Base Class: Fighter
Using your wisdom, you manipulate powers of the nature, creating several different effects that can be used in many situations
Presence of Spirit
Starting at level 3rd, if you are not wearing armour, your AC is 10 + Dexterity modifier + Wisdom modifier
Inner Ability
Upon reaching level 3rd, your inner power rises, giving you resistance to one damage type of your choice and some benefits at highter levels related to the damage type you choose. Additionaly you gain a "Spirit Dice", that increases with level and it is used by other features. At level 3rd this is your "Spirit Dice": d4; At level 6th it increases to d6; At level 11th it increases to d8; At level 16th it increases to d10; At level 20th it increases to d12.
Acid Spirit
Gain resistance to Acid damage.
Bludgeoning Spirit
Gain resistance to Bludgeoning damage.
Cold Spirit
Gain resistance to Cold damage.
Fire Spirit
Gain resistance to Fire damage.
Force Spirit
Gain resistance to Force damage.
Lightning Spirit
Gain resistance to Lightning damage.
Necrotic Spirit
Gain resistance to Necrotic damage.
Piercing Spirit
Gain resistance to Piercing damage.
Poison Spirit
Gain resistance to Poison damage.
Psychic Spirit
Gain resistance to Psychic damage.
Radiant Spirit
Gain resistance to Radiant damage.
Slashing Spirit
Gain resistance to Slashing damage.
Thunder Spirit
Gain resistance to Thunder damage.
Spirit Weapon
At 3rd level, your melee attacks are imbued with your spirit, making them do your Spirit Dice as extra damage from the damage type you choose in the Inner Ability feature. At level 7th your spirit will imbue ranged attacks too.
Powerful Soul
Starting at level 7th, your spirit is strong enough to leave little fragments of it behind, whenever you make a melee attack, a mark is left in the place(square) you attacked, and as a bonus action you can "detonate" all marks currently activated, each creature inside of one or more of your marks have to do a Dexterity or Wisdom saving throw (their choice), on a failed saving throw they take your Spirit Dice as damage from the type your choose, and half of that if they passed the saving throw. A creature that is inside of more than one mark you had placed, does the saving throw with disavantage, and a creature that you hitted in this same turn fails the saving throw instantly. Maximum of four marks at the same time, this increases to 6 at level 11th and to 8 at level 20th. You can use an action to place a mark on a adjacent space around you. At level 10th your ranged attacks can place marks too, and the range to placing marks without attacking increases to 30 feet radius centered at you.
Ability DC: 10 + Dexterity or Wisdom modifier + proficiency bonus
Gentle Spirit
At level 7th as an action you can send your spirit to your allies, up to a maximum of your Wisdom modifier, giving them a part of your essence. They gain your Spirit Dice as temporary hit points and resistance to the damage type you have choosen until the temporary hit points remain on them, this effect lasts for a minute. The range is 30 feet, centered at you. You can use this effect two times every short rest.
Centered Focus
Starting at level 10th, you can concentrate all your might into an enemy that you can see as a bonus action, to gain advantage on all attack rolls made against that target until the end of this turn, and against any other target you have disadvantage on attack rolls until the end of the turn. You can use this ability twice per short or long rest.
Fast Thinking
When reaching level 10th you gain lightning reflexes, that allows you to use your reaction to detonate one or more marks when a creature enters a space that has one or more marks on it.
Spirit Manifestation
At level 10th your spirit is strong enough to make a powerful attack, as an action you can manifestate your spirit to create an effect based on the type of damage you have choosen. All types of damage have a cantrip effect that can be used at will, using a bonus action instead of an action, and an ability effect, that can be used three times every long rest.
Ability DC: 10 + Wisdom modifier + Proficiency
Acid Manipulation
Cantrip Effect: You can corrode superficially any number of non-magical objects up to 60 feet of you; Or you can corrode moderately up to your Wisdom modifier number of non-magical objects up to 60 feet of you; Or you can destroy a single non-magical object up to 60 feet of you. (DM decides if a test is needed for that)
Ability Effect: You create an 20 feet radius aura around you that makes any creature that enters the area or finish its turn inside it, has to make a Constitution saving throw, taking 3 times your Spirit Dice + Wisdom modifier as acid damage on a failed save, and half of that on a successful one.This lasts for a minute. Any non-magical metal objects inside the area, except the users ones, are destroyed in 2 turns, starting when this effect is activated.
Bludgeoning Manipulation
Cantrip Effect: You can mold any non-magical object you can touch. (DM decides if a test is needed)
Ability Effect: You compress a single creature up to 60 feet of you, it has to make a Strengh saving throw, taking 8 times your Spirit Dice + Wisdom modifier as bludgeoning damage on a failed save, and half of that on a successful one.
Cold Manipulation
Cantrip Effect: You can freeze any object up to 60 feet of you. (DM decides if a test is needed)
Ability Effect: You fire a blast of ice around you, 30 feet radius, any creature in the area makes a Dexterity saving throw, taking 6 times your Spirit Dice + Wisdom modifier as cold damage and has any form of movement reduced to 0 for the next minute on a failed save, and half of that and no reduction on a successful one. At the end of each of its turns the creature can make a Strengh saving throw to try to remove this effect. If the target is uderwater when hit by this attack, it fails automatically on the saving throw and takes double damage.
Fire Manipulation
Cantrip Effect: You can light up or put out fire to any small campfire or torch you can see, or increase slightly the temperature of any number of objects within 60 feet of you; Or you can increase moderately the temperature of a number of objects equal to your Wisdom modifier within 60 feet; Or you can increase drastically the temperature of a single object within 60 feet of you.
Ability Effect: You choose a point within 80 feet of you, than an explosion of flames urge from that point, any creature up to 30 feet from the point has to make a Dexterity saving throw, taking 8 times your Spirit Dice + Wisdom modifier as fire damage on a failed save, and half of that on a successful one. Ignites any object, that aren't being carried or worn, in the area.
Force Manipulation
Cantrip Effect: You can push or pull objects, within 40 feet of you, up to a distance of 40 feet, the amount of weight you can push/pull is 20 times your Wisdom modifier pounds. You can use this effect together with a throwing action to give the object more speed, increasing the range by 40 feet and the damage, if it colides with something, by your Spirit Dice + Wisdom modifier.
Ability Effect: You create a shockwave that goes straight in one direction, 25 feet wide and 60 feet long, that pushes everything on the way with it, any creature hitted by it needs to make a Strengh saving throw, taking 6 times your Spirit Dice + Wisdom modifier as force damage, being pushed until the end of the shockwave and be knocked prone on a failed save, and half of the damage, pushed just 10 feet and not being knocked prone on a successful one. Any object in the area is pushed with the shockwave.
Lightning Manipulation
Cantrip Effect: Couldn't think of any non-combat use for lightning in a medieval era... '__' P.s.: if you find one, use it here.
Ability Effect: You cloak yourself in lightning, making all your movements extremely fast, you gain your proficiency bonus as CA, +2 to attack rolls, doubles your movespeed, you gain an extra attack (somatory with Extra Attack class trait) and you deal 2 times your Spirit Dice as extra lightning damage on attacks. You can use this as a bonus action and will last a number of turns equal to your Constitution modifier. After this ends you gain an exhaustion level and make a Constitution saving throw, DC 15, or fell uncounsious for 1d4 turns.
Necrotic Manipulation
Cantrip Effect: You can rise a humanoid corpse into a zombie that will act as you wish for 2 days, after that the corpse will be turned into dust. The maximum number of zombies you can have is equal to your Wisdom modifier.
Ability Effect: You touch a creature, the creature has to make a Constitution saving throw, taking 6 times your Spirit Dice + 3 times your Wisdom modifier as necrotic damage on a failed save, or half of that on a successful one. If the creature dies to this damage, you gain life points equal to half of the damage done and the target rises as a zombie to fight for you instantly.
Piercing Manipulation
Cantrip Effect: Passively your spirit is molded into an spike shield around you, any creature that attacks you with a melee attack take your Spirit Dice + Wisdom modifier as piercing damage.
Ability Effect: You point your weapon to a target, a beam of energy, that is 120 feet long and 5 feet wide, is shooted at his direction in a straight line, any creature in the area has to make a Dexterity saving throw, taking 6 times your Spirit Dice + Wisdom modifier as piercing damage and has its AC reduced by 2 for 1 minute on a failed save, and half of the damage and no AC reduction on a successful one.
Poison Manipulation
Cantrip Effect: Passively you can detect any poison within 60 feet of you. You are imune to the condition Poisoned. You can neutralize a single poison on a target with a touch. (DM decides if a test is needed)
Ability Effect: You create an area around you of poisoned gas, that moves 15 feet per turn to a direction you choose at the start of each of your turns. Any creature, except you, that enters the area or end its turn inside it, has to make a Constitution saving throw, taking 3 times your Spirit Dice + Wisdom modifier as poison damage at the start of each of their turns for 1 minute on a failed save, or half of the damage just one time on a successful one. The poison cloud ends after 1 minute or when reach 100 feet from you.
Psychic Manipulation
Cantrip Effect: You can levitate yourself or any object out of the ground. If the target is yourself, you float and stay around 5 feet above the ground, your movement is increased by 2 times your wisdom modifier, and lasts until you have concentration for it. If you targeted an object, you can move it around, up to 20 feet per turn, but nor beyond 60 feet of you, it can weight up to 200 pounds maximum.
Ability Effect: You can brainwash a inteligent creature with your touch, the creature has to make a Wisdom saving throw, taking 10 times your Spirit Dice + Wisdom modifier as psychic damage, lost all memories of that day and fall unconscious on a failed save, or half of that damage and no memory or consciousness loss. You can choose to not do the damage, if so, the creature does the saving throw with disadvantage.
Radiant Manipulation
Cantrip Effect: Divine light emits from you, clearing all mind conditions may be affecting any ally up to 20 feet of you, depending on what is influencing the minds of your allies, you may need a test to do that, DM decision.
Ability Effect: A column of light emerge from the ground around you, 25 feet radius, any enemy that enters the area or end his turn inside it take 2 times your Spirit Dice + Wisdom modifier as radiant damage, and any ally in the area is healed by your Spirit Dice + Wisdom modifier at the end of his turn. This column disappear after 1 minute.
Slashing Manipulation
Cantrip Effect: You can cut superficially any number of non-magical objects up to 60 feet of you; Or you can cut moderately a number of non-magical objects equal to your Wisdom modifier up to 60 feet of you; Or you can cut in half a single non-magical object up to 60 feet of you. (DM decides if a test is needed)
Ability Effect: With a touch you buff a single weapon that can do slashing damage, increasing its range by 25 feet and the damage done by 2 times your Spirit Dice + Wisdom modifier. This lasts for 1 minute.
Thunder Manipulation
Cantrip Effect: You make a sound, that you or an object you are carrying can produce, be audible up to 1 kilometer away from you.
Ability Effect: A shockwave of a extremely loud sound emates of you in all directions, 200 feet radius, breaking any glass objects in the area, any creature inside the area has to make a Constitution saving throw, taking 5 times your Spirit Dice + Wisdom modifier as thunder damage and be knocked prone on a failed save, or half of the damage and not be knocked prone on a successful one. A deaf creature pass automatically on the saving throw.
Spiritual Mastery
Starting at level 15th you have learn how to perfectly control your spirit during a fight, so you can add your Wisdom modifier to any attack and damage roll you do. The damage is going to be from the damage type you have choosen.
Benevolent Soul
At level 15th you have master the art of helping your allies, as an action, you touch a creature, restoring any damage it took from the type of damage you choose + 2 times your Spirit Dice + Wisdom modifier hit points, you can do this twice per long rest.
Spirit Augment
When reaching level 15th, your spirit is capable of creating effects based on the damage type you have choosen.
Acid Enhancement
Whenever you hit an enemy with acid damage, they have their AC reduced by 1, up to a maximum of 2 per turn.
If an creature is hitted by 3 or more marks at the same time, they have their armour completely corroded, reducing their AC, minimum reduction of 4 AC, and take an extra Spirit Dice + Wisdom modifier as acid damage.
Bludgeoning Enhancement
Whenever you hit a creature with bludgeoning damage, the creature has to make a Constitution saving throw, on a failed save they get stunned for its next turn.
If a creature is hitted by 3 or more marks at the same time, they have to make a Constitution saving throw, taking your Spirit Dice + Wisdom modifier as extra bludgeoning damage, be knocked prone, stunned for its next turn and disadvantage on attack rolls and Dexterity saving throws for the rest of the combat on a failed one, or taking the extra damage and be knocked prone on a successful one. If they make this Constitution saving throw, they don't need to make the first one of this feature.
Cold Enhancement
Whenever you hit a creature with cold damage, they have their movement reduced by 15 feet, maximum reduction of 15 feet per turn.
If a creature is hitted by 3 or more marks at the same time, they have any kind of movement reduced to 0 and disadvantage on any attack roll they make, as an action, the creature affected by this, can make a Strength saving throw, freeing itself from this effect on a successful one. Limited to 1 try per turn to try escape from this effect.
Fire Enhancement
Whenever you hit a creature with fire damage, for each 5 fire damage you do with the initial damage, the target is ignited for 1 time your Spirit Dice, taking this damage at the end of each one their turns.
If a creature is hitted by 3 or more marks at the same time, they take your Spirit Dice + Wisdom modifier as extra fire damage, and have any inflamable object they are worning or carrying quickly burnt to ashes.
Force Enhancement
Any time you hit a creature with force damage, you can make they move 15 feet in any direction you choose.
If a creature is hitted by 3 or more marks at the same time, it is moved 30 feet in any direction you choose, be knocked prone at the end of the movement and take your Spirit Dice + Wisdom modifier as extra force damage.
Lightning Enhancement
Any creature you hit with lightning damage makes attack rolls with disadvantage on its next turn.
If a creature is hitted by 3 or more marks at the same time, they need to make a Constitution saving throw, taking 2 times your Spirit Dice + Wisdom modifier as extra lightning damage and have any attack rolls made with disadvantage until the end of the combat on a failed save, or taking the extra damage and the disadvantage on attack rolls just stay for its next turn.
Necrotic Enhancement
Any creature you hit with necrotic damage, heals you for half of the necrotic damage done.
The duration of the zombies increases to 4 days and you can have up to 3 times your Wisdom modifier zombies following you.
Any zombie that attacks cause an additional Spirit Dice + Wisdom modifier necrotic damage, this does NOT count for healing you.
Piercing Enhancement
Any creature you hit an attack that deals piercing damage makes your next attack against that same creature be made with advantage.
If a creature is hitted by 3 or more marks at the same time, thay gain a debuff that makes every attack against them do your Spirit Dice as extra piercing damage for the rest of the combat.
Poison Enhancement
Whenever you hit a creature with poison damage, they will be poisoned, taking your Spirit Dice as poison damage at the end of each of their turns. If more than one mark is detonated at the same time, this will apply only 1 Spirit Dice of poison.
If a creature is hitted by 4 or more marks at the same time, it has to make a Constitution saving throw, taking 4 times your Spirit Dice + Wisdom modifier as extra poison damage on a failed save, or half of that on a successful one. This damage does not count for poison stacking.
Psychic Enhancement
Any creature you hit with psychic damage, is mentally weakened, as a bonus action in your turn you can create a minor illusion effect that only that creature can see. It can't be physically harmful.
If a creature is hitted by 3 or more marks at the same time, it has to make a Wisdom saving throw, taking your Spirit Dice + Wisdom modifier extra psychic damage, has disadvantage on all rolls it makes and as a bonus action you can create a major illusion effect, that only the target can see, on a failed save, or take the extra damage and disadvantage on attack rolls, during its next turn, on a successful one. This major illusion effect can do up to your Spirit Dice + Wisdom modifier as damage to the target.
Radiant Enhancement
Any creature you hit with radiant damage will get the condition Blinded.
If 3 or more marks are detonated at the same time and place, a explosion of light, 10 feet radius, will be emanated from that space, causing 2 times your Spirit Dice + Wisdom modifier as radiant damage to any enemy in the area and healing any ally in the area for the same amount.
Slashing Enhancement
Any creature you hit with slashing damage will bleed, at the end of each one of its turns, for your Spirit Dice as damage, for every 10 slashing damage you did to it from the initial hit.
If a creature is hitted by 3 or more marks at the same time it takes an additional 2 times your Spirit Dice + Wisdom modifier slashing damage.
Thunder Enhancement
Any creature you hit with thunder damage has to make a Dexterity saving throw, being knocked prone on a failed save.
If a creature is hitted by 3 or more marks at the same time, it has to make a Constitution saving throw, taking your Spirit Dice + Wisdom modifier as extra thunder damage, be pushed 30 feet away from you, knocked prone afterwards, and have disadvantage on any attack roll, Dexterity or Wisdom saving throw, on a failed save, or take the extra damage and be pushed 15 feet on a successful one.
Soul Lord
At level 18th your spirit is stupendously strong, mastering one damage type OR gaining another one to choose.
One-Trick Mastery
You are so linked to your spirits ancestral that you gain imunity to the damage type you choose, and any time you would cause the choosen type of damage, you ignore enemys resistance and imunity to that damage type.
Versatile Mastery
Your soul is strong enough to maintain two separate damage types, so you can choose another one from the Inner Ability feature.
Inner Ability: You gain resistance to both damage types.
Spirit Weapon: You do two times your Spirit Dice as damage each one doing damage from each one of your damage types.
Powerful Soul: You can choose between the two damage types you have to do the detonation damage.
Gentle Spirit: You give resistance to both damage types.
Spirit Manifestation: You can use any of the abilities of both damage types you choose, but just one at a time.
Spiritual Mastery: You can choose which one of the damage types, to your wisdom modifier do.
Benevolent Soul: You choose which one will be used for heal parameter.
Spirit Augment: You have both passives activated at the same time.
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