Player's Guide to Thaedros

Spirit Caller

A brand new class for Thaedros—mystics who forge bonds with the lingering spirits of Encara and the nascent forces of this new world.

Spirit Caller

Homebrew Full Class: The Spirit Caller is a completely custom class for Thaedros. It bridges the material world with the Ethereal Plane, channeling spirits through rituals and communion. Unlike other casters, Spirit Callers can perform rituals with any spell they know, making them unmatched in versatility outside combat.

A spellcaster who summons forth entities of the spirit world to aid them.

Hit Die: d6
Primary Ability: Wisdom
Saves: Constitution & Wisdom

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, shortbows, whips, spears
Tools: One artisan's tool or musical instrument of your choice
Skills: Choose two from Insight, Nature, Medicine, Perception, Arcana, Religion, and Survival

Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a quarterstaff or (b) a spear
  • (a) a spirit focus (see below) or (b) a component pouch
  • (a) an explorer's pack or (b) a priest's pack
  • Leather armor, two daggers

Spirit Caller Table

LevelClass FeaturesProficiency BonusCantripsKnown Spells1st2nd3rd4th5th6th7th8th9th
1Spiritual Attunement, Spellcasting+2322
2Summon Guardian Spirit+2332
3Spirit Caller Subclass, Spirit Nexus+23432
4Ability Score Improvement+24432
5Spirit Step+345421
6Subclass Feature+346422
7Spirit Tongue+3474321
8Ability Score Improvement+3474321
9Ethereal Anchor+44843311
10Greater Guardian Spirit, Subclass Feature+45943321
11+4510433221
12Ability Score Improvement+4511433321
13+55124333211
14Spirit Travel+55124333221
15Subclass Feature+561343332211
16Ability Score Improvement+561443332221
17Dual Existence+6615433322221
18Bound to the Spirits+6616433322211
19Epic Boon+6617433322211
20Ability Score Improvement, Master of the Spirit Realm+6618433322211

Class Features

Level 1: Spiritual Attunement

Your connection to the spirit world allows you to perceive and interact with ethereal forces.

Ghostwalk: As a Bonus Action, you can see into the Ethereal Plane for 10 minutes. While active, you can perceive creatures and objects on the Ethereal Plane within 60 feet as if they were translucent. You can use this feature a number of times equal to your Wisdom modifier (minimum 1) per long rest.

Spirit Communion: You can perform a 10-minute ritual to commune with a local spirit, asking one question about the history, nature, or dangers of an area. The DM determines the level of insight provided.

Ethereal Linguistics: When communing with spirits of the dead, you do not need to speak the language they spoke in life. You communicate as though you both speak a shared language.

Level 1: Spellcasting

You have learned to channel the essence of spirits into magical effects.

Spellcasting Ability: Wisdom

Cantrips Known: 3 at 1st level, increasing as you level

Spells Known & Preparation: You know a number of Spirit Caller spells shown in the Spirit Caller table. You must prepare spells from your known spells after each long rest, choosing a number equal to your Wisdom modifier + your Spirit Caller level (minimum 1).

Universal Ritual Casting: You can cast ANY Spirit Caller spell you know as a ritual, even if it doesn't normally have the ritual tag. When you cast a spell as a ritual in this way, it takes 10 minutes longer to cast and doesn't expend a spell slot.

Spellcasting Focus: You use a spirit focus, such as a carved totem, bone charm, or ancestral relic, as your spellcasting focus.


Spirit Caller Spell List

The Spirit Caller draws their magic from the ethereal realm and the lingering spirits of the departed. Their spell list focuses on necromancy, divination, and spiritual communion.

Cantrips (0 Level)

  • Chill Touch
  • Guidance
  • Spare the Dying
  • Thaumaturgy
  • Toll the Dead

1st Level

  • Bane
  • Cause Fear
  • Comprehend Languages
  • Cure Wounds
  • Detect Evil and Good
  • Detect Magic
  • Dissonant Whispers
  • False Life
  • Guiding Bolt
  • Hex
  • Identify
  • Inflict Wounds
  • Protection from Evil and Good
  • Ray of Sickness
  • Sanctuary
  • Thunderwave
  • Unseen Servant

2nd Level

  • Aid
  • Augury
  • Blindness/Deafness
  • Detect Thoughts
  • Gentle Repose
  • Invisibility
  • Lesser Restoration
  • Locate Object
  • Mind Spike
  • Misty Step
  • Phantasmal Force
  • Prayer of Healing
  • Ray of Enfeeblement
  • See Invisibility
  • Shatter
  • Silence
  • Spiritual Weapon
  • Warding Bond

3rd Level

  • Animate Dead
  • Bestow Curse
  • Clairvoyance
  • Dispel Magic
  • Fear
  • Feign Death
  • Gaseous Form
  • Life Transference
  • Magic Circle
  • Phantom Steed
  • Remove Curse
  • Revivify
  • Sending
  • Speak with Dead
  • Spirit Guardians
  • Spirit Shroud
  • Summon Shadowspawn
  • Summon Undead
  • Tongues
  • Vampiric Touch

4th Level

  • Arcane Eye
  • Banishment
  • Blight
  • Death Ward
  • Divination
  • Guardian of Faith
  • Locate Creature
  • Shadow of Moil
  • Sickening Radiance

5th Level

  • Antilife Shell
  • Commune
  • Contagion
  • Contact Other Plane
  • Danse Macabre
  • Destructive Wave
  • Dispel Evil and Good
  • Enervation
  • Geas
  • Legend Lore
  • Negative Energy Flood
  • Planar Binding
  • Raise Dead
  • Rary's Telepathic Bond
  • Scrying

6th Level

  • Circle of Death
  • Create Undead
  • Eyebite
  • Harm
  • Magic Jar
  • Soul Cage
  • True Seeing

7th Level

  • Etherealness
  • Finger of Death
  • Resurrection

8th Level

  • Abi-Dalzim's Horrid Wilting
  • Mind Blank

9th Level

  • Astral Projection
  • Foresight
  • True Resurrection

Level 2: Summon Guardian Spirit

You can call forth a guardian spirit, a persistent ethereal companion that aids you.

As an Action, you summon a Small spectral entity within 30 feet. The spirit remains until you dismiss it as a bonus action, you summon a different spirit, or you finish a long rest. The spirit is incorporeal and cannot be harmed, but disappears if you are reduced to 0 hit points.

When summoned, choose one of the following spirit types:

  1. Ancestral Protector – You and allies within 10 feet of the spirit gain +1 AC. The spirit can move up to 30 feet on your turn (no action required).
  2. Vengeful Guardian – When you hit a creature with an attack or damaging spell, the spirit can make an ethereal strike if within 30 feet of the target, dealing 1d8 force damage (increases to 2d8 at 10th level, 3d8 at 15th level). The spirit can move up to 30 feet on your turn (no action required).
  3. Guiding Spirit – While within 10 feet of the spirit, you have advantage on Wisdom (Perception) and (Survival) checks. As a bonus action, you can command the spirit to scout ahead up to 60 feet, sharing what it perceives telepathically.

You can have only one guardian spirit summoned at a time. You can change which type of spirit you've summoned by spending 1 minute in meditation.

Level 3: Spirit Caller Subclass

You choose a Spirit Caller subclass, shaping your connection to the spirit world. Choose from:

  • Speaker of the Dead – Masters of communing with lost souls, granting guidance and revealing hidden truths.
  • Totemist – Channelers of ancient animal and elemental spirits, gaining their strength and instincts.
  • Veil Walker – Wanderers between worlds, tapping the spirit well and stepping between the material and ethereal planes.

You gain additional features from your archetype at levels 3, 6, 10, and 15.

Level 3: Spirit Nexus

Your deepening immersion into the spirit world makes you a conduit for ethereal power. You gain a pool of Spirit Points that recharge during combat encounters.

Starting Spirit Points: You begin each combat with 0 Spirit Points.

Gaining Spirit Points: You gain 1 Spirit Point when any of the following occur during combat:

  • An ally within 60 feet drops to 0 hit points
  • An enemy you can see drops to 0 hit points
  • You take damage equal to or greater than your Spirit Caller level from a single source

Maximum Spirit Points: Your maximum Spirit Points equals half your Spirit Caller level (rounded up). At the end of combat, your Spirit Points reset to 0.

Using Spirit Points: You can spend Spirit Points to activate subclass features and other Spirit Caller abilities (detailed in your subclass).

Level 5: Spirit Step

You can shift momentarily into the Ethereal Plane, passing through obstacles and avoiding attacks.

As a Bonus Action, you phase into the spirit world until the start of your next turn. While in this state:

  • You can move through creatures and objects as if they were difficult terrain.
  • You have resistance to all damage except force and psychic.
  • You cannot interact with objects or cast spells that affect the Material Plane.
  • If you end your turn inside an object, you are shunted to the nearest unoccupied space and take 1d10 force damage.

You can use this feature a number of times equal to your Wisdom modifier (minimum 1) per short or long rest.

Level 7: Spirit Tongue

Your connection to the spirits strengthens.

  • You can now speak with ghosts and lingering spirits without casting a spell. Spirits are not bound to answer you, but they recognize you as an ally.
  • You gain Advantage on Charisma (Persuasion) checks made to influence fey, undead, and spirits.

Level 9: Ethereal Anchor

You can create a spiritual tether between the Material and Ethereal Planes.

As part of a 10-minute ritual, you create an ethereal anchor at your current location. You can have only one anchor at a time, and creating a new anchor destroys the previous one.

While on the Ethereal Plane (through Spirit Step, Spirit Travel, or other means), you can use a bonus action to teleport yourself back to your anchor's location on the Material Plane, regardless of distance. The anchor remains until you create a new one or you finish a long rest.

Level 10: Greater Guardian Spirit

Your summoned Guardian Spirit now provides stronger effects based on its type:

  • Ancestral Protector: AC bonus increases to +2, and allies within 10 feet gain resistance to necrotic and psychic damage.
  • Vengeful Guardian: Now deals 2d8 force damage, and you can use your reaction to command the spirit to strike when an ally within 30 feet hits a creature.
  • Guiding Spirit: Grants Advantage on saving throws against being charmed or frightened while within 10 feet, and the spirit's scouting range increases to 120 feet.

Level 14: Spirit Travel

You can temporarily shift fully into the Ethereal Plane.

As an Action, you and up to six willing creatures you can see within 30 feet shift into the Ethereal Plane for 10 minutes. While there, you can move freely and see into the Material Plane as ghostly, translucent images.

While on the Ethereal Plane through this feature:

  • You can interact with ethereal objects and creatures
  • You can use your Ethereal Anchor to return to the Material Plane
  • As an Action, you can force an ethereal creature you can see within 30 feet to make a Charisma saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier) or be pulled into the Material Plane for 1 minute

You can end this effect early for yourself and all affected creatures as a Bonus Action.

Once used, this feature cannot be used again until you finish a Long Rest.

Level 17: Dual Existence

You can exist simultaneously on multiple planes of reality.

When you use Spirit Step to enter the Ethereal Plane, you can choose to leave a spirit echo of yourself on the Material Plane. The echo appears as a translucent version of you and lasts until Spirit Step ends.

While your echo persists:

  • The echo occupies your space and can take the Help action as a bonus action on your turn, granting advantage to one ally within 5 feet
  • If the echo takes damage, Spirit Step immediately ends and you return to the Material Plane in the echo's space
  • You can see and hear through both your ethereal form and your echo simultaneously

Additionally, when you take damage while on the Ethereal Plane, you can use your reaction to shift back to the Material Plane, ending any ethereal effects early.

Level 18: Bound to the Spirits

Your soul is forever entwined with the spirits.

  • You gain Resistance to necrotic and psychic damage.
  • When you drop to 0 HP, you can choose to shift your body into the Ethereal Plane as a reaction. While in this state, you don't need to make death saving throws and can perceive both planes. You can only be healed by magical effects (not physical means like potions or Medicine checks). Once you regain at least 1 hit point, you return to the Material Plane in the same space (or the nearest unoccupied space). You can use this feature once per long rest.
  • You can cast Speak with Dead at will without expending a spell slot.

Level 20: Master of the Spirit Realm

You ascend to become a true master of the spirit world, existing between realms.

Eternal Phase: You can use Spirit Step at will, without expending uses. Additionally, while using Spirit Step, you can cast spells that affect the Material Plane as if you were on it.

Spirit Ascension: Once per long rest, you can enter a state of Spirit Ascension for 1 minute as a bonus action. While in this state:

  • You become incorporeal and gain the benefits of the Etherealness spell
  • You can cast spells without expending spell slots (you still need material components)
  • Your Guardian Spirit becomes Huge size and deals double damage
  • Allies within 30 feet of you gain resistance to all damage
  • You can see and affect creatures and objects on all planes of existence simultaneously

Summon Ancestral Champion: Once per long rest, as an Action, you can summon a powerful ancestral champion for 1 minute. This guardian is a Large spirit with AC 18, 120 HP, immunity to psychic and necrotic damage, and an attack (+10 to hit, reach 10 ft.) that deals 4d10 force damage. It follows your commands (no action required) and vanishes when its HP reaches 0 or its duration ends.


Spirit Caller Subclasses

At 3rd level, you choose a subclass that shapes your connection to the spirit world. Each subclass offers a distinct playstyle and unique approach to channeling spirits.


Speaker of the Dead

Necromantic spirit medium who communes with and commands the restless dead. You don't just speak to spirits—you channel them through your own body, temporarily hosting their consciousness and abilities. In Thaedros, where Encara's billions of dead linger without gods to guide them, Speakers serve as mediums between the living and the departed. They can animate corpses, extract memories from the deceased, and eventually blur the line between life and death themselves.

Level 3: Spirits of the Fallen

Spirit Channel (1-3 Spirit Points): As a bonus action, you can animate corpses within 60 feet:

  • 1 Spirit Point: Animate 1 corpse as a zombie for 1 hour (uses zombie stat block, follows your commands)
  • 2 Spirit Points: Animate 2 corpses as skeletons for 1 hour (uses skeleton stat block)
  • 3 Spirit Points: Animate 1 corpse as a ghoul for 1 hour (uses ghoul stat block, but not hostile to living)

Maximum Undead: You can control a number of undead equal to your Wisdom modifier (minimum 1). If you exceed this, the oldest animated corpse crumbles to dust.

Spectral Possession: Once per long rest, you can allow a willing spirit to possess your body for 10 minutes. While possessed, you gain one skill or tool proficiency the spirit had in life, or advantage on one ability check related to the spirit's expertise.

Level 6: Deathless Resilience

Necrotic Affinity: You gain resistance to necrotic damage. When you take necrotic damage, you can use your reaction to gain temporary hit points equal to half the damage taken (rounded down).

Corpse Sense: You can sense the location of corpses and undead within 60 feet. You know if they died recently (within 1 week) or long ago.

Speak with Dead (Enhanced): You can cast Speak with Dead at will without expending a spell slot. The corpse can answer up to 5 questions instead of 3, and you can cast it on corpses dead for up to 1 month instead of 10 days.

Level 10: Soul Conduit

Spirit Channel (4 Spirit Points): You can animate corpses as wights for 1 hour (uses wight stat block, follows your commands). You can control only 1 wight at a time.

Life Drain: Once per turn, when one of your animated undead deals damage to a creature, you can use your reaction to drain life force. The target takes an additional 2d8 necrotic damage, and you regain hit points equal to half the necrotic damage dealt.

Borrowed Memories: When you use Speak with Dead, you can spend 2 Spirit Points to fully experience a memory from the corpse's life as if you were there. This takes 1 minute and reveals detailed information about a specific event (DM's discretion).

Level 15: Between Life and Death

Undying Nature: You become partially undead:

  • You no longer age and cannot die of old age
  • You gain immunity to necrotic and poison damage
  • You gain immunity to the poisoned condition
  • Undead creatures are indifferent to you unless you attack them first

Death's Embrace (5 Spirit Points): As an action, you can transform into a spectral wraith for 1 minute:

  • You gain a flying speed of 60 feet and can hover
  • You become incorporeal (move through creatures/objects, resistance to nonmagical damage)
  • Your spell attacks and melee attacks deal an extra 2d8 necrotic damage
  • You can use Life Drain without spending a reaction

Once used, you cannot use this feature again until you finish a long rest.


Totemist

Primal spirit-beast hybrid who merges with animal spirits for combat prowess. Instead of summoning a separate Guardian Spirit, Totemists merge with the spirit, temporarily becoming a hybrid creature. In Thaedros, animal spirits from Encara's wilds have found new ecosystems, and Totemists bond with these displaced spirits to survive the harsh frontier.

Level 3: Spirit Fusion

Totem Bond: You learn to merge with your Guardian Spirit instead of summoning it separately. When you use Summon Guardian Spirit, you can choose to merge with the spirit instead:

Spirit Fusion Forms:

  1. Bear Spirit (Protector): You gain +2 AC, advantage on Strength checks, and your unarmed strikes deal 1d6 + STR bludgeoning damage. You count as one size larger for grappling.
  2. Wolf Spirit (Vengeful): You gain +10 feet movement speed, advantage on attack rolls against creatures that are damaged, and your attacks deal an extra 1d6 force damage on hits.
  3. Eagle Spirit (Guiding): You gain +10 feet movement speed, 60 feet darkvision (or +30 if you have it), and advantage on Wisdom (Perception) checks. You can use a bonus action to leap up to 20 feet vertically without provoking opportunity attacks.

Spirit Points: You can spend 1 Spirit Point as a bonus action to switch between fusion forms without ending the merge.

Duration: The fusion lasts until you dismiss it (bonus action), summon a different Guardian Spirit, or finish a long rest.

Level 6: Primal Instincts

Natural Armor: While merged with a Guardian Spirit, your AC cannot be lower than 13 + your Wisdom modifier (regardless of armor worn).

Beast Speech: You can speak with animals as if under the effect of Speak with Animals at will.

Reactive Instincts: When a creature you can see hits you with an attack while you're merged with a spirit, you can use your reaction to make one unarmed strike against that creature. This attack deals force damage equal to 1d8 + your Wisdom modifier.

Level 10: Greater Totem Fury

Enhanced Fusion: Your fusion forms become more powerful:

  1. Bear Spirit: AC bonus increases to +3, unarmed strikes deal 2d6 + STR, and you have advantage on Strength saving throws.
  2. Wolf Spirit: Movement bonus increases to +20 feet, extra damage increases to 2d6, and you can make an extra unarmed strike as a bonus action.
  3. Eagle Spirit: Movement bonus increases to +20 feet, you gain a flying speed of 30 feet (cannot hover, must land at end of turn), and you have advantage on Dexterity saving throws.

Spirit Channel (3 Spirit Points): While merged with a spirit, you can unleash a primal fury as an action:

  • Bear: All enemies within 10 feet must succeed on a Strength saving throw (DC 8 + Prof + WIS) or be knocked prone and stunned until the start of your next turn.
  • Wolf: You can make a melee attack against every creature within 10 feet (one attack per creature).
  • Eagle: You gain a flying speed of 60 feet for 1 minute and can hover.

Level 15: Apex Predator

Perfect Fusion: You can merge with two Guardian Spirits simultaneously, gaining the benefits of both forms. When you do, you become a Large creature and gain the following additional benefits:

  • Your unarmed strikes deal an extra 1d8 force damage
  • You gain 30 feet of truesight
  • You have advantage on all saving throws
  • Your Spirit Channel abilities recharge on a short rest instead of costing Spirit Points

Spirit Channel (5 Spirit Points): As an action, you can transform into a spirit beast avatar for 1 minute:

  • You become Huge size
  • You gain 100 temporary hit points
  • Your unarmed strikes deal 3d8 + WIS force damage
  • You have a flying speed of 60 feet and can hover
  • You gain resistance to all damage

Once used, you cannot use this feature again until you finish a long rest.


Veil Walker

Masters of the boundary between Material and Ethereal Planes. Veil Walkers can attack from the Ethereal Plane, phase through walls mid-combat, and eventually exist in both planes simultaneously. In Thaedros, they serve as scouts, spies, and infiltrators—walking unseen through enemy camps and Essari ruins, striking from the spirit world.

Level 3: Ethereal Ambush

Strike from Beyond: When you use Spirit Step to enter the Ethereal Plane, you can make one weapon attack or cast one spell that targets a creature on the Material Plane before your turn ends. The attack or spell is made with advantage, and if it hits, it deals an extra 2d8 force damage.

Spirit Channel (2 Spirit Points): As a bonus action, you can pull a creature you can see within 30 feet into the Ethereal Plane with you (CHA save, DC 8 + Prof + WIS). The creature remains ethereal until the start of your next turn, then returns to the Material Plane in the same space (or nearest unoccupied space).

Veiled Presence: While on the Ethereal Plane (through Spirit Step or other means), you have advantage on Stealth checks and cannot be detected by divination magic or features that sense your presence.

Level 6: Reactive Veil

Phase Dodge: When you are hit by an attack, you can use your reaction to activate Spirit Step (if you have uses remaining). If you do, the attack misses instead, and you enter the Ethereal Plane until the start of your next turn.

Ethereal Awareness: You can see 60 feet into the Ethereal Plane at all times, even when on the Material Plane. You can see ethereal creatures and objects as translucent images.

Extended Phasing: Your Spirit Step now lasts until the end of your next turn (instead of the start).

Level 10: Planar Manipulation

Spirit Channel (3 Spirit Points): As an action, you can force a creature within 30 feet to make a Charisma saving throw (DC 8 + Prof + WIS). On a failure:

  • Material → Ethereal: Pull them into the Ethereal Plane for 1 minute (they can repeat the save at the end of each turn)
  • Ethereal → Material: Force them onto the Material Plane for 1 minute (they cannot return to the Ethereal Plane)

Ghostly Strike: When you deal force damage to a creature, you can spend 1 Spirit Point to make that creature unable to become invisible or ethereal until the end of your next turn.

Improved Ambush: Your Strike from Beyond extra damage increases to 3d8 force damage.

Level 15: Dual Existence

Between Worlds: You can spend 5 Spirit Points to exist on both the Material and Ethereal Planes simultaneously for 10 minutes. While in this state:

  • You can see and interact with creatures/objects on both planes
  • You have advantage on all attack rolls and all attacks against you have disadvantage
  • You have resistance to all damage
  • You can use Spirit Step as a bonus action without expending uses
  • You can cast spells that affect either plane or both

Planar Anchor: You can create an ethereal anchor on the Material Plane as an action. As a reaction when you or an ally within 30 feet would be reduced to 0 hit points, you can teleport them to the anchor's location and shift them to the Ethereal Plane for 1 minute (no save). They stabilize automatically if dying.

Once used, you cannot use Dual Existence again until you finish a long rest.