Base Class: Fighter
Those with Fighting Spirit learned to manifest their soul in a tangible form outside of your body allowing you to perform feats thought to be impossible. Bolstered by the strength of their souls they charge into the fray as a swarm strikes and a figure of fortitude
Manifest Spirit
3rd-level Fighting Spirit feature
You can use a bonus action to magically manifest a projection of your soul in an unoccupied space you can see within 20 feet of you. This spirit is a magical, translucent, image of you that can alter it colors and lasts until it is destroyed, until you dismiss it, until you manifest another spirit, or until you’re incapacitated.
Your spirit has an AC of 15 + proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the spirit to move up to 40 feet in any direction (no action required). If your spirit is ever more than 60 feet from you at the end of your turn, it is destroyed.
You can use the spirit in the following ways:
- As a bonus action, you can teleport, magically swapping places with your spirit at a cost of half of your movement, regardless of the distance between the two of you.
- When you take the Attack action on your turn, any attack you make with that action can originate from your space or the spirit's space. You make this choice for each attack.
- When a creature that you can see within 5 feet of your spirit moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the spirit’s space.
Fury Unleashed
3rd-level Fighting Spirit feature
You can heighten your spirit’s fury. Whenever you take the Attack action, you can make additional attacks (equal to the number attacks you would make) from your spirit’s position.
You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Spirit Avatar
You can temporarily transfer your consciousness to your spirit. As an action, you can see through your spirit's eyes and hear through its ears. During this time, you are deafened and blinded. You can sustain this effect for up to 1 hour, and you can end it at any time (requires no action). While your spirit is being used in this way, it can move anywhere up to 12,000 feet away from you without being destroyed. While you may not attack in this state, you can interact with or phase through objects and may magically swap places with your body. Any creatures or items held or touching your body/spirit will be teleported as well.
Spiritual Martyr
10th-level Fighting Spirit feature
You can make your spirit throw itself in front of an attack directed at yourself or another creature that you can see. Before the attack roll is made, you can use your reaction to teleport the spirit to an unoccupied space within 5 feet of the targeted creature. The attack roll that triggered the reaction is instead made against your spirit.
You can use this feature 3 times before you can’t use it again. You regain all expended uses when you finish a short or long rest.
Reclaim Potential
15th-level Fighting Spirit feature
You’ve learned to absorb the fleeting magic of your spirit. When a spirit of yours is destroyed by taking damage, you can gain a number of temporary hit points equal to 4d8 + your Constitution modifier, provided you don’t already have temporary hit points.
You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Army of One
18th-level Fighting Spirit feature
When you use the Manifest Spirit feature, up to three spirits can be created, and these Spirit's can coexist. If you try to create additional Spirit's, the previous Spirit's will be destroyed, and be replaced by the newly created spirit's. Anything you can do from one Spirit's position can be done from the other’s instead.
In addition, when you roll initiative and have no uses of your Fury Unleashed feature left, you regain one use of that feature.
Previous Versions
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