1st lvl: Weapon Bond: At 1st level, you learn a ritual that creates a magical bond between yourself and 1 Melee weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated or 120f away from the weapon. If it is on the same plane of existence, you can summon spirit bound weapons as a bonus action on your turn, causing it to teleport instantly to your hand. You can have up to 3 bonded weapons at 1st level. Can on Soul Bind with 1 type of weapon.
2nd lvl: Defensive Bond: Starting at 2nd level you can now bond with a Shield.
3rd lvl: Sword Dancer: Starting at 3rd level you gain the Ability to Sword Dance. All your bound sword are summoned around a single or several foes, During which time your Spirit Duelist dashes around the enemies unhindered by any enemy or ally blocking his path and you swing each of your Weapons(Roll a D20 for each attack +Cha/+Str-or-Dex) once until all swords have been used. Weapon damage is based of the actual weapons. Can only be used 2 times daily before body is unable to perform. any extended use will cause a level of exhaustion. Sword Dance upgraded at level 7, 9, 13, and 18.
4th lvl: Mighty Constitution: Starting at 4th level, you can nimbly dodge out of the way of certain area effects. When you are subjected to an effect that allows you to make a Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
5th lvl: Improved Weapon Bond: Starting at 5th level you can now have 4 Weapons bond to your Spirit.
6th lvl: Immovable: Starting at 6th level, your ability to conjure weapons and manipulate space has given you an insight into spacial awareness and causality of movable force. You now have resistance to force damage.
6th lvl: Projectile Weapon Bond: Starting at 6th level you can now spirit bond with 2 Projectile Weapons which fire spiritual ammo.
Spirit Magic: Beginning at 7th level, when you use your action to cast a Spell, you can make one weapon attack as a bonus action.
Improved Weapon Bond: Starting at 8th level you can now have 6 Melee Weapons bond to your Spirit.
Elemental Weapons: Starting at 10th level you can imbue your Spirit weapons with an element causing all attacks to cause an additional damage dice relating to the weapon used. Required a full day to imbue each Spirit weapon with an Element. Upgrades at 15th, and 20th level.
Improved Weapon Bond: Starting at 12th level you can now have 8 Weapons bond to your Spirit.
Improved Elemental Weapons: Starting at 14th level, it now only takes half a day to Imbue a spirit weapon with an element.
Improved Weapon Bond: Starting at 16th level you can now have 10 Weapons bond to your Spirit.
Improved Spirit Magic: Starting at 17th level, when you use your action to cast a spell, you can make one Spell attack as a bonus action.
So I made my own class and was just looking for some feedback on what y'all think.
Spirit Duelist
Creating a Spirit Duelist
As a Spirit Duelist you gain the following Class features.
Proficiencies
Skills: Choose Two - Acrobatics, Stealth, Arcana, Insight, Perception, Survival, Persuasion
Hit Dice: 1D10
Spellcasting Class: Paladin
Level Proficiency
Bonus Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Weapon Bond 2 — — — —
2nd +2 Defensive Bond 2 — — — —
3rd +2 Sword Dancer 3 1 — — —
4th +2 Mighty Constitution, Ability Score Up 3 2 — — —
5th +3 Improved Weapon Bond, Extra Attack 3 2 1 — —
6th +3 Immovable, Projectile Weapon Bond, Ability Score Up 3 2 1 — —
7th +3 Spirit Magic, Sword Dancer lvl 2 3 2 1 1 —
8th +3 Improved Weapon Bond, Ability Score Up 3 3 2 2 1
9th +4 Sword Dancer lvl3 4 3 2 1 1
10th +4 Elemental Weapons 4 3 2 2 1
11th +4 4 3 3 2 1
12th +4 Improved Weapon Bond, Ability Score Up 4 3 3 2 1
13th +5 Sword Dancer lvl4 4 3 3 3 2
14th +5 Improved Elemental Weapons, Ability Score Up 4 3 3 3 2
15th +5 Elemental Weapon 4 3 3 3 3
16th +5 Improved Weapon Bond, Ability Score Up 4 3 3 3 3
17th +6 Improved Spirit Magic 4 3 3 3 4
18th +6 Sword Dancer lvl 5 4 3 3 3 4
19th +6 Ability Score Up 4 3 3 3 5
20th +6 Elemental Weapon 4 3 3 3 5
1st lvl: Weapon Bond: At 1st level, you learn a ritual that creates a magical bond between yourself and 1 Melee weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated or 120f away from the weapon. If it is on the same plane of existence, you can summon spirit bound weapons as a bonus action on your turn, causing it to teleport instantly to your hand. You can have up to 3 bonded weapons at 1st level. Can on Soul Bind with 1 type of weapon.
2nd lvl: Defensive Bond: Starting at 2nd level you can now bond with a Shield.
3rd lvl: Sword Dancer: Starting at 3rd level you gain the Ability to Sword Dance. All your bound sword are summoned around a single or several foes, During which time your Spirit Duelist dashes around the enemies unhindered by any enemy or ally blocking his path and you swing each of your Weapons(Roll a D20 for each attack +Cha/+Str-or-Dex) once until all swords have been used. Weapon damage is based of the actual weapons. Can only be used 2 times daily before body is unable to perform. any extended use will cause a level of exhaustion. Sword Dance upgraded at level 7, 9, 13, and 18.
4th lvl: Mighty Constitution: Starting at 4th level, you can nimbly dodge out of the way of certain area effects. When you are subjected to an effect that allows you to make a Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
5th lvl: Improved Weapon Bond: Starting at 5th level you can now have 4 Weapons bond to your Spirit.
6th lvl: Immovable: Starting at 6th level, your ability to conjure weapons and manipulate space has given you an insight into spacial awareness and causality of movable force. You now have resistance to force damage.
6th lvl: Projectile Weapon Bond: Starting at 6th level you can now spirit bond with 2 Projectile Weapons which fire spiritual ammo.
Spirit Magic: Beginning at 7th level, when you use your action to cast a Spell, you can make one weapon attack as a bonus action.
Improved Weapon Bond: Starting at 8th level you can now have 6 Melee Weapons bond to your Spirit.
Elemental Weapons: Starting at 10th level you can imbue your Spirit weapons with an element causing all attacks to cause an additional damage dice relating to the weapon used. Required a full day to imbue each Spirit weapon with an Element. Upgrades at 15th, and 20th level.
Improved Weapon Bond: Starting at 12th level you can now have 8 Weapons bond to your Spirit.
Improved Elemental Weapons: Starting at 14th level, it now only takes half a day to Imbue a spirit weapon with an element.
Improved Weapon Bond: Starting at 16th level you can now have 10 Weapons bond to your Spirit.
Improved Spirit Magic: Starting at 17th level, when you use your action to cast a spell, you can make one Spell attack as a bonus action.
Couldn't think of an ability to give yourself at 11th level?