Spirit Caller

To many on Scarn, the dead are not truly gone, and await naming by those who have the power to do so.

The Hollow Legionnaires are one such example where the spirits of the brave are brought back and bound to armor to continue their work. The Ushada in Fenrilik are believed to be the true watchers of the people and prayers are as likely to go to Denev as they are to the spirits. Truly the power of a spirit is great, and therefore the power required to bind one to do one’s bidding must be great as well.

Spirit Callers can shout into the void, but for them, the void shouts back. Most understand the spirit is there to help, not to serve, but occasionally there is an evil caller who enslaves the spirit for longer than need be or an evil spirit who answers the call.

Level Ability
1 Void Shout
2 Hear My Plea
3 Come What May

Prerequisites

To gain levels as a Spirit Caller, you must meet the following requirements (in addition to the multiclassing prerequisites for any classes you have):

  • Wisdom 13 and Charisma 15. A Spirit Caller must know how to talk to the spirits as well as be strong enough to resist being taken over by them.
  • Proficiency in the History skill. A Spirit Caller must be able to know who they can call upon in a certain area as well as what would cause them to answer their call.
  • Proficiency in the Intimidation or Persuasion skill. You must be able to either subdue or convince the spirit to lend you its power for the duration of your summon.
  • Character level 7th. You must already be a 7th-level character before you can gain spirit caller levels.
  • The Trial of the Long Scream. An experienced Spirit Caller must guide you as you attempt to call out to your first spirit. Permitting that you do not die, become possessed, or become stuck, screaming forever into the void as no spirit answers, you become a Spirit Caller.

Class Features

As a Spirit Caller, you gain the following class features.

Hit Dice: 1d8 per Spirit Caller level
Hit Points per Level: 1d8 (or 5) + your Constitution modifier per spirit caller level
Language(s): Slarecian

Void Shout

At 1st level, you gain the ability to call forth a Spirit. Calling a Spirit is a risky endeavor and should always be undertaken with extreme caution.

The Spirit Caller shouts into The Void calling out to the Spirits. If a spirit is free and willing, it can answer the call. The Spirit Caller must then make a DC 13 Intimidation or Persuasion check to get the spirit to be cooperative. If they used the Spirit’s True Name, they have advantage on this check.

If this check is successful, the spirit gains several abilities: Acting as a guide by either allowing a casting of scrying providing a -10-modifier penalty to the target, or a casting of legend lore.

Extracting a small portion of its essence to bring back the fallen, allowing a casting of raise dead, without the usual penalties to the target for being raised.

Becoming a fountain of knowledge and granting proficiency in the Arcana, Medicine, Nature, Religion, and Survival skills as well as being able to read, write, and speak all languages for the next 24 hours.

A Calling can only be attempted once per long rest.

The ritual itself takes an hour to complete.

If the check is unsuccessful, the spirit can react in a myriad of ways, up to the GM’s discretion and dependent on the spirit’s alignment, including doing nothing, causing a short-term madness, possessing the Spirit Caller, or attacking (use the statistics of a wraith [CR5]).

Hear My Plea

At 2nd level, you gain the ability to act in desperation to save yourself or others. As a reaction to failing a death saving throw, or an ally you can see failing a death saving throw, you can send a desperate cry into the Void for help, but with a steep price.

The character is immediately stabilized at 1 hit point and is unconscious. They also gain immunity to any other damage for the next 5 minutes. The spirit within the character becomes imbued and alters their Ideals to include: “I seek to complete the task I could not in life”. The details are left to the GM to determine.

You must wait a week between uses of this ability.

Come What May

At 3rd level, the spirit caller may throw all caution to the wind and attempt to summon a twisted spirit. These are spirits either belonging to a devil’s contract, trapped in the Abyss, of an evil alignment, or similar predicament. These twisted spirits can be called by a Void Shout, with more powerful effects able to be pulled from them, but a deadlier foe if unsuccessful in corralling them.

The Spirit Caller must make a DC16 Intimidation or Persuasion check to get the spirit to be cooperative.

If they used the Spirit’s True Name, they have advantage on this check. If this check is successful, the spirit gains the following additional abilities: Arcane Power: The spirit caller can cast spells of their choice of 4th level or lower without the need for spell slots. Once three spells are cast using this ability, the power ends.

  • Reinforcements: The spirit caller can cast any summon spell of their choice at 7th level. The spell performs as normal without the need for concentration. The summoned creature(s) is dismissed at the spell’s ending.
  • Peerless Skill: The spirit caller has expertise on all rolls for the next 3 hours.

You may only attempt one calling per long rest. The ritual itself takes an hour to complete.

If the check is unsuccessful, the spirit can react in a myriad of ways, up to the GM’s discretion. If it attacks, use the Vengeful Sentry (CR7) stat block.

Section 15: Copyright Notice

Troubadours & Tenders of the Grove, Pugilists & Pact Makers A Scarred Lands Character Options Supplement By Vorpal Tales Authors: Patrick Warren, Shawn McNamara, Tyler Middleton, Zachery Naldrett

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