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Tireless Spirit - After years of training, your body and spirit have reached their peak. Your body and spirit/soul can no longer be affected by any condition or effect you deem harmful unless you choose so (excluding stunned, paralyzed, petrified, incapacitated, blinded or deafened). Your soul cannot be destroyed, trapped, tampered with or claimed by anyone else, and is immediately sent into your Soul Garden should you die, resurrecting in 1d4 days (This provides a new body if you so wish). You can no longer become exhausted, and any form of poison or disease no longer has any effect on you unless you chose to let it.

Separated Soul - Should anything ignore your ability to have your soul untouched and attempt to do so, they instead become a willing creature and are instantly teleported into your Soul garden regardless of any ability they have, taking preference every time even if this ability is ignored. If the ability the creature used was to kill you, you are instantly killed and sent back to your garden along with them, otherwise you have the option to instantly enter your garden as normal along with them disregarding anything that would say otherwise.

 

Healing Spirit - As an action you may touch a willing a creature, connecting with their inner spirit to bring them peace, tranquility, purity and motivation to do good. An unwilling creature may make an athletics or acrobatics contest against your acrobatics check to avoid being touched. A creature who has been touched by this ability has their soul cleansed, removing any conditions, effects or such that you deem harmful from them, or anything that weighs down their spirit, soul or body (Such as negative emotions, bad thoughts, bonds to other beings or markings). This ability always takes preference over anything that would normally not allow you to remove any such ailment. If you cleanse a creature of a marking, curse, bond or something similar, you learn the location and name of the creature that caused it. Additionally you gain a +10 bonus to charisma and wisdom checks.

Spirit Sight - Your senses heighten to be able to detect the souls of those around you. You may chose to switch to your spirit sight freely, which allows you to see and detect the spirits and souls around you. By paying closer attention to a soul/spirit, you can sense it's alignment and any ailments, conditions, bonds marks or worries that may be troubling it.

Soul Cage - You may spend one minute to summon a tiny cage that connects to your hip, and cannot be removed or destroyed. A part of this minute you may also take souls from your Garden and store them in the cage as a proxy, you may have a maximum amount of souls stored this way equal to your wisdom score. Similarly, you may also send stored souls back into your garden within this minute. Souls stored in this cage may be used to empower yourself or your allies in the following ways.

- Whenever you would die or are reduced to 0hp, you may expend 1 soul to drop to 1hp instead as you siphon the remaining life force to keep you alive.
- Whenever you fail a saving throw, you may expend 3 souls to succeed instead
- As a bonus action you may touch one creature, consuming 7 souls and giving the creature the benefits of a short rest.
- As an action you may touch a creature and expend 15 souls to give them the benefits of a long rest.

Haven - Your Goddess Cage Haven and Hopeless can now be summoned anywhere you can see, and Haven no longer has a limit on how many souls can be stored inside. When a creature dies within one mile of Haven, you may chose to have their soul stored inside your Soul Cage, or inside Haven. Creatures who start their turn inside the box now regain twice as many hit points. Your double bonus from Soul Garden now applies to all charisma and wisdom checks. Additionally you may create doors on any creation of force, allowing you or anyone you chose to open and close them as an item interaction.

Godly Samurai - Your Rapid strikes feature may be used twice per attack action, and the range of your bows increase to one mile, using your godly power to enhance your precision. Additionally you may ignore full cover when attacking with a bow. Whenever a creature is forced to make a save due to something caused by you, the DC cannot be lower than 8 + proficiency bonus + dexterity modifier.


Legendary Actions - You can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. You regain spent legendary actions at the start of your turn.

Attack (1 Action) - You make one weapon attack.

Teleport (1 Action) - You may teleport to an unoccupied space within 120 ft. of you.

Samurai's Spirit (2 actions) - You grant temporary hit points to one creature you can see, equal to your level plus wisdom score.

Spirit Sense (2 Actions)- You may sense the location of all living creatures within one mile of you, until the end of your next turn.

Fighting Spirit (3 Actions) - You give one creature you can see a charge of a fighter or Samurai ability you have, to be able to use until the end of their next turn.

Previous Versions

Name Date Modified Views Adds Version Actions
9/30/2022 1:19:30 PM
7
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11/12/2022 1:00:54 PM
25
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11/13/2022 1:55:12 AM
30
1
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Coming Soon
11/20/2022 3:50:36 PM
64
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Coming Soon
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