Kobold Press
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Empowered by Ancestral Spirits
You were born with a strong, otherworldly connection to the spirits of your ancestors and to the honored dead. You can call on these spirits to aid you and your allies, and to hinder your enemies.
Symbols are important in the cultures of the Northlands, and the spirits are no exception. Rather than manifesting as the people they were in life, the spirits take on a symbolic appearance, usually as ghostly animals that speak as their formal selves. In the Northlands, these animals reflect those found in that region, though it’s possible that other animals might be represented as well. You can choose the animal form that your spirits take or roll on the Spirit Animal Form table.
Many spirit callers believe that when they wield magic, they are directly assisted by their ancestral spirits. The Mage Armor spell may be the spirit of a dead blacksmith crafting spiritual armor for you, while the Magic Missile spell may be fired by the spirit of your clan’s greatest archer.
Spirit Animal Form
| d12 | Animal |
|---|---|
| 1 | Arctic Fox |
| 2 | Bat |
| 3 | Falcon/Hawk |
| 4 | Fish |
| 5 | Hare |
| 6 | Lynx |
| 7 | Owl |
| 8 | Raven |
| 9 | Snake |
| 10 | Squirrel |
| 11 | Toad |
| 12 | Weasel |
Level 3: Spirit Caller Spells
When you reach a Sorcerer level specified in the Spirit Caller Spells table, you thereafter always have the listed spells prepared.
Spirit Caller Spells
| Sorcerer Level | Spells |
|---|---|
| 3 | Bane, Bless, Heroism, Protection from Evil and Good |
| 5 | Augury, Healing Spirit |
| 7 | Speak with Dead, Spirit Guardians |
| 9 | Aura of Life, Death Ward |
Level 3: Occult Expertise
You gain proficiency in the Arcana and Religion skills if you don’t already have it. When making checks with these skills, you can use your Charisma modifier instead of your Intelligence modifier, if it is higher.
Level 3: Spirit Guidance
You can call on ancestral and cultural spirits to help guide you. As a Bonus Action, you can give yourself Advantage on a skill check.
You can use this feature a number of times equal to your Charisma modifier (minimum of one), and you regain all expended uses when you finish a Long Rest.
Level 6: Spirit Aura
You can use a Bonus Action to call on spirits to surround you or an ally. This takes the form of a spirit aura that extends 10 feet from you or a willing ally of your choice in all directions and lasts for 1 minute, until you have the Incapacitated condition, or until you use a Bonus Action to dismiss it. Choose one of the following options when you use this feature.
Maddening Whispers. The spirits whisper dark secrets into your enemies’ minds, unsettling them. An enemy creature that enters the aura or starts its turn there must succeed on a Wisdom saving throw or have Disadvantage on ability checks and attack rolls until the end of its next turn.
Bolstering Whispers. The spirits whisper encouragements and alerts to your allies. An allied creature who enters the aura or starts its turn there has Advantage on ability checks and attack rolls until the end of its next turn.
You can use this twice, and you regain all uses when you finish a Long Rest. You can use this feature again if you spend 3 Sorcery Points.
Level 14: Spiritual Secrets
The spirits know secrets, collected from their time in the realms of the dead. These secrets might include a creature’s weaknesses, a person’s dreams, or the properties of a magic item. You can call on the spirits to share their secrets with you.
When you make an ability check, attack roll, or saving throw, and the roll fails, you can call on the spirits’ knowledge and roll again. You must take the result of the second roll.
You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest. If you have no more uses, you can spend 3 Sorcery Points to gain one (no action required).
Level 18: Spiritual Storm
Your spirit aura now extends 15 feet instead of 10 feet. In addition, an enemy that enters your aura or starts there takes 2d8 Psychic damage, though no more than once per turn.
