Fighter
Base Class: Fighter

Awake to the divine power within, a Lwa (Loa) Warrior is a fighter who augments their physical might with heka-infused weapon strikes, astral lashes, and barriers of spiritual force. In the region of  Oasia, many young Easians dream of becoming Lwa Warriors. 

As a Lwa Warrior, you might have honed your spiritual abilities through solo discipline, unlocked it under the tutelage of a master, or refined it at the Hekjuja Academy; dedicated to wielding the spirit's power as both weapon and shield. 

Level 3: Spirit Power

At 3rd level, you harbor a wellspring of spiritual energy within yourself. This energy is represented by your Spirit Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various spiritual powers you have, which are detailed below. 

Some of your powers expend the Spirit Energy die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Spirit Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Spirit Energy die, but you can't do so again until you finish a short or long rest. 

When you reach certain levels in this class, the size of your Spirit Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12). 

The powers below use your Spirit Energy dice. 

Shield of Kolkecu. When you or another creature you can see within 30 feet of you takes damage, you can use your reaction to expend one Spirit Energy die, roll the die, and reduce the damage taken by the number rolled plus your Wisdom modifier (minimum reduction of 1), as crocodile-like scales momentarily envelop you. 

Hand of Ogun. You can propel your weapons with spiritual force. Once on each of your turns, immediately after you hit a target within 30 feet of you with an attack and deal damage to it with a weapon, you can expend one Spirit energy die, rolling it and dealing force damage to the target equal to the number rolled plus your Wisdom modifier, as your weapon becomes enveloped with a nebulous, prismatic energy. 

Spiritwalk. You can move an object or a creature with your mind. As an action, you target one loose object that is Large or smaller or one willing creature, other than yourself. If you can see the target and it is within 30 feet of you, you can move up to 30 feet to an unoccupied space you can see. Alternatively, if it is a Tiny object, you can move it to or from your hand. Either way, you can move the target horizontally, vertically, or both. Once you take this action, you can't do so again until you finish a short or long rest, unless you expend a Spirit Energy die to take it again. 

Spiritually Adept

By 7th level, You have mastered new ways to use your spiritual abilities, detailed below. 

Blessing of Shu. As a bonus action, you can propel your body with your spirit. You gain a flying speed equal to twice your walking speed until the end of the current turn, as a strong gust of wind encircles you. Once you take this bonus action, you can't do so again until you finish a short or long rest, unless you expend a Spirit Energy die to take it again.

Song of Orunmila. When you deal damage to a target with your Hand of Ogun, you can force the target to make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Wisdom modifier. If the save fails, you can knock the target prone or move it up to 10 feet in any direction horizontally. 

Guarded Soul

Starting at 10th level, the spiritual energy flowing through you has bolstered your soul. You have resistance to necrotic damage. Moreover, if you start your turn poisoned or frightened, you can expend a Spirit Energy die and end every effect on yourself, subjecting you to those conditions. 

Blood of Osha

At 15th level, you can shield yourself and others with spiritual force. As a bonus action, you can choose creatures, which can include you, that you can see within 30 feet of you, up to a number of creatures equal to your Wisdom modifier (minimum of one creature), as a date palm tree shimmers into existence. Each of the chosen creatures is protected by half cover for 1 minute or until you're incapacitated. 

Once you take this bonus action, you can't do so again until you finish a long rest, unless you expend a Spirit Energy die to take it again. 

Spirit Master

By 18th level, your spiritual power is matched by few. You can cast the Wraith spell, requiring no components, and your spellcasting ability for the spell is Wisdom. On each of your turns while you concentrate on the spell, including the turn when you cast it, you can make one attack with a weapon as a bonus action. 

Once you cast the spell with this feature, you can't do so again until you finish a long rest, unless you expend a Spirit Energy die to cast it again.