Spirits (5e Variant Rule)
Spirits is a major overhaul of the mechanics of DnD to introduce new classes, spells, quests, skills, systems, stats, and everything else imaginable.
Stats and Skills
Focus
Non-Skill Examples
Keep something in memory for extended amount of time, retain a mental image
Classes
Oracle Astractor Magnalin Diviner Tokenal Seimori Kembskeppo
Skills
Attention
Focus on, track, or keep an eye on something or someone
Dispulsion
Hold off mental or psychoactive effects, tricks, or affectations
Willpower
Perform an action that requires willpower
Intelligence
Non-Skill Examples
N/A, all uses should be skills
Classes
Pharmacologist Engineer Medic Machinist Programmer Herald Curiatric Linguist Wiltkalte Biomimicrist
Skills
Deduction
Deduce the history or details of an entity or object, use deduction
Logic
Solve problems, puzzles, equations, or logical arguments
Observation
See hidden things, notice things
Knowledge
Non-Skill Examples
Know something
Classes
Surgeon Engineer Armorer Medic Machinist Programmer Curicollier Curiculter Witch Verbondier Sheathist Veterinarian
Skills
Experience
Draw from past experience
History
Use knowledge about past events
Nature
Use knowledge about animals, plants, weather, and the rest of nature
Strength
Non-Skill Examples
N/A, all uses should be skills
Classes
Guardian Swordsman Excavator Legionary Archer Curicollier Curibellist Beastmaster Swarmhandler Disymbion Butcher
Skills
Advantage
Use new weapons, perform new athletic actions
Endurance
Use grip strength or endure for long periods of time
Power
Perform athletic skills related to raw strength
Agility
Non-Skill Examples
N/A, all uses should be skills
Classes
Demolitionist Swordsman Archer Curicollier Magnalin Curibellist CONTINUE
Skills
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