Ok. Here's how far I've gotten. Thinking the subclasses may have to wait til tomorrow...but we'll see.
@1st level: Spirit Guide
Through ritual, training, and meditative sojourns into the spirit world, you have contacted and bonded with your Spirit Guide. This being is a disembodied creature of the player's choice/design to suit their character and may be celestial, elemental, fae, shadow, or fiend in nature.
Once bonded the Spirit Guide will remain with the Spiritwalker at all times, though can not be seen or heard by any except the spiritwalker or others capable of perceiving or interacting with spirits or extraplanar creatures. The spiritwalker may communicate with the spirit at will, verbally or mentally and understands whatever language the spirit uses. It can move up to 10' per spiritwalker level away from its master and relay what it perceives to them psychically or vocally (only heard by the 'walker).
The spirit guide exists in and is able to perceive at all times -and thus warn/inform the spiritwalker- or other beings or creatures in "the Spirit World" [border ethereal] to a distance of 50'. This includes, but may not be limited to, invisible creatures, disembodied spirits or incorporeal undead (such as ghosts), creatures that exist in or perceive through the ethereal plane, such as a coutl, incubi/succubi, night hags, and celestial, fiendish or other extraplanar beings who might be passing through the ethereal planes or observing the Prime Material. This perception is not typically hindered by physical barriers in the material world.
At the beginning of your turn, as a bonus action, you may have your Spirit Guide generate one of the following effects:
- Subtle Assistance: Your Spirit Guide assists in your general defense, providing +2 to your AC as long as you are wearing light or no armor.
- Spiritual Guidance: Your Spirit Guide whispers (or otherwise communicates) directions, hints, and/or insights to you granting advantage to a single d20 roll (ability check, attack, or save roll).
- Vexing Vision: Your Spirit Guide assails the spiritual aura of a target you select, imposing disadavantage on a spell save you are casting upon them.
You may have your Spirit Guide use these features as many times (total, not each) as your proficiency bonus + Wisdom modifier before requiring a short or long rest.
Spiritual Interference
You are adept at manipulating the spiritual essences permeating situtations, making you a master of curses and hexes. At 1st level, you gain 2 Interference Dice, d6's. Following a short or long rest, you may roll these dice and apply the results (one or both) to a d20 roll that you choose that has yet to occur, e.g. "I'm hexing this orc's next attack roll with my -4 Interference Die" or (using both Interference Dice at once)"The evil wizard's next spell save will be -9." The dice result is subtracted from the stipulated d20 roll.
Your Interference Dice increase as you gain experience: 3 d8's @ 7th level, 4 d10's @ 11th, 5 d12's @ 15th. You regain any used or may discard and reroll any or all of your Interference Dice after a short or long rest.
@2nd level: Spellcasting
By 2nd level you have learned to use the forces of magic to work spells through the mystic energies of the spirit world, nature, and the cosmos.
Spells Known 1st level and Higher
You know two 1st-level spells of your choice from the spiritwalker spell list. The Spells Known column shows when you learn more spells of your choice. Each of these spells must be of a level for which you have spell slots. When you gain a level in this class, you can choose one of the spiritwalker spells you know and replace it with another spell from the spiritwalker spell list, which also must be of a level for which you have spell slots.
Ritual Casting
You can cast spells with the ritual tag as a ritual. These ritual castings do not require a spell slot and may be from any class' spell list, as long as you have access to the ritual instructions and materials for that spell.
Spellcasting Ability
Your spell casting abiltiy is Wisdom.
Spell Attack modifier = proficiency bonus + Wis. modifier
Spell save DC = 8 + proficiency bonus + Wis. modifier
Spellcasting Focus
As a spiritwalker can use an arcane focus, druidic focus, or talisman of your own making [see the 5th level class feature] as a spellcasting focus, in lieu of material components, for casting spells. Spells that possess a material component of a specific gold piece value must still be met.
@3rd level: Herbal Remedies
At 3rd level, you can create special herbal remedies (poultices, ointments, infusions, etc...) that have healing power comparable to some potions. You can spend 1 hour gathering herbs and preparing remedies to create a number of uses equal to your Wisdom modifier (minimum 1). You can carry a number of remedies at one time equal to your Wisdom modifier (minimum 1). The remedies you create cannot be applied by anyone but you. After 24 hours, remedies you have not used lose their potency.
If you spend 1 minute applying one of your remedies to a wounded humanoid creature, thereby expending its use, that creature regains 1d6 hit points for every two spiritwalker levels you have (rounded up).
Sneak Attack
This feature is the same as the 1st level Rogue feature of the same name. Extra damage begins at d6 and increases every other level to a maximum of 6d6 at 13th level where it remains for the rest of the game.
@4th level: Ability Score Increase (ASI)
This feature proceeds as normal for all classes, with additional ASI at 8th, 12th, 16th, and 19th levels.
@5th level: Craft Talisman
You use your knowledge of the spiritual and natural to work, weave, enscribe or otherwise create a small easily held, worn or carried item, "holding" some magic for a limtied period of time: a collection of feathers, special herbs or flowers, bone rattles, runes inscribed on a branch or hollowed out gord, old snakeskin or bat wing, etc... You require 1 minute per spell level of the magic to be held. A given talisman may only contain a single spell effect, i.e. you can't put multiple spells in a single talisman.
You choose a spell that you know with a range of Self or Touch and expend a spell slot of the appropriate level to imbue the talisman with that magic. The talisman has charges equal to a maximum of your Wisdom modifier uses. The spiritwalker may create as many talismans at one time as their proficiency modifier. Any talisman made beyond that number nullifies the earliest previous talisman, losing all unused charges and becoming nothing but its mundane materials. The talisman will remain effective for a number of weeks equal to the spiritwalker's proficiency bonus or until its charges are all expended. But, again, you may only have as many talismans as your proficiency bonus in existence at any given time.
@6th level: Manifest Guide
As a bonus action, your Spirit Guide is able to partially manifest itself in the phsyical world, visible to normal sight. For 1 round, the Spirit Guide may engage one of the following effects:
- Spectral Reach: Your Spirit Guide can deliver a spell cast by you with a range of Self or Touch to a chosen target up to 10' per spiritwalker level distant.
- Spectral Vissage: Your Spirit Guide manifests as a particularly alarming or frightful version of its normal appearance. All creatures within 20' who can see the spirit must make a Charisma save vs. the Spiritwalker's spell DC (8 + Wis. mod) or have disadvantage on their next d20 roll.
Additionally, the Spirit Guide now has the "autonomous" ability to protect their spiritwalker, via the
Subtle Defense ability (+2 to AC), as a reaction to one incoming attack that can be seen per round. The Spiritwalker need not instruct the Guide to do this so it does not use one of the Spirit Guide's effects.
@9th level: Rebuke Spirits
This feature is similar to the 2nd level Cleric feature Turn Undead except it effects all extraplanar entities, including but not limited to: celestials, elementals, fae, fiends, undead, disembodied/possessing spirits, astral projections, etc... When you hold aloft a spellcasting focus and incant a commanding chant, all extraplanar entities within 30' of you, excluding your own Spirit Guide, are Rebuked. They are expelled from your area of effect and can not approach or attack any within your area of effect. In the case of spirits inhabiting, shapecahnged, or possessing others beings, the spirit must make a Cha. save against the spiritwalker's spell DC (8 + Wis. mod) or have its presence revealed -though not necessarily expelled- for what it is.
@10th level: Spirit Stride
With the assistance of your Spirit Guide, you slip away into the border ethereal plane or however your campaign cosmologically categorizes "the Spirit World" and travel, undetected other than by those who can perceive that plane, up to a total of 20' per level distance, reappearing in an unoccupied space (or the nearest available).
While in the spirit world all of your magic, attacks, weapons, etc... are considered part of that world and operate as normal -including bypassing resistance or immunity to mundane weapons while in that place- to creatures on the same plane. Similarly, creatures on that plane are free to attack and interact with you as normal, as well. Spirit-walking is often a dangerous proposition.
@14th level: Magical Secrets
This feature is the same as the 10th level Bard feature of the same name. Choose 2 spells from any class' spell list. The spells must be for levels in which you have slots to use them. These spells are now considered Spiritwalker spells and employ Wisdom instead of whatever their original class' spellcasting ability for your use. These magics are always considered known and do not count against your Spells Known total, though you must have a spell slot with which to cast them. Spell(s) with the ritual tag may be cast as a ritual without using a spell slot.
@18th level: Talisman Magic (still needs a better name)
Your command of the creation and use of talismans has reached its peak. You gain the following abilities when crafting talisman devices.
- You can make talismans to hold any spell, regardless of range or number of targets, to which you have access.
- When making a talisman with a spell that has a range of Self or Touch, you have the option to make that talisman a permanent item that holds Wisdom modifier charges per day, recharging each dawn.
- Non-permanent talismans you create now hold their charges indefinitely, returning to mundane items only once all charges are used.
@20th level: Master Hexer (still needs better name)
When you begin a round without any Interference Dice, you instead have 1 at your disposal.