When The Undead warlock (UA) uses their Spirit Projection ability, do their spirit and body share a single pool of hitpoints?

The Undead warlock patron can be found here at DnDBeyond or here direct from Wizards of the Coast.

The subclass is freely available playtest content, so I will reproduce the feature here:

Spirit Projection

14th-level Undead feature

Your body is now simply a vessel for your spirit. As an action, you can project your spirit from your body. The body you leave behind is unconscious and in a state of suspended animation.

Your spirit can remain outside your body for up to 1 hour or until your concentration is broken (as if concentrating on a spell). When your projection ends, your spirit returns to your body or your body magically teleports to your spirit’s space (your choice).

While projecting your spirit, you gain the following benefits:

  • Your spirit and body gain resistance to bludgeoning, piercing, and slashing damage.
  • When you cast a spell of the conjuration or necromancy school, the spell doesn’t require verbal, somatic, or material components that lack a gold cost.
  • You have a flying speed equal to your walking speed and can hover. You can move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object.
  • While you are using your Form of Dread, once during each of your turns when you deal necrotic damage to a creature, you regain hit points equal to half the amount of necrotic damage dealt.

Once you use this feature, you can’t do so again until you finish a long rest.

This class feature speaks of you and your body as though they are distinct entities in some sense. It seems clear that when the feature says "you" it is referring to "your spirit", and refers to your body as "your body" or "the body".

In this answer, Ben Barden briefly analyzes this feature and makes the assertion:

Nothing is said about funny things happening with HP, so presumably it’s all coming out of the same HP pool. Nothing is said about effects, so, by default, anything that hit either the person or the spirit would affect the whole. So… basically, they’re both a creature, but they’re both the same creature, who now happens to have two locations they can be targeted from.

I’d like to see a more detailed analysis of this feature so that we do not have to say "presumably" as Ben says in their analysis.

Do your spirit and your body share a single pool of hitpoints while using the Spirit Projection feature?

Thas the effect of Spirit Shield of the Path of the Ancestral Guardian can happens after the effcts of Ancestral Protectors?

this question is something that has been in my head for some time. is says that with Ancestral Protectors of some one gets hit they half the damage, so can you use Spirit Shield after the effect of Ancestral Protectors to reduce even more damage, that if you thit the effect of Spirit Shield bifore the damage is half¡?

Is a soul or spirit a creature?

The new Unearthed Arcana gives a new option for warlock’s patron: The Undead. One of its class feature is Spirit Projection:

Your body is now simply a vessel for your spirit. As an action, you can project your spirit from your body. The body you leave behind is unconscious and in a state of suspended animation.

This is just an example of effects that cause spirit or soul leaving their body. There are other similar effects like, although different, astral projection and magic jar spell.

When out of their body, does a soul or spirit count as (normal) creature? Can they be targeted by effects? Can they be seen? What happens when either the body or spirit/soul targetted by an effect? Do both got affected?

Can one capture the ‘soul’ or ‘spirit’ of a dying Illithid / mind flayer with a ‘Ring of Mind Shielding’?

Do illithids or ‘mind flayers’ have a spirit &/or soul to be captured in a Ring of Mind Sheilding? This is related to a previous question regarding the mind flayer return to a (previous / humanoid) form.

It seems that the invading parasite slays the (humanoid) target during the ceremorphosis process. This transformed biology may even keep memories, similar to a metamorphasis with a caterpillar chrysalis. But is this newly-born abomination any kind of life-force that survives death?

What if a mind flayer dies whilst wearing a Ring of Mind Shielding? What is captured, if anything?

Relevant quote:

If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife.

The reason for this interest: answers to this question may relate to the capture and preservation of consciousness in general. This may also pertain to the ‘death’ and re-animation of: undead, sentient magic items, golems, simulacra – or even seeking to ascertain the difference between a dwarven or human soul vs. elven spirits.

Would this homebrew college of spirit be unbalanced? What should I change?

I’m currently running a campaign within Ravnica, and one of my player came to me with this homebrew for her bard working within Orzhov guild.

I wanted to be sure first (as I’m a new DM and relatively new 5e player) that it wouldn’t bring problem to the table?

This subclass purpose is to let her play with the Orzhov ghost that are one of the more characteristic trait of this guild in a fun and "bardic" way, which I find quite cool.

This homebrew is not my creation, and neither is the one of my player as she found it on reddit (and tweaked it as she told me the base one was too powerfull).

I’m a new DM, and relatively new D&D player, so I’m not the best at balancing, however:

  • I fear that this free cantrip at level 3 might bring unbalance, considering the other bonuses (that are more core to the class)
  • I’m not too sure to know what to think about the fear part (don’t see it as too powerful as there is so much resistance to that effect)
  • The spirits are ok (need concentration, which should lower their power greatly), even maybe too weak?
  • The last ability is too different from what I’m used too so I don’t know what to think of it?

Last Request 3rd-level College of Spirits feature

At 3rd level your music is so alluring to the spirits following you that you may beseech them for help.

As a bonus action you may expend one of your bardic inspiration dice and call upon the aid of a friendly specter. When you do so, gain 5 temporary hit points, additionally choose a number of creatures you can see within 60 feet of you, up to a number equal your charisma modifier (minimum of one), they must succeed on a wisdom save or be frightened until the end of your next turn.

In addition, anyone who has one of your bardic inspiration dice can use a bonus action to expend it on his turn for the same effect, using your charisma modifier and spell save dc.

The number of temporary hit points increases when you reach certain levels in this class, increasing to 8 at 5th level, 11 at 10th level, and 14 at 15th level.

Sounds of Death 3rd-level College of Spirits feature

When you join the college of spirits at 3rd level, you learn to suffuse your songs and music with the ability to reveal the thin veil between this world and the next one.

You learn the cantrip toll the dead, to cast it you play a melancholic tune and through your song reveal its imminent death to the creature you’re targeting. This count as a bard cantrip for you but doesn’t count against the number of cantrip you know.

Additionally, you can start a musical performance lasting 10 minute to attune to the nature of death and learn information on the untimely demise of any creature within your surroundings, if these creature died within the last 24 hours. At the end of this recital, roll a performance check and look in the table below:

  • 5: You learn how many creature died in this location within the specified time frame.
  • 10: You learn the type of creature that died in this location.
  • 15: The time frame increase to the last week, additionally you learn where their body rest (if any and they haven’t been moved more than half a mile)
  • 20: You learn the nature of the death of the creature within that location within the specified time frame.
  • 25: The time frame increase to the last month. But extend past that for any ghost haunting this location.
  • 30: You learn the identity of any creature that died in this location within the specified time frame.

Haunting Melody 6th-level College of Spirits feature

Starting at 6th level, you learn the speak with dead spell or choose a different bard spell of equal level if you already know it. This does not count against the number of bard spells you know.

In addition, as an action you can start a haunting melody that summons three friendly spirits to your aid within 60 feet of you. These spirits last for 1 hour, until they drop to 0 hit points, or until you stop concentrating on the melody (as if you were concentrating on a spell). These spirits are friendly to you and your companions and obey all verbal commands you issue to them (no action required). In combat these spirits share your initiative count, but take their turns immediately after yours. However being made of immaterial matter, they are not able to interact with the physical world, preventing them from using the help, shove, use object or grapple action.

Once you have called upon these spirits, you cannot do so again until you finish a long rest.

Spirit

Lastly, if you are playing your haunting melody directly after your practicing your sound of death performance, you may cast the speak with dead spell on the spirits you summoned. Once they answer 5 questions they will vanish, ending haunting melody early, none but you will be able to hear their answers.

Spectral Resonance 14th-level College of Spirits feature

Starting at 14th level, you have learned to harmonize with the veil between life and death. As a bonus action you can undergo a ghostly transformation for 1 minute, until you end it as a bonus action, or until you are incapacitated. During the transformation, you gain the following benefits:

  • You gain a flying speed equal to your walking speed You can see into the Ethereal Plane up to 60 feet away.
  • You have advantage on all persuasion checks you make on undead creatures.
  • You can use a bonus action to cast etherealness on yourself, without need for verbal or somatic components and without expending a spell slot. You may also end this spell as a bonus action. This spell will last only as long as your spectral resonance and doesn’t impede your flying speed. Additionally, spirits summoned by your Haunting Melody trait can still perceive and interact with you as normal.
  • Once you use this feature you must complete a long rest before you can do so again.

Let me know if it would seems unbalanced and I’ll see the modification with her.

Can a Totem Warrior Barbarian choose a second Totem Spirit in place of an Aspect of the Beast?

Is it possible for a Totem Warrior Barbarian to select another totem from level 3 instead of the Aspect of the Beast at level 6?

At 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one. (Player’s Handbook)

This means that it’s possible for a Barbarian who selected the bear on level 3 (resistance) to e.g. select the eagle on level 6 (eyesight).

However, is it possible to select the eagle level 3 upgrade (Dash bonus action) on the Barbarian level 6 upgrade, when the bear was selected on the level 3 upgrade? As the Totem Spirit of level 3 is "lower" in some terms, I wouldn’t mind to allow it. This would create a level 6 Barbarian with resistance and Dash as a bonus action, a pretty fast tank character (for example).

And is this also valid for level 14 Totemic Attunement, thus allowing to select another (not yet selected) totem from the previous levels?

Does the Spirit Guardians spell stack with multiple casters?

Recently played with a group, where 3 of their clerics would cast spirit guardians, claiming monsters in the area had to make 3 wisdom saves for 3d8 damage each, potentially adding up to 9d8 damage per round.

Is this any different then trying to have two casters cast insect plague or cloudkill on the same area, or bless on the same individual?

Is it possible to combine Summon Beastial Spirit spell and Wildshape to travel by air?

The Summon Bestial Spirit appeared in Unearthed Arcana 2020 edition Spells and Magic Tattoos.

In our campaign we are allowed to use the spells to playtest the material. I was wondering whether she could feasibly use this spell alongside Wildshape (something small), to be able to travel distances by air, or to infiltrate.

It came up when our druid used the air-based form of the Summon Bestial Spirit spell, which has a fly speed of 60 ft. The idea was to turn herself into a Tiny Beast such as a Spider (MM, p.337).

My additional query about this air travel is how she could potentially instruct the spirit.

Could she tell the spirit in advance of the (PHB, p.66) something like:

  • when I turn into a spider and go on your back, fly towards that castle;
  • if I tickle your right ear veer right;
  • if I tickle your left ear, veer left;
  • if I pull your feather, go up;
  • if I push down your feathers down, go down