Base Class: Fighter
Some fighters draw strength from steel and sweat—others from something far colder. Spirit Conduits are mystical warriors tethered to the world beyond the grave, capable of communing with the dead and calling spirits to their side to channel strange, ghostly power. These spirits you call upon may be nameless strangers to you, vengeful wraiths of people you’ve slain, friends and family who succumbed to a disaster you escaped, or fallen soldiers you once commanded in life. Now, their spirits are bound to your side, with only you to guide and give them purpose.
Spirit Sight
Beginning when you choose this archetype at 3rd level, your senses have opened to the boundary between life and death. You gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet. In addition, you can also see 30 feet into the Ethereal Plane while on the Material Plane, and vice versa, allowing you to perceive ghosts, spirits, and ethereal entities invisible to the mortal eye.
Haunted Armament
Also at 3rd level, your weapon becomes a vessel for the spirits by your side. Once on each of your turns when you make a weapon attack against a creature, you can imbue the strike with ghostly power, choosing one of the following effects:
Chill. The weapon’s damage becomes cold. On a hit, the target takes an extra 1d4 cold damage.
Terror. The weapon’s damage becomes psychic. On a hit, the target takes an extra 1d4 psychic damage.
Thirst. The weapon’s damage becomes necrotic. On a hit, the target takes an extra 1d4 necrotic damage.
You can use this feature a number of times equal to your Constitution modifier per short or long rest.
At 10th level, the extra damage increases to 2d4.
Grave Connection
At 7th level, your bond with the lingering spirits of the dead strengthens, warping your body and soul alike in unsettling ways. You gain the following benefits:
- You no longer need to eat or drink to survive.
- You gain resistance to necrotic damage.
- You have advantage on death saving throws.
- You can cast speak with dead at will, without requiring material components. Constitution is your spellcasting ability for this spell.
Ghostly Reach
At 10th level, you and your spectral allies strike as one. When you use your Haunted Armament feature, you can make the attack from a space within 30 feet of you, as spirits deliver your attack. In addition, when you apply one of the options of your Haunted Armament feature to an attack, you can cause the target to suffer one of the following effects, determined by the option you chose:
Chill. The chill of the grave freezes them in place. The target must make a Constitution saving throw against a DC of 8 + your proficiency bonus + your Constitution modifier. On a failed save, its movement speed is reduced to 0 until the beginning of your next turn and it cannot take reactions.
Terror. The spirits you command leave them terrified. The target must make a Wisdom saving throw against a DC of 8 + your proficiency bonus + your Constitution modifier. On a failed save, it becomes frightened until the beginning of your next turn.
Thirst. You drain them of energy and vigor. You gain a number of temporary hit points equal to the necrotic damage dealt.
Spectral Form
At 15th level, you become as ghostly as the spirits you command, becoming partially see-through. You can move through creatures and solid objects as if they were difficult terrain, and become immune to the grappled and restrained conditions. If you end your turn inside an object or creature, you are shunted to the nearest unoccupied space and take 1d10 force damage. This damage cannot be reduced or prevented in any way.
Spirit Legion
At 18th level, like the spirits by your side you fight tirelessly, striking like a storm of spectral fury. You gain the following benefits:
Restless Dead. When you roll initiative with no uses of your Haunted Armament feature remaining, you regain three uses.
Ghostly Assault. You can apply Haunted Armament and Ghostly Reach to each attack you make on a turn. However, you can only apply an extra effect to one target per turn.
Previous Versions
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11/13/2025 10:37:03 PM
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