one can be created over a long rest as long as you have access to natural materials such as wood from a living tree, or bones from a recently dead creature. Spellcasting A spirit binder has a deep connection to the spirit web that connects all living creatures. This connection allows a spirit binder to preform magic and manipulate the weave. See chapter 10 of the Players Handbook for spellcasting rules, and the end of this document for the spirit binder spell list. Cantrips At 1st level, you know two cantrips of your choice from the spirit binder spell list. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Spirit Binder table Spell Slots The Spirit Binder table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of spell's level or higher. You regain all expended spell slots when you finish a long rest. Preparing and Casting Spells You prepare the list of spirit binder spells that are available for you to cast, choosing from the spirit binder spell list. When you do so, choose a number of spirit binder spells equal to your Wisdom modifier + your spirit binder level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 3rd-level spirit binder, you have three 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. You can also change your list of prepared spells when you finish a long rest. Preparing a new list of spirit binder spells requires time spent in meditation: at least 1 minute per spell level for each spell on your list. Spellcasting Ability Wisdom is your spellcasting ability for your spirit binder spells, as your magic draws upon your attunement to the spirit web. You use your wisdom whenever a spell refers to your spellcasting ability. In addition, you use your wisdom modifier when setting the saving throw DC for a spirit binder spell you cast and when making an attack roll with one.



Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting You can cast any spirit binder spell as a ritual if that spell has the ritual tag Spellcasting Focus You can use a spirit focus as a spellcasting focus for your spirit binder spells. Spirit Stitching Through understanding of the spirit web, you have learned how to transpose portions of a creatures spirit onto another's. As an action, you may touch your spirit focus to a willing target and either take part of their spirit, or give them part of yours. You may choose an amount of hit points based on your spirit binder level as shown in the table below, and either take them from yourself and give them to the target, or vice versa. Temporary hit points cannot be taken or given. Level Max Hit Points 1st spirit binder level x 3 4th spirit binder level x 4 8th spirit binder level x 5

Spirit Arts At 2nd level, you must choose a specialized spirit art in which you focus on: Mending, Severing, or Invoking, each of which are detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th 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. Force Alignment Starting at 6th level, you may choose to change the damage type of any damage you deal to force damage. Peaked Technique At 18th level, your mastery over the spirit web has greatly increased, allowing you to target mutiple creatures at the same time when using your Spirit Stitching feature. This affects your Spirit Stitching feature differently depending on your chosen Spirit Arts: Spirit Arts: Mending When you use your Spirit Stiching feature, you may target an amount of creatures within range equal to your Wisdom modifier (minimum of 1). Hit Points can be distributed however you like though the total amount of hit points taken or given must not be greater than your spirit binder level x 5. (Eg. You can take 50 hit points worth from yourself, and give 35 to 1 person, and 15 to another. You cannot give 50 to both.) Spirit Arts: Severing Your Aggressive Stitching feature now affects all creatures within 10ft of the target, forcing each affected creature to succeed on a Constituion saving throw or be affected as per your Aggressive Stitching feature. Spirit Arts: Invoking Your Spirit Stitching feature now grants temporary hit points to the affected creature which is being sent hit points. The amount of temporary hit points is equal to the amount of hit points gained. Eternal Spirit Starting at 20th level, your spirit becomes much stronger than any physical body, and you gain the following benefits: You no longer age, and cannot magically be aged.

Immediately after dying, you may cast Reincarnate targetting yourself with no casting time or components. The race of the new body created is the same as your original body, unless you wish to determine randomly using the table shown in the spell description. Once this feature has been used, it cannot be used again for 1 month. Spirit Arts Though the talent to manipulate the spirit web is shared between all spirit binders, each and every spirit binder practices a specific kind of Spirit Art. This is typically done without proper guidance, as spirit binders are an uncommon kind. However some spirit binders have contact with other spirit binders, and some locations may even have specialized schools to help teach budding young spirit binders. Spirit Arts: Mending This form of spirit arts focuses on repairing and bolstering a creatures spirit, allowing a proficient user to give their allies the strength to continue fighting. Masters of this art are capable of removing all but the most powerful of magical disabilities, healing and revitalizing themselves and their allies, and even guiding the spirit of a dead creature to a new body. Spirit Overflow Starting at 2nd level, you have allowed your spirit to partially overflow in order to empower your healing ability. At the start of each of your turns, you gain an amount of temporary hit points equal to your Wisdom modifier (minimum of 1). You may spend your temporary hit points when you use your Spirit Stitching feature. When you do so, you can restore an amount of hit points per temporary hit point spent as shown in the table below. (Eg. At level 8, You have 3 temporary hit points on top of your current 25 hit points. You use your Spirit Stitching feature and drain 5 hp from yourself, 3 of which are your temporary hit points. This allows you to restore up to 11 hit points to another creature.) Temporary hit points gained this way lasts until the start of your next turn, when it is then replaced by a new temporary hit points. Level HP Restored per Temp HP Spent 2nd 2 HP per 1 Temp HP 6th 3 HP per 1 Temp HP 12th 4 HP per 1 Temp HP 18th 5 HP per 1 Temp HP Rapid Exchange At 6th level, you gain the ability to convert your excess mana into a spirit overflow. As a bonus action on your turn, or as a reaction upon taking damage, you can convert any one unused spell slot into temporary hit points. The amount of hit points gained is equal to the level of the spell slot x 3. If activated as a reaction, the temporary hit points gained must be used against the triggering damage. Temporary hit points gained using this feature last until the end of your next turn. Elongated Spirit Also at 6th level, your Spirit Stitching feature gains a 30ft range. A creature must be within line of sight to be affected.

Spirit Detox Beginning at 10th level, when you restore hit points to a creature, either using your Spirit Stitching feature or through means of a spirit binder spell using a spell slot of 3rd or higher, the target is also affected by a 3rd level Dispel Magic spell. If multiple targets are healed through the same ability, each target is also affected by Dispel Magic. Reincarnation Starting at 14th level, you become capable of guiding the spirits of recently dead creatures to a new body. As an action, you are able to cast the spell Reincarnate once per long rest. When cast in this way, you are able to choose the race of the new body. If the race chosen is different than that of the creature's original, you must succeed at a DC15 Charisma saving throw or the new body is chosen at random using the table shown in the spell description. Spirit Arts: Severing A spirit binder who specializes in severing learns to blend together spirit arts with martial combat creating a unique fighting style focusing on attacking an enemies spirit directly. Masters of this art are exceptionally capable at defeating heavily armored enemies, as well as defending themselves from both physical and magical attacks. Spirit Blade Starting at 2nd level, you have created a unique weapon known as a Spirit Blade. This weapon can take the shape of any simple or martial weapon that does slashing damage. The damage of this weapon is force, instead of slashing, and you do not add any bonuses to the damage roll of this weapon. You do not make an attack roll when making an attack with this weapon. Instead, the target must succeed on a Wisdom saving throw against your spell save DC or take the hit as normal. You can create these weapons at will, however they will vanish upon leaving your grip. Additionally, you gain proficiency with heavy armor, shields, and any two weapons of your choice. Aggressive Stitching Also at 2nd level, your combat focus has allowed you to use your Spirit Stitching feature against unwilling targets. As part of a weapon attack, you may also try to use your Spirit Stitching feature against the target. If the attack hits, the target take damage as normal, and must succeed on a Constitution saving throw or be affected by your Spirit Stitching feature as well. When used in this way, hit points may only be transferred from the target to you, and the amount of hit points able to be taken in this manner is equal to the damage dealt. This feature can be used a number of times equal to your wisdom modifier (minimum of 1). All expended uses are regained upon completion of a long rest. Extra Attack Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Spirit Buffer Beginning at 10th level, you have learned how to bolster your spirit to act as a temporary damage buffer in combat. When you take damage, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell slot's level. This ability may also be used against the damage you would take when using your Spirit Stitching feature. Unleashed Spirit At 14th level, you have managed to give your Spirit Blade a will of its own, albiet limited. As a bonus action, you can cause your Spirit Blade to fly out of your hands, and make an attack against an enemy within 60ft using the stats shown in the Spirit Blade feature. The Spirit Blade does not vanish upon leaving your hands when used in this way. For the duration of this effect, your Spirit Blade acts on your turn. It will continue to attack the same target until you command it to attack something else, or move up to 60ft (no action required). Your Spirit Blade can grant allies flanking bonuses as if it were a creature. It also does not provoke opportunity attacks when moving. This effect lasts for 1 minute, and can only be used once per short or long rest. In addtion, you may add your Wisdom modifer to damage rolls made with the Spirit Blade.

Spirit Arts: Invoking A spirit invoker is someone who has learned to project the spirit web into the physical world. Masters of this art are clearly distinguished by a typically unusual looking creature following them around. They are also capable of creating wards and defenses in order to protect them and their allies. Spirit Companion Starting at 2nd level, you've learned to create a spirit creature that has, in turn, created a bond with you as its master. Choose any beast, dragon, or monstrosity up to CR2. Your companion physically resembles the chosen creature, uses its speed (including any flying, swimming, or climbing speed), and gains all of its features and traits. You may choose to change/add/remove various superficial qualities of your companion. Such as: skin/fur color, minor features like small horns or number of digits, tails, etc. Certain features of your chosen creature are overridden by the following: Creature Type. Your companion is considered fey Alignment. Your companion's alignment is Neutral Ability Scores. Your companion's ability scores are determined via the following array: 15, 14, 13, 12, 10, 8, distributed however you like. Hit Points. 1d8 (or 5) + its Constitution modifier per spirit binder level Size. If your chosen creature is Large or larger, it is Medium instead. Otherwise it is the same as your chosen creature. Languages. Your companion can understand any languages you can, but cannot speak. It can communicate simple ideas using gestures and sounds. Saving Throws. Your companion gains proficiency corresponding to its highest ability score, as well as your highest ability score. If both of these are the same ability, you may choose the second proficiency. Skills. Your companion is proficient in two skills of your choice. Armor Class. Your companion cannot wear armor. The Armor Class of your companion is equal to 8 + its Dexterity modifier + its Constitution modifier. Attacks. If your chosen creature has rechargable attacks, they can only be used once per long/short rest per unique ability. Your companion does not roll initiative, and instead takes its turn at the same time as yours. You can command it where to move (no action required), though it cannot attack unless you spend a bonus action to command it

to do so. If you are

incapacitated, it

will protect you to the

best of its ability, and

will not move more than 30ft away from

you while doing so. You cannot spend a large amount of time apart from your companion or else it will die. If you are more than 60ft away from your creature for more than 1 hour it will vanish and be considered dead. If your companion is reduced to 0 hp, it makes Death Saving Throws as a player would. If it dies, you must spend a long rest to invoke a new spirit companion which must be the same as your previous. Every time you gain the Ability Score Improvement feature, your companion's Ability Scores also increase. Your companion can increase one of its ability scores by 2, or two of its ability scores by 1. As normal, ability scores cannot be increased above 20 using this. Bonded Conduit Also starting at 2nd level, your companion is able to act as a conduit for your Spirit Stitching feature. You may use your Spirit Stitching feature to transfer hit points to or from a creature your spirit companion is touching using your's or your spirit companion's hit points (your choice). Your Spirit Stitching feature now also allows you to affect your spirit companion as if you were touching them, regardless of distance. Spirit Link Starting at 6th level, the link connecting you and your spirit companion has strengthened, allowing you to flare its energy, causing visible effects in the physical world. As an action, you can cause the link you and your spirit companion share to flare up, causing it to appear as a wispy blue tether, 10ft wide, and stretching the full length between you and your spirit companion (Up to 60ft). The area this tether covers functions as though affected by a 3rd level Spirit Guardians spell with the following changes: The spirits appear as a constant stream of energy.

All allies are automatically protected by the spell's effects.

The damage is force. This tether lasts up to 10 minutes. This feature can be used a

number of times equal to your

Wisdom modifier (minimum

of 1). All expended uses

are restored upon

completion of a long

rest.