
A spellcaster who summons forth entities of the spirit world to aid them.
Hit Die: d6
Primary Ability: Wisdom
Saves: Constitution & Wisdom
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
You start with the following equipment, in addition to the equipment granted by your background:
| Level | Class Features | Proficiency Bonus | Cantrips | Known Spells | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | Spiritual Attunement, Spellcasting | +2 | 3 | 2 | 2 | — | — | — | — | — | — | — | — |
| 2 | Summon Guardian Spirit | +2 | 3 | 3 | 2 | — | — | — | — | — | — | — | — |
| 3 | Spirit Caller Subclass, Spirit Nexus | +2 | 3 | 4 | 3 | 2 | — | — | — | — | — | — | — |
| 4 | Ability Score Improvement | +2 | 4 | 4 | 3 | 2 | — | — | — | — | — | — | — |
| 5 | Spirit Step | +3 | 4 | 5 | 4 | 2 | 1 | — | — | — | — | — | — |
| 6 | Subclass Feature | +3 | 4 | 6 | 4 | 2 | 2 | — | — | — | — | — | — |
| 7 | Spirit Tongue | +3 | 4 | 7 | 4 | 3 | 2 | 1 | — | — | — | — | — |
| 8 | Ability Score Improvement | +3 | 4 | 7 | 4 | 3 | 2 | 1 | — | — | — | — | — |
| 9 | Ethereal Anchor | +4 | 4 | 8 | 4 | 3 | 3 | 1 | 1 | — | — | — | — |
| 10 | Greater Guardian Spirit, Subclass Feature | +4 | 5 | 9 | 4 | 3 | 3 | 2 | 1 | — | — | — | — |
| 11 | — | +4 | 5 | 10 | 4 | 3 | 3 | 2 | 2 | 1 | — | — | — |
| 12 | Ability Score Improvement | +4 | 5 | 11 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 13 | — | +5 | 5 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 14 | Spirit Travel | +5 | 5 | 12 | 4 | 3 | 3 | 3 | 2 | 2 | 1 | — | — |
| 15 | Subclass Feature | +5 | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 2 | 1 | 1 | — |
| 16 | Ability Score Improvement | +5 | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 2 | 2 | 1 | — |
| 17 | Dual Existence | +6 | 6 | 15 | 4 | 3 | 3 | 3 | 2 | 2 | 2 | 2 | 1 |
| 18 | Bound to the Spirits | +6 | 6 | 16 | 4 | 3 | 3 | 3 | 2 | 2 | 2 | 1 | 1 |
| 19 | Epic Boon | +6 | 6 | 17 | 4 | 3 | 3 | 3 | 2 | 2 | 2 | 1 | 1 |
| 20 | Ability Score Improvement, Master of the Spirit Realm | +6 | 6 | 18 | 4 | 3 | 3 | 3 | 2 | 2 | 2 | 1 | 1 |
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.
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.
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.
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:
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.
You choose a Spirit Caller subclass, shaping your connection to the spirit world. Choose from:
You gain additional features from your archetype at levels 3, 6, 10, and 15.
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:
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).
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 use this feature a number of times equal to your Wisdom modifier (minimum 1) per short or long rest.
Your connection to the spirits strengthens.
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.
Your summoned Guardian Spirit now provides stronger effects based on its type:
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 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.
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:
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.
Your soul is forever entwined with the spirits.
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:
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.
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.

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.
Spirit Channel (1-3 Spirit Points): As a bonus action, you can animate corpses within 60 feet:
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.
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.
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).
Undying Nature: You become partially undead:
Death's Embrace (5 Spirit Points): As an action, you can transform into a spectral wraith for 1 minute:
Once used, you cannot use this feature again until you finish a long rest.

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.
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:
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.
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.
Enhanced Fusion: Your fusion forms become more powerful:
Spirit Channel (3 Spirit Points): While merged with a spirit, you can unleash a primal fury as an action:
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:
Spirit Channel (5 Spirit Points): As an action, you can transform into a spirit beast avatar for 1 minute:
Once used, you cannot use this feature again until you finish a long rest.

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.
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.
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).
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:
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.
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:
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.
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