Fighter
Base Class: Fighter

Although spirit warriors employ magical abilities, they are not mages; instead, they flirt with inhabitants of the Spirit World who agree to augment mortal abilities in exchange for a glimpse of the physical world.

Kindred Spirits

3rd-level Spirit Warrior feature

The Spirit Warrior embodies the attributes and powers of a venerable spirit for a short time. As a bonus action, choose one of the spirits below to embody. You embody that spirit for 1 minute or until you dismiss it as a bonus action, until you embody a different spirit, or until you fall unconscious.

Valor. You call upon a spirit of an ancient warrior hero to embody. At the beginning of your turn, you can choose a creature within 30ft of you (including yourself) to deal extra force damage equal to your proficiency bonus on the first attack they hit with on their turn.

Pride. You call upon a spirit of a past monarch or leader to embody. As a bonus action, you can command a friendly creature within 30ft of you to perform better, giving them advantage of their next attack roll, ability check, or saving throw until the beginning of your next turn.

Compassion. You call upon a spirit of a forgone defender to embody. As a reaction to an ally being hit by an attack within 30ft of you, but before the damage is rolled, you can give the creature temporary hit-points equal to twice you proficiency bonus.

You can use this ability a number of times equal to your proficiency modifier. You regain all uses after a long rest.

Battle Tempo

7th-level Spirit Warrior feature

You call upon spirits of battle to enhance your speed and makes you quicker to act in combat. You gain advantage of initiative rolls and gain an extra 10ft of movement during combat.

Soul Armament

10th-level Spirit Warrior feature

When you embody one of your Kindred Spirits, you now gain a special spiritual item associated with them.

Valor. Spirit Weapon: You summon forth a spectral weapon used by your Valor spirit that appears in a free hand. The weapon has an appearance of your choosing and has the finesse and thrown properties. You are proficient with this weapon and the weapon deals 2d6 force damage. The weapon has a 20ft/60ft throw range and reapers in your hand after it hits or misses its target.

Pride. Spectral Crown: You call forth a spectral crown that inspires your companions and demoralizes your foes. All allies within 15ft of you gain advantage on resisting frightened and charmed effects. Additionally, enemy creatures’ attack rolls cannot benefit from advantage against any friendly creature within 15ft of you.

Compassion. Ghost Shield: You conjure forth a spectral shield to appear hovering around you. While this shield is protecting you, you gain the benefits of half cover. Additionally, as a bonus action you can throw you shield towards a friendly creature within 30ft of you, granting them half cover until the start of you next turn. You loose the half cover bonus from the shield when you throw it.

Spectral Body

15th-level Spirit Warrior feature

When you embody one of your Kindred Spirits, your body fades into a wraithlike state and becomes difficult to damage. While your embodying a Kindred Spirit, you gain resistance to all non-magical damage and gain the ability to move through solid objects and structures as if it were difficult terrain. If you end your turn occupying the same space as a solid object or creature, you are shunted to the last unoccupied space you occupied and you and the object or creature take 2d6 force damage.

Beyond the Vale

18th-level Spirit Warrior feature

Your connection with the spirits have grown to the point were you manifest their most powerful abilities. When you embody one of your Kindred Spirits, you gain new abilities based on the spirit.

Valor. Spirit Rush: You call upon spirits of swiftness to carry you forwards in a blur of speed. As one of your attacks, you can choose to instead launch yourself up to 30ft in a straight line in a direction of your choosing. Any creatures you pass through take 3d8 force damage and must make a strength saving throw or be knocked prone. The DC for the saving throw is 8 + proficiency bonus + constitution modifier. You can only use this ability only once per turn.

Pride. Domination: You call upon a spirit of domination to possess a creature for a short duration. When you embody the spirit of pride, choose a creature you can see within 60ft of you to make a wisdom saving throw against a DC of 8 + proficiency bonus + constitution modifier. A target automatically succeeds on this saving throw if it can't be charmed. On a failure, the creature fall under the conditions of the dominate monster spell for as long as your embodying your spirit of pride. The possessed creature can repeat their saving throw every time they take damage.

Compassion. Spectral Bulwark: You call forth spirits of protection to shield you allies from damager. When you embody the spirit of compassion, you and up to six allies creatures of your choosing gain resistance to one damage type of your choosing and immunity to one condition of your choosing. This effect lasts as long as you embody your spirit of compassion.

Previous Versions

Name Date Modified Views Adds Version Actions
6/12/2023 9:00:31 PM
5
2
1
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes