Fighter
Base Class: Fighter

Fey spirits run rampant throughout the Feywild, playing harmless tricks and inspiring chaos around those unsuspecting of them. While chaotic in nature, there are few that can truly be seperated into the morals of good or evil. Almost all fey spirits are primarily seen in the forms of different animals, corresponding with their nature.

The "good" fey spirits, while rare, are most commonly seen helping those lost in the never-ending twilight forests of the Feywild, but they won't do so unless the creature is free of ill will. The "evil" fey spirits, while not as rare, are normally seen doing the opposite, inspiring nightmares and different hallucinations to those trapped within the shadow filled boughs of the twilight forests. 

In even rarer cases, some fey spirits, will become spiritually bound to a mortal creature. These spiritual bindings are only formed willingly, and only usually when a mortal preforms an act that a spirit finds so profound that they tether their own fey essence to a mortal soul, essentially giving up their freedom unless the mortal relinquishes it.

There are only two reasons fey spirits will be found outside of the Feywild. Either they travelled with a companion in which they are spiritually tethered, or they were ripped from the Feywild temporarily, by use of divine and arcane magics. If a fey spirit tries to travel through the planes without a spiritual or temporary magical binding, its essence is destroyed.

Invoke Spirit

3rd-level Fey Caller feature

While you've been spiritually bound to a fey spirit for some time, it has only appeared in the incorporeal form of an animal, but the spiritual bond has strengthened, allowing its form to become corporeal while representing a creature of the Feywild.

You can spend an hour concentrating to invoke the fey spirit to gain a corporeal form. The spirit takes the form of a medium or smaller beast, fey, or monstrosity with a challenge rating as high as 1, and shares your alignment. The spirit cannot take the shape of a sentient creature, a creature that resembles a humanoid, or a creature that has legendary/mythic actions/resistances. While the spirit is in this form, it assumes the stat block of that creature, but is a fey instead of beast or monstrosity and the alignment changes to the spirits alignment. The spirit has a number of hit dice [d10s] equal to your fighter level, and it will add your Charisma modifier to each hit dice roll instead of Constitution.

During the day or night, while the spirit is within 10 feet of you, a creature that succeeds a DC 15 perception check can see a very faint tether between you and the corporeal form of the spirit, but at dawn or dusk, the tether glows brightly, seemingly due to the similarity to the permanent twilight in the Feywild.

The spirit also has ways to disguise itself from those that would fear its taken corporeal form. As an action, while the spirit is in its corporeal form, you can have it assume an illusory form of a familiar (bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel), it cannot use any of its stats unless the illusory form is dispelled with a bonus action.

The spirit understands Sylvan, but cannot speak it.

While the spirit is within 100 feet of you, you can communicate with it telepathically.

When the spirit takes the form of a Medium creature, it can be used as a mount if your size is Medium or smaller, but if the creature's stat block has a flying speed, the flying speed can't be used while you are riding it.

In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the spirit can take any action of its choice, not just Dodge.

The spirit remains until it is reduced to 0 hit points, until you use this feature to summon the spirit again, or until you die. Anything the spirit was wearing or carrying is left behind when the spirit reverts to its incorporeal form. If you die, the fey spirit's essence dissipates with your soul, bonded until the very end.

The highest challenge rating of the corporeal form that your spirit can assume increases by 1 when you reach 7th, 10th, 15th, and 18th levels, and the spirit can assume the form of Large creatures at 10th level and Huge creatures at 18th level.

Fey Boons

3rd-level Spirit Scion feature

The fey spirit bound to your soul begins to manifest a wellspring of spirit power that allows you to exude fey qualities when needed. This energy is represented by your Spirit dice, which are each a d4. You have a number of these dice equal to Charisma modifier, and they fuel various fey boons you have, which are detailed below. 

Your Fey Boons expend the Spirit die they use, as specified in a boon’s description, and you can’t use a boon if it requires you to use a die when your dice are all expended. You regain all your expended Spirit dice when you finish a short rest.

When you reach certain levels in this class, the size of your Spirit dice increases: at 9th level (d6), and 15th level (d8). The powers below use your Spirit dice.

Fey Influence. When you make a Charisma ability check, you can expend a Spirit die, roll it, and add it to the ability check total.

Bonded Healing. When you use your "Second Wind" feature, you can expend a Spirit die, roll it, add it to the healing total, and you and your spirit regain that many hit points. 

Spirit Focus

7th-level Spirit Scion feature

The spiritual bindings between you and the fey spirit bestows an additional fey boon to you. This growth in power also allows the spirit to assume a stronger form.

Displacement. When you take the Attack action, you can forgo one of your attacks to expend a Spirit die and teleport up to a number of feet equal to 5 x the number rolled on the die. Whenever you use this ability, attacks have disadvantage against you until the end of your next turn.

You can now add your proficiency bonus to the spirit's AC, attack rolls, and damage rolls, as well as all saving throws. Attacks made by the spirit are now considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage, and the highest challenge rating that the fey spirit can assume is now 2.

Spirit Rush

10th-level Spirit Scion feature

Through mental, physical, and spiritual training, you have learned how to channel a spiritual stampede of the various forms that the spirit takes, trampling over the enemies and bolstering allies in your path.

As an action, a spiritual stampede forming a line 30 feet long by 10 feet wide blasts out from you in a direction you choose. Each hostile creature in this line must make a Dexterity saving throw against a DC equal to 8 + your proficiency bonus + your Charisma modifier. Roll a number of Spirit dice equal to your proficiency bonus. On a failed save, a creature takes force damage equal to the total and is knocked prone. On a success, a creature takes half damage and isn't knocked prone. You, as well as any allied creature within this line has their speed increased by a number of feet equal to 5 x your proficiency bonus until the end of their next turn. Once you use this ability, you must finish a short rest before you can do so again. 

The highest challenge rating that the fey spirit can assume is now 3, and the spirit can now assume the form of a Large or smaller creature. While riding the spirit, are no longer prohibited from using the creature's flying speed if it is of Large or larger size.

Vengeful Revenant

15th-level Spirit Scion feature

The fey spirit bound to your soul briefly becomes much stronger when it senses that you cannot protect yourself, or your death seems to be imminent.

While you are unconscious, incapacitated, or fall to 0 hit points, the spirit gains a number of temporary hit points equal to one roll of your Spirit dice + your fighter level for 1 minute. Once the spirit gains temporary hit points in this way, it cannot benefit from them until after a short rest or long. The spirit has advantage on attack rolls while with 10 feet of you, and attacks on your unconscious or incapacitated body are at disadvantage while the spirit is within 10 feet of you. Attacks made by the spirit also deal an additional 2d6 psychic damage. All of these effects fade if you are restored to 1 hit point or higher.

The highest challenge rating that the fey spirit can assume is now 4, and the spirit can now assume the form of a Huge or smaller creature.

Tethered Essence

18th-level Spirit Scion feature

The spirit bindings that tether you and the fey spirit together intertwine your essences to an extent where one cannot die without the other.

If damage causes the spirit to fall to 0 hit points while you have at least 1 hit point, the spirit falls to 1 hit point instead. Every time this feature causes the spirit to instead fall to 1 hit point, you must make a DC 5 Charisma saving throw or take psychic damage one roll of your Spirit dice. Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 5.

When you fall to 0 hit points while the spirit is still corporeal, you cannot be killed, instead only falling unconscious from fatal damage. You must still roll death saving throws, and suffer the normal effects of taking damage while at 0 hit points. While in this unconscious state, the spirit's corporeal form takes psychic damage equal to one roll of your Spirit dice at the start of each of your turns, as the strain of keeping your soul bound to your body damages its form. If the spirit falls to 0 hit points while you are still at 0 hit points, you die.

Attacks made by you or the spirit while within 30 feet of each other deal additional damage equal to a roll of your Spirit dice. The highest challenge rating that the fey spirit can assume is now 5, and the spirit can now assume the form of a Huge or smaller creature.

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