A Spirit Warrior is a powerful foe on the battlefield. Wielding the power of ancient spirits, be they fey, fiend, ancestral, or another kind, a Spirit Warrior gains magical powers in combat, different from those of the Eldritch Knight. While the Eldritch Knight practices and learns the ways of wizardry to be better in combat, the Spirit Warrior gains magical powers from its spirit companions, who also aid it in combat. This combination of mortal and spirit defeats all but the deadliest foes on the battlefield, and Spirit Warriors are renowned far and wide.
Spirit Warrior Features
Fighter Level
Feature
3rd
Spirited Perception, Spirited Strike
7th
Movement of the Spirits, Spirit Weapon
10th
Spirit Shield
15th
Spirit Explosion
18th
Spirit Master
Spirited Perception
At 3rd level, your spirit companions grant you better skills when it comes to perceiving unseen things. You gain proficiency with the Perception skill.
Spirited Strike
At 3rd level, your spirit companions boost the damage your unarmed strikes do to your enemies, and can extend the range of your unarmed strikes. You can use your action to attack an enemy with a Spirited Strike, which have a range of 15 feet and deal 1d6 force damage on a hit. When you hit an enemy with this attack that is not within 5 feet of you, you punch or kick as normal, but the spirits form a glowing form that continues from where your body left off, slamming into your enemy on a hit. At 7th level, the damage die becomes a d10. You can use this feature a number of times equal to 1 + your proficiency bonus. All uses of this feature reset after a long rest.
Movement of the Spirits
At 7th level, your spirits have grown strong enough to either lift you and carry you through the air, or protect you underwater. Choose between flying or swimming. You gain a speed of 20 feet in whichever you choose.
Flight of the Spirits
Your spirits can lift and carry you through the air, granting you a flying speed of 20 feet.
Spirited Swimming
Your spirits can propel you through the water, granting you a swimming speed of 20 feet.
Spirit Weapon
At 7th level, your spirits can imbue your a weapon with ancient power, making it count as magical for the purposes of overcoming damage immunities and resistances.
Spirit Shield
At 10th level, you have learned to use your spirit companions to protect yourself. Once per short rest, as a bonus action, you can give yourself a +2 to Armor Class for 1 minute, as your spirits swirl around you protecting you from harm.
Spirit Explosion
At 15th level, you have learned to release all your spiritual energy from within, blasting the surrounding area. Once per short rest, you can use the power of your spirit companions to release a magical energy blast from within yourself, dealing 10d6 force damage to all creatures within 10 feet of you.
Spirit Master
At 18th level, you have mastery of your spirits, and they boost the speed at which you can attack with. You can now use Spirit Strike as a bonus action after you make a melee weapon attack.
Maybe this isn't relevant cuz it's an old edition thing, but spirit warrior used the be the name of a very specific spelljammer monster. I believe from 2e.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
A Spirit Warrior is a powerful foe on the battlefield. Wielding the power of ancient spirits, be they fey, fiend, ancestral, or another kind, a Spirit Warrior gains magical powers in combat, different from those of the Eldritch Knight. While the Eldritch Knight practices and learns the ways of wizardry to be better in combat, the Spirit Warrior gains magical powers from its spirit companions, who also aid it in combat. This combination of mortal and spirit defeats all but the deadliest foes on the battlefield, and Spirit Warriors are renowned far and wide.
Spirit Warrior Features
Spirited Perception
At 3rd level, your spirit companions grant you better skills when it comes to perceiving unseen things. You gain proficiency with the Perception skill.
Spirited Strike
At 3rd level, your spirit companions boost the damage your unarmed strikes do to your enemies, and can extend the range of your unarmed strikes. You can use your action to attack an enemy with a Spirited Strike, which have a range of 15 feet and deal 1d6 force damage on a hit. When you hit an enemy with this attack that is not within 5 feet of you, you punch or kick as normal, but the spirits form a glowing form that continues from where your body left off, slamming into your enemy on a hit. At 7th level, the damage die becomes a d10. You can use this feature a number of times equal to 1 + your proficiency bonus. All uses of this feature reset after a long rest.
Movement of the Spirits
At 7th level, your spirits have grown strong enough to either lift you and carry you through the air, or protect you underwater. Choose between flying or swimming. You gain a speed of 20 feet in whichever you choose.
Flight of the Spirits
Your spirits can lift and carry you through the air, granting you a flying speed of 20 feet.
Spirited Swimming
Your spirits can propel you through the water, granting you a swimming speed of 20 feet.
Spirit Weapon
At 7th level, your spirits can imbue your a weapon with ancient power, making it count as magical for the purposes of overcoming damage immunities and resistances.
Spirit Shield
At 10th level, you have learned to use your spirit companions to protect yourself. Once per short rest, as a bonus action, you can give yourself a +2 to Armor Class for 1 minute, as your spirits swirl around you protecting you from harm.
Spirit Explosion
At 15th level, you have learned to release all your spiritual energy from within, blasting the surrounding area. Once per short rest, you can use the power of your spirit companions to release a magical energy blast from within yourself, dealing 10d6 force damage to all creatures within 10 feet of you.
Spirit Master
At 18th level, you have mastery of your spirits, and they boost the speed at which you can attack with. You can now use Spirit Strike as a bonus action after you make a melee weapon attack.
This subclass seems, strong? Perhaps spirited strike can only be use a set number of times? Like proficiency times 2?
When players get creative.
Thanks a bunch! I totally didn't catch that, I made the fix.
I think it could be cool to add a burrowing speed as a third option for spirited movement, maybe only 10 feet
Maybe this isn't relevant cuz it's an old edition thing, but spirit warrior used the be the name of a very specific spelljammer monster. I believe from 2e.