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Animist Class Details

“Sympathy binds human beings to plants, animals, rocks and stars.”


Health and Mana

Health Die. 1d10
Hit Points at 1st level. 10 + Constitution Ability Score
Hit Points at Higher levels. 1d10 (or average roll, 6) + Con Mod per level after 1st.
Mana Die. 1d6
Mana Points at 1st level. 6 + Intelligence Ability Score
Mana Points at Higher levels. 1d6 (or average roll, 4) + Int Mod per level after 1st.

Proficiency

Skill Groups. Mysticism, Slyness, and Wilderness.
Primary Defense. Will
Offense. One Weapon Type
Spell Focus. Orbs, Staves, Wands
Armor. Light, Shields

Spellcasting

The Animist learns 2 + Intelligence Modifier (minimum +1)  spells at 1st level and learns an additional spell from the Animist Spell List every 4th Animist level gained.


Animist Rage

At 1st level the Animist calls upon the spirits of living nature. Once per encounter the Animist may use a Minor Action to transmogrify aspects of themselves for 1 minute, granting the Animist the forces of nature from the spirits they become attuned with. The Animist starts with two Rages and learns a new Rage ability as well as gaining an additional use of Animist Rage at 7th and 14th level;

  • Aspect of the Bear. The Animist increases in size, gains Advantage on Climbing skill checks, and gains Resistance to Slashing, Piercing, and Bludgeoning damage. The Animist is able to make a melee Claw attack dealing 1d10 + Wisdom Modifier Slashing damage.
  • Aspect of the Wolf. The Animist increases in size, the Animist’s critical range is increased by 1 when Flanking an enemy, and gains Resistance to Bludgeoning, Piercing, and Slashing damage. The Animist is able to make a Bite attack with their transmogrified wolf characteristics, dealing 1d6 + Wisdom Modifier Piercing damage and the opponent is Grappled
  • Aspect of the Eagle. The Animist gains a 20 ft Flying speed, Advantage on Awareness skill checks, and attacks of opportunity against the Animist yield Disadvantage. The Animist is able to make a Swooping Attack with their talons while airborne, dealing 1d6 + Wisdom Modifier Piercing damage and Rending armor if the target is wearing armor.
  • Aspect of the Elk. The Animist’s movement speed increases by 10 ft. When the Animist moves 15 ft or more they may choose to Charge with their antlers, dealing an additional 1d4 Piercing damage with their next melee weapon attack. On a hit the target is Pushed a number of ft equal to 5 * Strength Modifier and is knocked Prone.
  • Aspect of the Serpent. The Animist becomes Large in size and is able to make a Bite attack, dealing 1d6 + Wisdom Modifier Piercing damage and the target is Poisoned until the end of their next turn. The Animist gains the Coil creature property.
  • Aspect of the Kelpie. The Animist gains Resistance to Water damage, the Frozen condition, and creates a 5 ft Aura around them. All creatures within the Aura are caught in a whirlpool that Slows them while inside the Aura and until the end of their next turn once they leave the Aura.
  • Aspect of the Salamander. The Animist gains Resistance to Fire damage, the Burned condition, and enchants their weapon, allowing them to add 1d4 Fire damage to their attacks.
  • Aspect of the Golem. The Animist gains Resistance to Earth damage, the Muddied condition, and once per round you may apply Muddied to the target upon a hit with a melee attack. You may call to apply this condition after the hit has been confirmed.
  • Aspect of the Hala. The Animist gains Resistance to Wind damage, the Windswept condition, and may use their Minor Action to teleport to a place anywhere they can see within a 15 ft radius from their original space.

Ingrain

At 2nd level the Animist may use their Move Action in order to recover their Hit Points and Mana Points. For every 5 ft of movement the Animist has they can convert 1 point to their Hit Points or Mana Points.

At 10th level the Animist adds ½ their level to the amount of Hit Points and Mana Points they may convert through Ingrain.

At 18th level the Animist may use their Ingrain to heal Hit Points and Mana Points to any creature they can see within 30 ft of them.


Terrain Touched

At 3rd level the Animist carries a spirit of the land within them, granting them additional benefits. The Animist learns another ability at 9th and 15th level.

  • Canyons. Once per round the Animist may use a free Reaction to move into an adjacent space of an opponent who ended their Move Action or Shifted away from them.
  • Deserts. The Animist gains Resistance to being Blinded and gains a Tremorsense of 15 ft.
  • Islands. If the Animist is Flanked with no allies adjacent to them the Animist also has Advantage on any enemy who is Flanking the Animist.
  • Jungles. The Animist ignores Resistance to being Slowed and all Area of Effect spells they cast that create difficult terrain are extended by an additional 5 ft.
  • Marshes. The Animist movement in difficult terrain is only affected for every other 5 ft of movement starting with the first movement in the terrain.
  • Mountains. Actions that attempt to push, pull, or otherwise force the Animist to move yield Disadvantage to hit whether martial or magical.
  • Oceans. You can breathe underwater, granting Immunity to Drowning.
  • Plains. While enemies are within difficult terrain created by the Animist they are Deafened by a howling wind.
  • Rivers. Abilities that Push, Pull, or Slide the target are extended by an additional 5 ft.
  • Tundras. The Animist only needs half the amount of food and water to survive.
  • Volcanoes. When the Animist reaches 0 HP, they create a burst of fire in a 5 ft radius around them, targeting the creatures’ Reflex. On a hit the burst deals 1d12 Fire damage and leaves the target Burned the target, on a miss the target takes half damage and is not Burned.

Additional Attack

 At 5th level Animist is able to attack multiple times in one turn. At 11th level they gain a third attack and at 17th level they gain a fourth attack.


Nature’s Alliance

At 6th level the Animist always has Voice of Nature active and their Area of Effects don’t negatively affect allies.

At 13th level, if the Animist casts an Area of Effect spell with an ally in it, they may choose to affect an opponent that they can see that is not within the Area of Effect.

At 20th level the Animist may choose to affect a number of opponents who are not within Area of Effects equal to the Animist’s Wisdom modifier, whether there are allies within the cast Area of Effect or not.


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