Fighter
Base Class: Fighter

A subdivision of warriors that spend years studying and recording various ghosts and ghastly entities. Through vigorous training and research of these entities, these Knights hope to discover a method to incorporate the various necromantic properties of said entities. It is through their endless pursuit of understanding the necromantic properties of these incorporeal entities that these knights have now come to understand the myriad of ways one can infiltrate, trick or eliminate their target(s) once they shed their psychical form for but a few moments. 

Infiltration Specialist

3rd-level Spectral Knight feature

You gain expertise in the Stealth skill if you don’t already have it.

Spectral Shift

3rd-level Spectral Knight feature

Harnessing the very cold, necromantic energies of the weave, you are able to temporarily shift your form from a solid state to a more translucent, spectral body, rendering you incorporeal.

You can use a bonus action to start your Spectral Shift, which lasts for 1 minute. It ends early if you are incapacitated. You can also dismiss your Spectral Shift at any time (no action required).

While your Spectral Shift is active, you gain the following benefits:

  • You gain a bonus to your AC equal to your Proficiency Bonus.
  • Your walking speed increases by 10 feet.
  • You can move through creature(s) or object(s), and it doesn’t count as difficult terrain. If you end your turn in an occupied space, you are shunted to the last unoccupied space you occupied, and you take 1d10 force damage.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Spectral Ascension

7th-level Spectral Knight feature

Through continued and consisted practice of your Spectral Shift, you slowly begin to draw out the full potential of this technique. You now gain the following benefits during your Spectral Shift:

  • Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 1d8 damage to a target on a hit.
  • You gain a flying speed equal to your walking speed and can hover.
  • You become resistant to bludgeoning, piercing and slashing damage.
  • Your hit point maximum can't be reduced.

Spectral Body

10th-level Spectral Knight feature

Your connection to the necromantic energies withing the arcanum has inured you with new found understanding of how to apply your abilities. You have resistance to necrotic and poison damage. If you are using your Spectral Shift, you instead become immune to necrotic and poison damage.

You can now fully utilize the necromantic energies that allow you to be in an incorporeal state defensively by either allowing that energy to fully engulf you or an ally, temporarily making you or an ally invincible. While using Spectral Shift: When you or another creature within 60ft of you is hit by an attack roll, you can end your Spectral Shift as a reaction, that creature becomes immune to the damage dealt by that attack roll.

Spectral Fortitude

15th-level Spectral Knight feature

Your journey of studying and trying to fully incorporate the studies of various ghosts and ghastly entities has finally reached it's end. You now have a full understanding of the necromantic energies withing the weave and how to manipulate them to your will, essentially becoming the very creatures you have studied and recorded.  While you are using Spectral Shift you become immune to the charmed, frightened, grappled, paralyzed, petrified, prone and restrained condition. 

Spectral Possession

18th-level Spectral Knight feature

Through your observations and practice, you have now learnt to fully incorporate the unique abilities of the ghosts and ghastly entities you have researched.

As an Action you can attempt to possess one creature that you can see within 30ft, that creature must succeed on a DC 20 Charisma saving throw or be possessed by you; you then disappear, and the creature is incapacitated and loses control of its body. You now control the body but, it doesn't deprive the creature of awareness. You can't be targeted by any attack, spell, or other effect, except ones that turn undead, and you retain your alignment, Intelligence, Wisdom, Charisma. You can now use the possessed creature's statistics, but you do not gain access to the creature's knowledge, class features, or proficiencies.

The possession lasts until the creature drops to 0 hit points, you end the possession as a bonus action, or you are turned or forced out by an effect like the dispel evil and good spell. When the possession ends, you reappear in an unoccupied space within 5 feet of the creature you possessed. 

Once you use this feature, you can’t use it again until you finish a short or long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
10/19/2023 4:01:09 PM
3
0
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes