Fighter
Base Class: Fighter

You wield a weapon imbued with either part of your own soul, or the soul of another. As you grow a closer bond with this weapon, you start to unlock it's true capabilities as you grow stronger along with it. Though the power of the weapon may depend on the user themselves as some may use this power to aid others who need their help, others may corrupt the weapon to benefit themselves by using it to reach their ultimate goal, while there are those who managed to find balance with their inner scales, maybe even leaning to one end but never fully tipping over.

Spiritual Connection

Beginning when you choose this archetype at 3rd level, you choose one melee weapon to bond with, your spiritually bonded weapon shall reflect the wielder's soul as they see fit. It is considered a magical weapon and deals a damage type based on your alignment (Your bonded weapon's features and abilities change if your alignment changes). Also, if you manage to land a critical hit with this weapon, you may roll one additional damage die. If the weapon is damaged or wish to bond with a new one, you must take a long rest to repair/replace it.

Good: This weapon deals radiant damage

Neutral: This weapon deals force damage

Evil: This weapon deals necrotic damage

Supernatural Reflexes

Starting at 7th level, your body has been enhanced with the spiritual powers of your bonded weapon allowing you to have great speed and reflexes. You can use your bonus action to take the dash action, if you take the dash action, enemies will not have opportunity attacks against you. You also gain an ability to use for your reaction based on your alignment.

Good: As a reaction, you can roll your spiritually bonded weapon's damage die and add it to an allies health as temporary health within your line of sight. If there is any remaining temporary hp during the start of their turn, then they will heal for that amount.

Neutral: As a reaction, you can roll your spiritually bonded weapon's damage die and add it to an ability check/saving throw you make.

Evil: If you are damaged by an elemental attack, you can, as a reaction, reduce the damage received by half and store it as an additional damage die for your spiritually bonded weapon for your next attack with it. You also become resistant to that damage type until the start of your next turn.

Spiritual Call

At 10th level, your connection with your weapon has grown to the point where it is nearly impossible for you to be separated from it, though this connection may not be as strong in certain individuals. You can use one of these abilities as a bonus action based on your alignment.

Good: If you are separated from your spiritually bonded weapon, you can call it back to your hands from any distance, though the DM may determine how many turns it will take for your spiritual weapon to return to you based on the distance (10 ft.= 1 turn). If there is a creature between you and your spiritual weapon, they must make a dexterity saving throw and if they fail, you must roll the weapon's damage die and they take damage equal to your roll.

Neutral: You can instantly teleport to the location of where your spiritually bonded weapon is currently at. If a creature is currently carrying your spiritually bonded weapon when you use this ability, you are automatically equipped with it and can use an opportunity attack against the creature.

Evil: If you do not have your spiritually bonded weapon, you may temporarily take control of another creature's weapon within your line of sight instead. The creature must make a wisdom saving throw, if they fail they are disarmed and you are equipped with their weapon and gain the benefits of your spiritually bonded weapon abilities until the end of your next turn.

 

Spiritual Slash

Starting at 15th level, you unleash your full power of your spiritually bonded weapon in a single attack. You can spend your action to unleash a 30 ft. horizontal or vertical slash that has a maximum range of 100 ft. (you can choose how far the slash can travel & is treated as an attack action). You can only use this ability once per long rest. This attack gains an additional effect based on your alignment. All non-magical items that are within the range of this attack are immediately destroyed.

Good: You dispel any magic that is currently in effect and you ignore all forms of unnatural armor.

Neutral: Creatures that were hit with the slash must make a strength saving throw. If they fail, they are pushed 20 ft. away and are knocked prone.

Evil: Creatures that were hit with the slash must make a constitution saving throw. If they fail, they will take necrotic damage based on your spiritual weapon's damage die until the end of their next turn.

Perfected Bond

At 18th level, you have become one with your spiritually bonded weapon enhancing your body beyond mortal capabilities. You gain an ability based on your alignment.

Good: You are resistant to radiant damage and 1 more magical damage type of your choosing. As an action, you can become immune to all magical attacks besides radiant and have advantage against spell saving throws until the end of your next turn. You may only use this ability once per long rest.

Neutral: You are resistant to bludgeoning, piercing, and slashing damage. As an action, you can become immune to bludgeoning, piercing, and slashing damage until the end of your next turn. If any weapon that deals these damage types hit, you may roll to hit the creature's weapon using their AC and your spiritually bonded weapon's attack modifier. If you successfully pass the creature's AC, the weapon shatters and can no longer be used. You may only use this ability once per long rest.

Evil: As an action, you can subtract a quarter of your current health and apply it to your spiritually bonded weapon. When you are downed, instead of rolling your final death save, you can possess either a living creature, they must make a wisdom saving throw if they are unwilling, or a corpse to continue fighting with your spiritually bonded weapon containing your remaining health points. If you manage to kill a creature then you automatically pass the saving throw. If your spiritually bonded weapon falls below 0 health or if the living creature/corpse is killed and you are unable to possess any other then you automatically fail the saving throw. You may only use this ability once per long rest.

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