Fighter
Base Class: Fighter

In the days following a major battle, warriors gather the bodies of the fallen to mourn their sacrifice. A Revenant Fighter never forgets the fallen warriors and calls upon them for guidance and aid. Revenant Fighters have trained extensively on ancient fields of battle and have formed a connection to the spirits of fallen warriors through meditation and communion. These Fighters use this connection to strengthen their bodies into living weapons and have learned how to call upon these warrior spirits to aid them in battle.  

 

Level 3: Fury of the Mourned

You can channel the fury of fallen warrior spirits to unleash a powerful attack. When you hit an enemy with an Unarmed Strike as part of the Attack action while you are not wielding a Shield, you can make another Unarmed Strike as a Bonus Action that does additional Cold, Necrotic, or Radiant damage (your choice) equal to 1d8 + your Constitution modifier (minimum of one).  

 

Level 3: Voice of the Fallen

You have learned to commune with the spirits of the fallen to gain guidance and knowledge. You learn the Speak with Dead spell. You can cast it once without a spell slot, and you regain the ability to cast it in this way when you finish a Short Rest. When you cast the spell using this feature you can ask up to 10 questions instead of 5 questions. 

 

Level 7: Empowered Communion

You have learned to call on warrior spirits to aid you directly. You learn the Guidance and Spirit Guardians spells. You can cast Spirit Guardians a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses when you finish a Long rest. The Spell save DC for Spirit Guardians when cast using this feature is equal to 8 + your proficiency bonus + your Constitution modifier.

In addition, each spell gives you additional benefits while active. Guidance gives you Advantage on Initiative rolls. Spirit Guardians increases the range of your Unarmed Strike to 15 feet. 

 

Level 10: Spiritual Battalion

The spirits that aid you can be called to defend you and your allies. As a Bonus Action you can expend a use of Second Wind to call on an intangible warrior spirit that will haunt a creature that you can see for 1 minute. While haunted, a creature's speed is reduced by 10 feet. If a haunted creature dies the warrior spirit is dismissed. You can have up to 2 warrior spirits haunting different creatures. Calling forth a third warrior spirit will automatically dismiss the oldest spirit. 

When you call on a spirit or use your Fury of the Mourned feature you can give all creatures affected by this feature Disadvantage on attack rolls until the start of your next turn. 

 

Level 15: Strength of the Fallen

You can now gain more power from communing with the spirits of fallen warriors. When you use Fury of the Mourned to make a Bonus Action Unarmed Strike you can choose one of the following options to enhance the attack. 

Increased Fury. Your attack deals an extra 1d8 Cold, Necrotic or Radiant damage (your choice).

Spirit's Protection. You are healed for 2d8 Hit Points.

Impending Fall. You can force the target to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition. 

 

Level 18: Fist of the Fallen Army

Your connection to the spirts of fallen warriors that assist you has reached its peak, allowing you to call on their full fury to overwhelm your foes. When you hit a creature with an Unarmed Strike you can call on an army of warrior spirits to pull the target into the afterlife (no action required). The target creature is banished to the afterlife until the end of your next turn. While there, the target has the Incapacitated condition. When the target returns it appears in the space it previously occupied, or the nearest unoccupied space and it takes 12d8 Necrotic or Cold damage (your choice) as it is brutally pulled back to the realm of the living by the fallen army. When the target returns it gains the Frightened condition for 1 minute. 

If the target is an undead it must make a Constitution saving throw. The DC is equal to 8 + your proficiency bonus + your Strength modifier. On a failed save the target is banished forever. On a successful save the target is banished but it does not take damage when it returns and does not gain the Frightened condition. 

Once you use this feature you cannot use it again until you finish a Long Rest.

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