Base Class: Fighter
You have been past down the knowledge of an ancient art that most would considered to be gone. It is unclear if it use to be some order or even cult, but regardless you have learned through your family or some other who took you in to train you. This knowledge allows you to attune to the world of spirits and use your own soul to aid you in combat. It can be dangerous to converse with those who have been long gone, but you never know what can come from it, even if your own soul is at risk.
This was an odd idea I had for a subclass and would love feedback on it to see how I can improve upon it.
Dancing Lights of Judgement
At 3rd level you can create orbs of light around your weapon equal up to your level (max being 9) as a bonus action. These orbs can be mistaken as Dancing Lights and create low light. Whenever you are dealing damage, you may use an orb to deal an additional 1d4 magic damage. You may use 3 orbs to deal 1d12 necrotic damage instead. You cannot call forth any more orbs till you use all of them and must converse with a spirit for about 5 mins before using this ability or a short/long rest.
Eyes of Spirits
At 3rd level for an hour, you can see the world of spirits. These spirits range of creature and alignment and can choose to appear to others around you in the right conditions. During this time, you can interact with these spirits as if they are actually alive including attacking and stealing. After an hour, all spirits you can see and interact with disappear from your sight and must make a short/long rest to use this ability again.
DM may have spirits offer quests to the party for small rewards, this is completely optional.
Spirit Wave
At 7th level you can extend your soul out to send out a wave of spirit energy upon your foes. Make a line attack with 20ft range. All creatures in the line must make a Wisdom Saving throw with a DC Save = 8 + Wisdom Modifier. All failed creatures take 2d12 necrotic damage and half on success. You must then take 1d6 damage per creature. If you have Dancing Lights of Judgement active, you may use an orb to lower the effected creatures saving throw by 1d4 and reduce your damage by 1d6.
Spirit Walk
At 10th level you are able to step into the world of spirits as long as you have Eyes of Spirits active. When active, you can no longer make normal movement and instead teleport up to 25ft. If in combat, you can converse with any spirits near by as a bonus action. You are also able to summon a spirit to help fight by making a Wisdom Saving Throw. Converse with your DM of what happens and what kind of spirit appears. If at any point you teleport through any spirits or undead creatures, take 1d6 damage.
Soul Burst
At 15th level you able to turn your own soul into a burst of energy dealing damage to the living and the dead. Any creatures within 15ft of you must make a Wisdom Saving Throw with a DC = 8 + Wisdom Modifier. Any creature that fails takes 1d10 damage and is pushed back 10ft and any who pass takes half and is pushed back 5ft. You may take 1d12 damage to boost the damage of this ability by the result of the roll.
If Dancing Lights of Judgement are active, you may use any number of orbs to do this effect again.
If Eyes of Spirits is active, you get a phantom of yourself to make any normal attack against any creatures effected in the area even if they pass the saving throw. This effect does not count as an extra attack and you may use an extra attack by taking 1d4 damage after.
Reaper Grasp
At 18th level you are more familiar with the way spirits and souls work, including with others. When damaging a creature, you may instead make an action to grab the targets soul. If you do, take 3d8 damage. With the soul you can make the following actions:
Soul Crush: You deal 3d6 + Strength Modifier damage to the creature. If Eyes of Spirits is active, you deal 2d12 + Wisdom Modifier damage instead and effected creature can only make a normal attack on its next turn.
Soul Drain: Deal 4d4 damage and restore any Dancing Lights of Judgement orbs. If Dancing Light of Judgement is active, you gain 1d4 orbs after damage and can go beyond the max limit.
Ignite Soul: If Dancing Lights of Judgment and Eyes of Spirits is active, you deal 1d6 fire damage and the creature is on fire. Fire ignores all weaknesses and resistances and cannot be put out. For 1 round, the effected creature will attempt to do anything to put out the fire and take 2d12 fire damage. If creature is already a fire creature, the effected creature takes 2d6 damage instead.
Double Effect: You make take an additional 3d8 damage to use any two effects above.
Previous Versions
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2/17/2021 1:28:13 AM
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Coming Soon
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