Fighter
Base Class: Fighter

After having learned how to control their life force from monks in monasteries, these warriors use it to improve their martial arts and achieve new heights. There are accounts depicting the most powerful of them able to easily split mountains, open the seas and even make the most ferocious rivers diverge from their courses by merely flicking their wrists. Their personalities can range from the most disciplined and refined scholars to the most burly drunkards and crooked gamblers.

A pen as strong as a sword, a drink capable of quenching the strongest of thirsts

Starting level 3, you get proficiency in either Brewer’s supplies or Calligrapher’s supplies. You can also choose to take proficiency in either of Perception or Sleight of hand

Spellcasting

Your mastery of  lifeforce coupled with your understanding of the universe surrounding you is so great that you start to be able to affect in many more ways compared to before. 

Cantrips

You get 2 cantrips of your choice from the wizard’s spell list, you get additional ones at level 7, 11 and 15. Your constitution is your spell casting ability.

Spell slots

The Spirit warrior's  spellcasting table below shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot. 

Spirit Warrior spellcasting

Spell slots per spell level

Fighter level

Cantrips

Known

Spells known

1st

2nd

3rd

4th

3

2

3

3

-

-

-

4

2

4

4

-

-

-

5

2

4

4

-

-

-

6

2

4

4

-

-

-

7

3

5

5

3

-

-

8

3

6

5

3

-

-

9

3

6

5

3

-

-

10

3

7

5

4

-

-

11

4

8

5

4

-

-

12

4

8

5

4

-

-

13

4

9

5

4

3

-

14

4

10

5

4

3

-

15

4

10

5

4

3

-

16

4

11

5

4

4

-

17

4

11

5

4

4

-

18

4

11

5

4

4

2

19

4

12

5

4

4

2

20

4

13

5

4

4

2

 

Spells Known of 1st Level and Higher

You know three 1st-level wizard spells of your choice, two of which you must choose from either the evocation, abjuration or conjuration spell from the wizard spell list.

The Spells Known column of the Spirit Warrior Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

Constitution is your spellcasting ability for your wizard spells, since you use your own vitality to fuel youe spellsYou use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.(Note: Your weapon become your arcane focus) 

Spell save DC = 8 + your proficiency bonus + your Constitution modifier

Spell attack modifier = your proficiency bonus + your Constitution modifier.

 

 

 

War magic master

At level 7, when you cast a cantrip as your action, you are able to make a melee weapon attack as a bonus action. You can also do the opposite if you so want, ie, when you make a melee weapon attack as your action, you are able to cast cantrip as a bonus action. 

 

Heaven's conqueror

At level 10, you have now the ability to ignore gravity due to your abundance of lifeforce and your mastery over it. You can use the fly spell on yourself and/or yourself without the need to use spell slots or components(up to an amount of times equal to your constitution modifier. However, concentration has to be maintained. All expired uses can either be regained after a long rest or you can use your spell slots to use it again. This spell doesn't count against the number of spells known.

Spell Sage

At level 15, while your spiritual Armament is on the field, you can get advantage on attack rolls while using certain spells while the target of said spells have disadvantage on their saving throws against those spells if saving throws are required depending on the weapon type chosen as armament. Those who chose shortsword have advantage on evocation spells, those who took greatsword have advantage on abjuration spells and those who took spear have advantage on conjuration spells