Spirit Bond

Attuning themselves to the "element" of the Spirit – the fifth element, the space between all things, that binds all magic together and recycles all things. Some more traditional Animists might see this bond as a bit "heretical", but theres no more shame in using this than any other aspect of nature. The decomposition and rot of all things is part of the natural cycle – as it leads to rebirth into the circle of life.

3rd Level:

Elemental Blast
As an action, you may create a ray of energy comprised of necrotic energy and launch it at an enemy within 60 feet, using your spell attack modifier. On a successful hit, the target suffers 3d8 points of the aforementioned damage type, and an additional 2d8 damage when you gain your 7th, 11th and 16th level of Animist.

You may use this feature a number of times equal to your wisdom modifier. You regain all uses of this feature after successfully completing a long rest.

Shed Soul
Whenever you damage a creature with an Animist cantrip, Animist spell or with your elemental blast, you may target an ally within 60 feet as a bonus action. That ally gains hitpoints equal to half the damage you dealt with the spell. This feature can only be used for effects that only target one creature, and if you use a spell that provides more than one attack (such as Scorching Ray), you may only apply this ability to one of those hits.

You may use this feature a number of times equal to your wisdom modifier. You regain all uses of this feature after successfully completing a long rest.

7th Level:

Totem of Souls

At 7th level, you learn how to conjure a larger version of your totem. This totem lasts for one minute, radiates a 30 foot aura and can be moved up to 20 feet with a bonus action.

All allied creatures within your totem's aura gain advantage on saving throws against Necromancy and Evocation spells and effects, and attacks made by undead creatures suffer disadvantage. Additionally, any ally that starts their turn within this aura that has less that 50% of their hit points remaining, they gain 1d12 temporary hit points.

Once you use this feature, you cannot use it again until you successfully complete a short or long rest.

11th Level:

Elemental Blood
At 11th level, you gain immunity to necrotic damage. Whenever allies are within the aura of your Totem of Souls, they have resistance to Necrotic damage.

16th Level:

Mana Candle
At 16th level, you learn how to draw away the Mana from creatures. All creatures and objects within 60 feet of you suffer 3d8 Necrotic and 3d8 Radiant damage, and this ignores immunity to these damage types. Additionally, this interferes with spellcasters within the area. When you activate this ability, you may a dispel attempt against any magical effect from a hostile source, and hostile spellcasters lose a number of spell levels equal to your proficiency modifier. Creatures that succeed on a strength saving throw against your animist spell saving throw DC only take half damage and do not lose any spell slots.

Once you use this feature, you cannot use it again until you successfully complete a short or long rest.

Spirit Bond

Valden 5e Saitken