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Spirit Guide

Restriction: Non-evil
You can choose this wizard arcane tradition only if you have an alignment that isn’t evil.

Features

Rebuke Death

Beginning when you select this tradition at 2nd level, you gain proficiency in the Medicine skill if you don’t already have it, and your proficiency bonus is doubled for Wisdom (Medicine) checks. In addition, you learn the spare the dying cantrip, which is a wizard cantrip for you and doesn’t count against the number of wizard cantrips you know.  

Uphold Life

Starting at 2nd level, you can use your action to heal a creature. A creature you touch regains hit points equal to your Intelligence modifier + your wizard level (minimum of 1). Once a creature has regained hit points from this feature it can’t do so again until it finishes a long rest.  

White Necromancy

At 6th level, you add the animate dead spell to your spellbook. At 11th level, you add the create undead spell to your spellbook.
  When you create an undead creature using a necromancy spell, it has additional benefits:  
  • If the undead creature has an Intelligence score of 5 or less, its Intelligence becomes 6, and it gains the ability to understand and speak one language of your choice that you speak.
  • The undead creature’s alignment changes to match yours.
At the end of the undead creature’s first 24 hours of serving you, it can choose to continue serving you for the next 24 hours or return to its eternal rest. Re-casting the spell that created it doesn’t reassert your control over it. You can convince the undead creature to continue serving you with a successful Charisma (Persuasion) check against a DC equal to 8 + the creature’s CR. The DC increases by 1 for every 24 hours it serves you. You have disadvantage on this check if you were disrespectful to the creature in the previous 24 hours. If the undead creature chooses to return to its eternal rest, it immediately crumbles to dust. Alternatively, an undead creature might choose to serve you until a particular task is completed (such as seeking justice against someone who wronged it in life or helping you infiltrate a keep where its living relative is captive), extending or shortening the time it serves you at the GM’s discretion.
 

Life Bond

At 10th level, you add the warding bond spell to your spellbook, and it is a wizard spell for you. You can cast warding bond without expending a spell slot. If you do so, it doesn’t require a material component, and the duration increases to 4 hours.
  Once you cast warding bond in this way, you can’t do so again until you finish a long rest. You can still cast warding bond normally using an available spell slot.  

Protect Life

Once you reach 14th level, you can use an action to cause life-preserving magic to emit from you. You and friendly creatures within 20 feet of you have resistance to necrotic damage for 1 minute. In addition, each creature affected by your Protect Life has advantage on saving throws against spells and effects that reduce its hit point maximum, such as a specter’s Life Drain or the harm spell.
  Once you use this feature, you can’t use it again until you finish a short or long rest.


Created by

Kraege.

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