Base Class: Fighter
In a County full of dangers and fear, the common folk lack protection from threats of a more supernatural nature. Some people rose up and decided to take up the in fight with these threats, mastering the use of tools meant for such foes. These include a staff made of rowen wood with a retractable silver blade in the tip and a blessed silver chain that restrain and burn foul creatures. Seeing as these new warriors were meant to scare the monsters, they were named Spooks.
(Inspired by characters and abilities from Spook's Apprentice by Joseph Delaney)
Spook's Staff
At level 3, you receive schematics for crafting a rowen quaterstaff with a restractable silver blade.
Using your bonus action, you can extend the silver blade and change the damage the quarterstaff does from a 1d6(1d8) bludgeoning to 1d10(silvered) piercing when extended. It also gain the finesse-property in both modes. The blade remains extended until you use another bonus action to retract it again.
The silver blade gain power as it's soaked in more unholy blood: at 5th level (+1), 11th level (+2), and 17th level (+3).
When you reach level 5, the staff gains the Reach-property when the blade is out.
Spook's Chain
Beginning at level 3, as a bonus action, you can attempt to throw your silver chain at a Medium or smaller creature within 15ft. The target needs to succeed on a DEX saving throw against your Spook DC, or be restrained. If the creature fail the save with 3 or more, they are also silenced for the duration, as the chain fasten around it's mouth. If the creature is a Fiend, Undead or Abberation, they take 1d6 radiant damage at the start of their turn. The creature may repeat the saving throw using it's action on it's turn. Hit or miss, you'll have to retrieve the chain before you can use this action again.
The radiant damage increases with levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Spook DC = 8 + your proficiency bonus + your Strength OR Dexterity modifier.
Spook's Patience
Patience is an important trait a Spook needs to survive. After much training, you've gained the ability to attack when an opening is presented.
At level 3, you can make an opportunity attack without using your reaction once per round. You can use this feat an amount of times equal to your proficiency modifier. You regain all uses when completing a long rest.
Spook's Fortitude
Your intense training have granted you the mental and physical fortitude to withstand many assaults that would weaken you. At level 7, you gain advantage to saving throws against being Frightened, Charmed or Poisoned.
Spook's Ward
Carving protective runes into your rowen staff, you're somewhat warded from magic assault. Starting at level 10, you gain a +2 to your AC and Saving Throws against magic attacks while holding your Spook's Staff.
Spook's Acceleration
The intense training have given you the ability to accelerate your bloodflow and signals to and from your brain, making your surrounding seem to slow down.
At level 15, you can use you action to gain the effects from the Haste spell for up to 1 minute, requiring concentration. When the effect ends, you can't use any actions or move during your next turn as the backlash from the boost hits you.
You can use this feat once and regain it when completing a short rest.
Spook's Apex
At level 18, you have reached the peek of the physical and mental ability a Spook could hope to reach. Your proficiency with the tools of your trade give you additional abilities with them:
Your Spook's Staff now deals 2d10(silvered) piercing damage on hits with the blade out.
You can use a bonus action to telekinetically retrieve the Spook's Chain if it's within 20ft from you. If a creature is trapped in the chain, they have to make a STR saving throw against your Spook's DC or be pulled up to 10ft towards you while still remaining restrained.
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