I am playing DnD for some years now and I like creating homebre content(mostly kampagnes, gear and monsters) and at the moment I am creating a homebre class. I wanted to know wheter it is ok to show this class here, in order to get some input for improving. It isn't finished yet (most features are finished till level 10) and I wanted to know your opinion of it. It is a martial class and the charakter has a spirit bond to him. You choose what kind of spirit on level 1, for example Warrior Spirit, Death Spirit, Elemental Spirit or Beast Spirit. Depending on that you gain different features. On level 3 you choose a specialization, whether you wanna use your spirit to enhance your own capabilities or summon it to fight by your side.
Can talk and see spirits more efficiently and can help comrades to do so too
Uses Spirit points to duel power and special abilities
Gains a feature too see into magical darkness, spirit world and invisible creatures
Uses d10 hit die
Gains fighting style on level 2
Light, medium and ?heavyarmor?
Can alter spirit weapon to gain other advantages, give it reach for example and so
Maybe archetype similar to warlock: 1st level choose kind of spirit, 3rd level choose kind of spirit mastery, ?use arcane invocations to generate unique spirit users?
Spirit masteries: Spirit Fighter, Spirit Summoner
Level
Proficiency Bonus
Spirit Points
Features
Invocations Known
1st
+2
-
Spirit Bond , Spirit touched
-
2nd
+2
2
Fighting Style, Spirit Magic, Spirit Invocations
1
3rd
+2
3
Spirit Mastery
1
4th
+2
4
Ability Score Improvements
2
5th
+3
5
Spirit Mastery Feature
2
6th
+3
6
Spirit Bond Feature
3
7th
+3
7
Ghostsight, Ethereal Projection
3
8th
+3
8
Ability Score Improvements
3
9th
+4
9
Improved Spirit Magic
4
10th
+4
10
Spirit Bond Feature
4
11th
+4
11
4
12th
+4
12
Ability Score Improvements
5
13th
+5
13
5
14th
+5
14
Spirit Bond Feature
5
15th
+5
15
Spiritsight
6
16th
+5
16
Ability Score Improvements
6
17th
+6
17
6
18th
+6
18
7
19th
+6
19
Ability Score Improvements
7
20th
+6
20
Spirit Bond Feature
7
Class Features
As a spirit warrior you gain the following class features:
Hit Points Hit Dice: 1d8 per spirit warrior level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at higher Levels: 1d8 (or 6) + your Constitution modifier per spirit warrior level after 1st
Proficiencies Armour: Light armour, medium armour, shields Weapons: Simple weapons, martial weapons Tools: Maybe some Saving Throws: Constitution, Charisma Skills: Choose two from Athletics, Acrobatics, Arcana, Insight, Intimidate, Nature and Persuade
Proficiencies You start with the following equipment, in addition to the equipment grand by your background:
(a) a martial weapon and a shield or (b) two martial weapons
(a) a longbow with 20 Arrows or (b) five javelins
(a) a studded leather armour or (b) a scale armour
An explorer’s pack
Spirit Bond At first level you have bond with a spirit of your choice: a Warrior Spirit, a Beast Spirit, a Death Spirit or an Elemental Spirit which are detailed at the end of the class description. Your choice grants you features at 1st level and again at 6th, 10th, 14th and 20th.
The spirit is bond to the material plane to you, cannot move away more than 100 feet of you and cannot go to the ethereal plane without you. It can also not interact with anything in the material plane. It can choose to be invisible but can become visible if it desires but due to the lack of physical body it is easy to see that it is a ghost. It understands one language of your choice and can also speak. It must be visible in order to speak with somebody on the Material plane. Creatures feel when a spirit is within 10-feet, for example as a shiver. It cannot be attacked by usual manners while in that form and cannot die. It also doesn’t require air, food, drink or sleep. When you die, your spirit can try to bring you back or does something else, depending on its desires.
Spirit Touched Being bond with a spirit grants you insight into their world. You gain the following features:
Ethereal sight As a bonus action you can look 60 feet into the Ethereal Plane while being on the material plane but you cannot see anything on the material plane meanwhile. When you are in the Ethereal Plane you can look into the Material Plan but cannot see anything on the Ethereal Plane meanwhile. You can alter your sight as a bonus action.
Ethereal speech You can talk with any being on the ethereal plane that you can see even though you are still on the Material Plane. It still must understand your language in order to understand the meaning of the words. When you are on the Ethereal Plane you can talk with anybody on the Material Plane that you can see but it must still understand your language.
Fighting Style At 2nd level, you adopt a style of fighting as your speciality. Choose one of the following options. You can’t choose one Fighting Style option more than once, even if later get to choose again.
Archery You gain a +2 bonus on attack rolls you make with ranged weapons.
Duelling When you are wielding a melee weapon in only one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Two-Weapon Fighting When you engage in two weapon fighting, you can add your ability modifier to the damage of the second attack.
Spirit Magic Starting at 2nd level, your connection with the spirit allows you to harness its energy. Your access to the spiritual energy is represented by a number of spirit points. Your Spirit Warrior level determines the number of points you have, as shown in the Spirit Point column of the Spirit Warrior table.
You can spend these points to fuel various spirit magic features. You start knowing three such features: Ethereal Weapon, Ethereal Protection and Ethereal Step. You learn more Spirit Magic features as you gain levels in this class.
When you spend a spirit point, it is unavailable until you finish a short or long rest, at the end of which you draw all your expended spirit points back into yourself. You must spend at least 30 minutes in touch with your spirit and meditating of the rest to regain your spirit points.
Some Spirit Magic features allow you to cast spells. See chapter 10 for the general rules of spellcasting. To cast one o f these spells, you use its casting time and other rules, but you don’t need to provide material components for it. Once you reach 3rd level in this class, you can spend additional spirit points to increase the level of a spirit magic feature spell that you cast, provided that the spell has an enhanced effect at a higher level, as burning hands does. The spell's level increases by 1 for each additional spirit point you spend. For example, if you are a 5th-level spirit and use small Fire breath to cast burning hands, you can spend 3 spirit points to cast it as a 2nd-level spell (the feature’s base cost of 2 spirit points plus 1). The maximum number of spirit points you can spend to cast a spell in this way (including its base spirit point cost and any additional spirit points you spend to increase its level) is determined by your spirit warrior level, as shown in the Spells and Spirit Points table.
Spells and Spirit Points
Spirit Warrior Level
Maximum Spirit Points for a Spell
5th – 8th
3
9th – 12th
4
13th – 16th
5
17th – 20th
6
Some of your spirit features require your target to make a saving throw to resist the feature’s effect and you to do a spell attack roll. The saving throw DC and spell attack roll are calculated as follow:
Spirit Magic save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Ethereal Weapon You can imbue your weapon or unarmed strikes with spiritual energy by spending a spirit point as a bonus action. For 1 minute your weapon gains +1 to attack rolls and damage and counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Ethereal Protection When you are hit before damage is calculated you can spend a spirit point as a reaction and half the damage of a nonmagical source by shifting partially to the Ethereal Plain for a moment.
Ethereal Step As a bonus action you can spend a spirit point and partly shift to the ethereal plain with your body by becoming spectral for one round. That way you move through objects and creatures as if they were difficult terrain but still provoke opportunity attacks. You deal only half damage with your attacks and features but can leave this state earlier without requiring an action. When you finish your movement inside an object or creature you receive 1d8 force damage. If you are inside an object when you are no longer spectral, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you moved. You may expend additional spirit points at the beginning of your next turn to extend the time of being spectral by an additional round. Each of this additional turns costs one additional spirit point more than the last round. For example costs the 2nd round to stay spectral two spirit points and the 3rd round three spirit points and so on.
Spirit Invocations Your connection with the spiritual world and the study of it have unearthed spiritual invocations, fragments of long lost and only in the Ethereal plane available Knowledge that imbue you with an abiding spiritual ability. A level prerequisite refers to your level in this class.
At 2nd level, you gain one spiritual invocation of your choice. Your invocation options are detailed at the end of the class description. When you gain certain spirit warrior levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Spirit Warrior table.
Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.
If a spiritual invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.
Spirit Mastery At 3rd level you have found a way to utilize the spirit that follows you at best. You gain one of the following features of your choice. At 5th level you gain an additional feature to represent your deeper understanding of the mastery.
Spirit Fighter
Fused Weapon At 3rd level you have learned to fuse your spirit with your weapon, armour and even body to enhance your capabilities. When using the Ethereal Weapon feature your weapon gains additional effects depending on the kind of spirit you have a bond with.
Warrior Spirit: You include the precision of a dead warrior in your blade, cutting not only your enemies flesh but also its soul. When you hit a creature with a weapon attack, you can expend spirit points to deal psychic damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for one spirit point and increases by 1d8 for every additional spirit point spend, up to 6d8 in total.
Beast Spirit: You include the ferocious power of a beast in your weapon, enhancing your attacks. When you score a critical hit, you can roll an additional weapon damage die and add it to the damage dealt. When you hit a creature with a weapon attack, you can spend a spirit point to throw it to the ground. The target must make a Dexterity or Strength saving throw (targets choice) or be prone.
Death Spirit: When you drop a creature to 0 hit points with this weapon you gain temporary hit points equal to 1d8 + your Charisma modifier for 1 minute. When you hit a creature with a weapon attack, you can expend spirit points to deal necrotic damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for one spirit point and increases by 1d8 for every additional spirit point spend, up to 6d8 in total.
Elemental Spirit: The damage dealt by your weapon is considered to be the element of your spirit for dealing extra damage against vulnerable targets but isn’t reduced for resistances or immunities against your element. When you hit a creature with a weapon attack, you can expend spirit points to deal damage of a type depending on your element to the target, in addition to the weapon’s damage. The extra damage is 2d8 for one spirit point and increases by 1d8 for every additional spirit point spend, up to 6d8 in total.
Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. These extra attacks do not stack with other features which grand extra attacks unless otherwise noted.
Spirit Summoner
Spirit Companion At 3rd level you learn to give your spirit a physical form and summon it to your side. You summon a spirit accordingly to the spirit you have chosen to be at your side. Each of them have different variants, pick one when choosing the summoned form for your spirit. They are described at the end of the class description. Your Spirit Companion gain’s all benefits as described in Spirit Band. You can summon your Spirit Companion by spending 1 spirit point and doing a 1 minute ritual and dismiss it as an Action without additional cost. Your spirit companion appears in a field adjacent to you or as close as possible when that is not possible. It can stay for 10 minutes before it disappears but you can expand this time period by spending an additional spirit point. This time increases to 1 hour at level 10th and has at 17th level it has no longer a time limit. You can have only one spirit companion at a time. When your spirit companion is slain you take psychic damage equal to a number of d8s where this number equals half your level because you feel the moment of your companions dead and how it is thrown into the Ethereal Plane. When your spirit has been slain you cannot summon it again until you have finished a long rest because it has to harness enough energy to leave the Ethereal Plane again.
When summoning your spirit you summon the spirit with stats described at the end of this document. Becasue the kind of beast or death spirit are not specified when choosing them you choose one of the following spirits when you gain this feature: For the beast spirit you can choose between: Predator Spirit, Areal Spirit or Aquaria Spirit. For the death spirit you can choose between: Shinigami or Reaper. For the elemental spirits and warrior spirits you get the creatures with the equal name, that are described at the end of the document, for example for Fire Spirit the Fire Spirit and for the Slayer the Slayer Spirit.
Spirit Band Your Spirit gains a variety of benefits while it is summoned and linked to you. The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own. You can also dismiss its initiative roll and let it act on your initiative roll but you must decide so before you roll for initiative. When you are in the Ethereal Plane or Astral Plane your spirit companion can be summoned without spending any Spirit Points. When using your Ethereal Explorer feature, you and your spirit companion can both move stealthily at normal pace. Your spirit companion has abilities and game statistics determined in part by your level. Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, a spirit companion also adds its proficiency bonus to its AC and to its damage rolls. Your spirit companion gains proficiency in two skills of your choice. It also becomes proficient with all saving throws. For each level you gain after 3rd, your spirit companion gains an additional hit die and increases its hit points accordingly. Whenever you gain the Ability Score Improvement class feature, your companion’s abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can’t increase an ability score above 20 using this feature unless its description specifies otherwise. Your companion shares your alignment, and has a personality trait and a flaw that you can roll for or select from the tables below. Your companion shares your ideal, and its bond is always, “The spirit warrior who I have bonded with is my beloved master for whom I would gladly give my existence.”
d6
Trait
1
Living creatures are interesting, I like to observe them and interact with them when possible.
2
Threaten my friend, threaten me.
3
I put my friends’ needs before my own in all things.
4
5
6
d6
Flaw
1
I like to scare people when my master isn’t looking.
2
I am bond against my will and will mock the living whenever I can.
3
I am haunted by my past and cannot let go.
4
5
6
Attuned Spirit Beginning at 5th level your spirit companion gains access to the abilities it provides you and some spirit invocations (it’s noted on them) which enables it to use them when it is summoned by using your spirit points. When the ability requires a spell attack or saving throw the spell save dc and spell attack attributes are different for each spirit but they use your proficiency modifier. The attributes for the spell attack and DC calculation are: Slayer: Charisma, Brawler: Wisdom, Scout: Intelligence, Guardian: Wisdom, Predator Spirit: Wisdom, Aerial Spirit: Wisdom, Aquaria Spirit: Wisdom, Fire Spirit: Charisma, Air Spirit: Intelligence, Earth Spirit: Wisdom, Water Spirit: Charisma, Reaper: Intelligence, Shinigami: Charisma.
Attuned Spirit save DC = 8 + your proficiency bonus + your spirits modifier
Attuned Spirit Spell attack modifier = your proficiency bonus + your spirits modifier
A summoned fire spirit of 6th level for example can use the elemental strike feature and pays for it with your spirit points. The DC would be 12 for a Fire Spirit with 14 Charisma (+2) because the DC is calculated by 8 (basic) + 3 (your proficiency modifier) + 2 (Fire Spirits Charisma modifier).
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Ghostsight
At 7th level, you can see spend a spirit point as a bonus action and see into the Ethereal Plane and Material Plane simultaneously for one minute.
Ethereal Projection
At 7th level, you have learned to project your astral body and that of a number of willing creatures equal to 1 + your Charisma modifier to leave their bodies behind as a 1 hour ritual. The effect lasts until you finish it.
You project the astral body to one of the entry points in the Ethereal Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation; it requires only half the food and air it requires usually.
Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut--something that can happen only when an effect specifically states that it does--your soul and body are separated, killing you instantly.
Your astral form can travel through the Ethereal Plane and can pass through portals there leading to the Astral Plane or Elemental Planes. If you enter a new plane only your astral form is entering it and when you enter the plane you were on when casting this spell, your astral body is usually hurled back into its physical body and it awakens. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it.
The spell ends for you and your companions when you a 1 hour ritual to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens. When you are back into your body you get 1 exhaustion level due to the immense stress such travelling brings with it.
The spell might also end early for you or one of your companions. A successful dispel magic spell used against an astral or physical body ends the spell for that creature. If a creature's original body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature's astral form back to its body, ending its state of suspended animation. When it is send back because its astral body dropped to 0 hit points it suffers 8d10 psychic damage because it felt deaths grip and gains 2 levels of exhaustion.
If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points.
You must finish a long rest before you can use this ability again.
Improved Spirit Magic
Starting at 9th level, when you use the Ethereal Protection feature, you also gain resistance to magical damage. When using the Ethereal Step Feature you can now ignore difficult terrain, hazardous environment and do not provoke opportunity attacks with movement. Your Ethereal Weapon feature also improves and you can now empower your weapon further and empower already enchanted weapons. You can spend an additional point to increase the bonus of a weapon to +2 and at 16th one more point to increase the bonus to +3. When you have a weapon which already has a bonus to damage or attack roll you can spend the spirit points to increase this bonus to a maximum of +3 by paying the point difference. You must still meet the level prerequisite for the maximal bonus (for example can you spend 1 spirit point to push a +1 weapon to +2 after the 9th level or 2 spirits points to push it to +3 but only after you have reached the 16th level. The duration of this enhancement increases also from 1 minute to 10 minutes at level 16th.
Spiritual Energy
Starting at 9th level, when you roll for initiative and have no spirit points remaining, you regain spirit points equal to your Charisma modifier.
Spiritsight
At 15th level, you can see through magical darkness up to 30 feet, as well as see invisible creatures and objects up to 30 feet.
Spirit Bond
Spirits can be ghosts of deceased people or creatures, ideals brought to form by the belief of many, nature given form or the guides who usually bring the souls to the Ethereal Plane.
These spirits can be ancient guardians of a clan, protectors from demons that lurk in the dark, lost ones searching for a reason to go on or desperate ones in hope somebody will help them to finish their unfinished business so that they can find peace. Some of these spirits are tamed and chained up like wild beasts, waiting for an opportunity to break free or giving up all hope to be free ever again. Depending on their origin the spirits have different egos and forms, manifesting in different powers.
Warrior Spirit
These Spirits are often the ghosts of warriors that died in the past who are bound by oath to a family or who have still a mission to fulfil that they couldn’t do while living. Some are the incarnation of warrior ideals uphold in certain region, one in common: They are great fighters who see in the Spirit Warrior often a student worthy to learn their secret techniques. When you choose this spirit you have to choose the kind of spirit to supervise you: Scout: You can ignore light cover when doing range attacks. You can use the disengage action as a bonus action. The spirit teaches you how to see with more than your eyes and strike. Brawler: Your unarmed strikes deal 1d4 + your Strength modifier damage. The type of this damage can be piercing, bludgeoning or slashing as you choose for each strike. A master of the unarmed combat teaches you how to utilize your fists as good as possible, enabling you to cut and pierce your opponents. Guardian: When a weapon attack would hit you, you can use your reaction to increase your AC by your charisma modifier. A great defender in his past life teaches you how to utilize your armour and weapon for an ultimate defence. Slayer: After you have killed a creature with a melee weapon attack you have advantage on your next melee weapon attack roll. The spirit teaches you how to use the power of your first attack for further attacks.
Apprentice techniques
At 6th level you gain the apprentice technique of your master taught. You gain the feature depending on the spirit you have chosen.
Scout: When you miss with a ranged attack roll you can spend two spirit points and reroll the attack roll, unless you had rolled a 1. You must use the new result. Being within 5 feet o f a hostile creature doesn’t impose disadvantage on your ranged attack rolls. Brawler: You can spend a spirit point and make a grapple attack as a bonus action. You also have advantage on melee attack rolls against grappled targets. Guardian: When a creature you can see attacks a target other than you that is within 5 feet of you, you can as your reaction spend a spirit point to increase the ac of the target by an amount equal to you Charisma modifier. Slayer: You can spend a spirit point to make an additional melee weapon attack as a bonus action. Until the beginning of your next turn all attacks against you have advantage.
Beast Spirit
These spirits are form given of nature’s energy and often guide sacred places such as old temples, glades and great rivers. Their form range from spectra animals that exist to chimeric creatures up to formless energy that resembles the colour of the land that surrounds the spirit warrior. They often start to follow a Spirit Warrior when their sacred places are no longer visited by people in order to find new ones or when their sacred places have been sullied to find the culprits of this act.
Furious claws
Starting at 1st level your weapon attacks deal 1d4 additional damage of their base type. This damage increases to 1d6 at 12th level.
Beast Senses
Starting at 1st level you have advantage when tracking or hunting using the survival skill.
Claws and Fangs
Starting at 6th level you learn to include the body of your spirit in battle. You can spend two spirit points to use one of the following special attacks as a bonus action. Constrict: A spectral tail grips your opponent. The target must succeed on a Strength or Dexterity saving throw (target’s choice) or be grappled. While grappled this way you can use your bonus action to constrict the target, dealing 2d6 + your Charisma modifier bludgeoning damage. This damage counts as magical for the purpose of overcoming damage resistance and immunities. Fangs: You must roll a spell attack and on a hit spectral fangs bite into your opponent dealing 1d6 + your Charisma modifier piercing damage. This damage counts as magical for the purpose of overcoming magic resistance and immunity. The target also rolls a Constitution saving throw and takes 2d6 poison damage, or half on a successful one. You can spend additional spirit points to increase the poison damage by 1d6 per spirit point, up to a total of 6d6 (the standard 2d6 included). Claws: You must roll a spell attack and on hit spectral claws slice your opponent up. The target takes 1d6 + your Charisma modifier as slashing damage and must succeed on a Strength Saving throw or be prone. This damage counts as magical for the purpose of overcoming magic resistance and immunity.
Beastial Instinct
Starting at 10th level your instincts become sharper than ever. You can no longer be surprised and can add your Charisma modifier to initiative rolls.
Death Spirit
Crim Reapers, Shinigami, names for Spirits that collect the souls of the living and bring them to the Ethereal Plane. This isn’t an easy job and sometimes souls can overpower the Death spirits and stay in the Material Plane but are too dangerous to be left there. In this case these spirits often look for the help of a Spirit Warrior to bring that soul to the place it belongs to.
Resist Death
Starting at 1st level you gain a damage resistance against necrotic damage. You also have advantage on death saving throws.
Face of Death
Starting at 6th level your death spirit appears to chosen creatures around you and shows them a vision of their own demise. As an action you can spend 3 spirit points and force each creature you can see within 30-feet to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute and takes 2d6 psychic damage, or half as much damage on a successful one. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. You can spend one additional spirit points to increase the damage by 1d10. A frighten creature or one that succeeded on the throw cannot be frightened again until it finished a long rest but can still be damaged by the effect.
Listen to the Death
Starting at 6th level, due to your growing connection with a death spirit you understand every language an undead is talking. You can also spend one spirit point to cast Speak with Dead.
Elemental Spirit
These Spirits are some of the oldest spirits that exist and embody the energies that make up the universe. They are usually to be found on the Elemental Planes and seldom leave them, unless necessary because a disturbance of balance is noted or out of boredom. The five great elemental spirits are fire, water, earth, wind and lightning. Their forms range from embodiments of nature catastrophes to humanoids made out of their element. They usually bind to a Spirit Warrior out of curiosity to have found a humanoid whose soul resembles their values. When choosing an elemental spirit you have to choose a specific elemental spirit because the effects of the features are linked to it. Fire Spirit, Earth Spirit, Water Spirit and Wind Spirit.
Elemental Attunement
Starting at 1st level you gain resistance to the damage type associated with your spirit and you learn in addition the associated language. You gain Fire-resistance and ignan for the Fire Spirit, acid-resistance and terran for the Earth Spirit, cold-resistance and aquan for the WaterSpirit, lightning-resistance and auran for the WindSpirit.
You can use your action to briefly control an elemental force associated with your chosen element spirit nearby, causing one of the following effects o f your choice:
Create a harmless, instantaneous sensory effect related to air, earth, fire, or water, such as a shower of sparks, a puff o f wind, a spray o f light mist, or a gentle rumbling o f stone.
Instantaneously light or snuff out a candle, a torch, or a small campfire.
Chill or warm up to 1 pound o f nonliving material for up to 1 hour.
Cause earth, fire, water, or mist that can fit within a 1-foot cube to shape itself into a crude form you designate for 1 minute.
Elemental Strike
Starting at 6th level you have gained more control over the elemental energy and can unleash it in bursts of energy. As an action you can spend two Spirit points to unleash a special attack associated with your chosen elemental spirit. The size, shape, damage type and kind of saving throw of this special attack is determined by your chosen elemental spirit. A target takes 4d6 damage on a failed save, or half as much on a successful one. You can pay additional spirit points to increase its damage by 1d6 per spent point, up to 8d6 damage points in total. On 14th level the dies increase to d8s and you buy d8s instead of d6s with spirit points.
Fire Spirit: Choose a point within 60 feet of the user. It starts to rain fire on that place and each creature in a 10-feet-radius sphere centred on that point must make a Dexterity saving throw. The radius increases to 15-feet at 10th-level and 20-feet at 14th level and you can exclude a number of creatures from the effect equal to your charisma modifier. Earth Spirit: You stomp and reshape the ground around you. Each creature in a 15-feet-radius sphere centred on the user must make a Strength saving throw. The range of the radius increases to 20-feet at 10th level and at 14th level to 25-feet and you can choose to exclude a number of creatures from the effect equal to your charisma modifier. Water Spirit: You unleash a small wave of cold water or rain of ice arrows from your position. Each creature in a 15-feet-cone from your position must make a Constitution saving throw. The range of the cone increases to 25-feet at 10th level and 35-feet at 14th level and you can choose to exclude a number of creatures from the effect equal to your charisma modifier. Wind Spirit: You unleash a storm of lightning in a direct line from you. Every creature in a 30-feet-long and 5-feet wide line from the position of the user must make a Dexterity saving throw. The range of the line increases to 45-feet at 10th level and 60-feet at 14th level and you can choose to exclude a number of creatures from the effect equal to your charisma modifier.
Elemental Master
Starting at 10th level you have mastered the element of your spirit and gain access to special qualities associated with your element.
Fire Spirit: None magical fire or heat can’t harm you anymore. Earth Spirit: You are not affected by difficult terrain made up by rocks, earth or sand. While standing on ground you have advantage against all effects that move you or make you prone against your will. Water Spirit: You can cast water breathing on yourself at will. Wind Spirit: You can cast levitate on yourself at will.
Elemental Control
Starting at 10th you have gained a finer control over the element, bending it to your will.
Fire Spirit: Spend 4 spirit points to cast Control Fire. Earth Spirit: Spend 4 spirit points to cast Control Earth. Water Spirit: Spend 4 spirit points to cast Control Water. Wind Spirit: Spend 4 spirit points to cast Control Air.
Elemental Mastery
Starting at 14th you have mastered your first element. You can ignore damage resistance to this element and damage immunity is only considered a resistance. You can for example damage a devil with fire now because its immunity is replaced by a resistance.
Spiritsight
Starting at 15th you can look into the Ethereal Plane and Material Plane the whole time without any cost. You can spend one Spirit point to see invisible creatures and gain addition 60-feet of darkvision for one minute.
Spirit Invocations
These Spirits are some of the oldest spirits that exist and embody the energies that make up the universe. They are usually to be found on the Elemental Planes and seldom leave them, unless necessary.
Souleater
Perquisites: Death spirit
When a creature drops to 0 hit points within 30 feet of you, you can consume a part of its spiritual energy and regain a spirit point. You cannot use this feature more than once per round.
Energy Reserves
Increase your maximum amount of spirit pointy by your Charisma modifier (minimum 1).
Monkey Grip
Perquisites: 6th level, Spirit Fighter
When you use the Ethereal Weapon feature you can wield one two handed melee weapon in one hand. The reach of your melee weapon also increases by 5 for the duration.
Spirit Weapon
Perquisites: Spirit Fighter
You have created a bond between your weapon and your spirit. The standard activation (1 Spirit point) of your weapon doesn’t cost anything for that specific weapon. You can also store the weapon in the Ethereal Plane and draw it as a Bonus Action from there.
You can make a bond with up to two weapons when doing a 8 hour ritual. You can also replace an already bonded weapon that way.
Spirit Armour
Perquisites: Spirit Fighter
You can spend one spirit point and use your Charisma modifier instead of your Dexterity modifier for calculating your AC because you surround yourself with your spirit as armour.
Empowered Spirit
Perquisites: Spirit Summoner
You can spend 1 spirit points to cast Enlarge at your spirit companion. You can use this spell as a bonus action and it isn’t considered a concentration spell for you.
Ethereal Explorer
While travelling in the Ethereal and Astral Plane you gain several Advantages due to your natural insight to these Planes and strong bond with a spirit:
You have advantage on Initiative rolls
You can roll perception and survival skill checks as normal
You and your group can’t get lost except by magical means
Difficult terrain doesn’t slow down your travel speed
Even when you are engaged in another activity while travelling (such as foraging, navigating, or tracking), you remain alert to danger.
If you are travelling alone with, you can move stealthily at a normal pace.
Fast Summoning
Perquisites: Spirit Summoner
You can summon your spirit companion as an Action instead of a 1 minute ritual by spending 2 additional spirit points.
Posession
Perquisites: 17 level
You can spend 5 spirit points to cast dominate person.
Spirit Hands
Perquisites: Warrior Spirit, Brawler, 12th level
When you hit a creature with your ethereal enhanced unarmed strike, the creature takes extra force damage equal to your Charisma modifier (minimum 1).
Ghost Weapon
Perquisites: 6th level
You can spend 2 spirit points to cast spiritual weapon.
Ghost Guardians
Perquisites: 12th level
You can spend 3 spirit points and cast spirit guardians.
Legendary Knwoledge
You gain proficiency two skills of your choice: Arcana, History, Nature or Religion.
Spiritual Intuition
You can spend one spirit point to cast detect evil and good.
Element Calling
Perquisites: 9th level, elemental spirit
You can spend 3 spirit points to cast conjure elemental. The elemental must be of the same element as your spirit.
Empowered Link
Perquisites: Spirit Summoner
While your spirit companion is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.
Your spirit companion can in addition move within 1 mile of you instead of just 100 feet.
Poltergeist
Your spirit has learned to interact with the Material plane. It can manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. It can move up to 30 feet as an Action.
It can't attack, activate magic items, or carry more than 10 pounds.
It can also cast minor illusion at will.
Spiritual Chains
Perquisites: 6th level
You can spend 3 spirit points to cast hold person.
Spiritual Pair
Perquisites: 7th level, Spirit Summoner
You have trained with your spirit in order to perform special manoeuvres. Spirit Rush. As an Action you give your spirit companion an extra attack when it is using the Attack Action. Paired Attack. You can use the help action as a bonus action to give your spirit companion advantage on its next attack or skill check. Shared Bond. When your spirit companion would take damage you can use your reaction and split the damage between you two.
Tail Strike
Perquisites: 7th level, Beast Spirit
You can spend 2 spirit points to unleash a spectral tail whip as an action against any creature of your choice within 15 feet of you. They must make a Strength or Dexterity saving throw (Target’s choice). On a failed save the target takes 2d10 force damage and is prone. On a successful one the target takes only half damage and isn’t prone. You can increase the damage by 2d10 and radius by 15 feet by spending 2 additional spirit points.
This invocation can also be used by your spirit companion.
Death Song
Perquisites: 7th level, Death spirit
You can spend 1 spirit point in order to sing a song about death, decay and end of life as a action. Every living creature within 30 feet of you must make a wisdom saving throw at the start of its turn or when it enters the area but you can exclude a number of creatures equal to the number of your charisma modifier. On a failed save the creature suffers psychic damage equal to your charisma modifier and cannot leave the area of the song. On a successful save the creature suffers no damage and can leave the area.
This invocation can also be used by your spirit companion.
Fascinatingly, I am also in the process of homebrewing a very similar class for a world I was building where spirits have a big influence on how the world works (taking a kind of spin off of Japanese mythology). But that's enough about my world - after all, this one is your creation! (Though I hope you don't mind me taking inspiration of your ideas here and there...)
After reading through, I have a couple of thoughts. below. Please feel free to correct me where I've misunderstood, etc!
- The spirit bond feature is really cool, but perhaps too strong for level 1. Warlocks gain a similar companion, but only at level 3 when choosing the pact of the chain feature. This companion can turn invisible and speak, but can also die. Perhaps giving a mortality to the spirit would make this more balanced, or if you've got this spirit bond going on, it could cause damage to the character when it is attacked, which might make the player think tactically if they truly wish to risk using their bonded spirit to scout. What I'm trying to prevent is accidentally circumventing the rogue by creating the 'invincible, invisible, talking scout'. This is probably too strong for any level, but especially level 1. The 'can bring you back if it desires' phrase is also worrying as you might be hinting at making your character immortal at level 1.
- I think the spirit touched features are cool, especially if your campaign is going to have a lot of interactions with the ethereal plane. Just as a question, is the change caused by ethereal sight feature permanent until you change which plane you are looking into? As in, can I use my bonus action to look into the ethereal plane as long as I like, but use another to be able to switch back?
- I think there's way too much going on at level 2. Generally speaking, I would drop at least one of the three things, and probably two. Spiritual invocations (please note that I've only skim read these at this point of writing) seem very similar to eldritch invocations for a warlock, and the fighting style is also similar to that of the fighter class. Looking at the spirit magic list, which interest me a lot as it seems really fun and novel, also gives a few things that I would iron out if you intend to use it (I understand that you want the class to be martial with a touch of spirit magic abilities, so this might be what one might choose to drop over fighting style, which to me is a shame, because I think this is a really great idea). Ethereal weapon is cool, but monks gain a similar ability at level 6 (aside from the spirit point spending but no +1 bonus), so it may be too OP at level 2 (I would just remove +1 bonus or magical/non-magical damage). Ethereal protection basically does the same as a one-turn rage, but doesn't specify damage type unlike a barbarian's rage, so is actually very powerful. I really love the idea, but would probably make it available at a later level. Ethereal Step is genuinely awesome and I would be very happy if just this was available at 2nd level. However, you can ignore all I have said if you just give the class very few spirit points, as this would balance it well.
- Spirit mastery - I assume this is your 'choose your subclass level', as with many D&D classes. I have jotted down below a few thoughts on both:
- Spirit fighter: A great idea, and I love how it plays on your spirit choice at level 1. For fused weapon features, I would decrease the warrior spirit to DMG to 2d6. The beast spirit features are really cool. The death spirit is just a better version of the warrior spirit and I would remove the extra damage part to just even it out a bit - the temp health increase is a great idea in itself! Again with elemental spirit - if you remove the extra damage, it's really cool just by itself! Extra attack at 5th level makes sense and I have no objections.
- Spirit Summoner: I love the idea of taking damage when it dies. It really makes you think carefully about it's actions and for the most part, treat it as a PC instead of the canon fodder that a lot of other companions get. It also balances things like it having its own turn, or the ability to improve its stats when it levels.
- Ghostsight seems cool.
- Ethereal projection seems cool. It really depends on the worldbuilding you've done as to whether it's OP or not, as it seems similar to astral projection, a 9th level spell. In which case, you might want to assess it it's too powerful, as other classes get similar abilities at level 17.
- Improved spirit magic seems really cool. I would remove the ethereal projection bit as it may be too OP as mentioned before.
- Spiritual energy is similar to the monk level 20 ability and so is probably far too powerful.
- Spirit sight is really cool.
- I admittedly have not looked through the level 1 spirit bond choices or the spiritual invocations list.
In summary, you have loads of cool ideas down here, but perhaps too many, and it's probably too powerful. I love your novel ideas such as spirit sight, ghostsight, spirit summoner, spirit fighter, ethereal weapon and ethereal step, but I would perhaps remove some of the features that are similar to those of other classes, to make this homebrew really stand out as something unique and well-balanced.
Hope this helps!
LostGuardian
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Hey people,
I am playing DnD for some years now and I like creating homebre content(mostly kampagnes, gear and monsters) and at the moment I am creating a homebre class.
I wanted to know wheter it is ok to show this class here, in order to get some input for improving. It isn't finished yet (most features are finished till level 10) and I wanted to know your opinion of it.
It is a martial class and the charakter has a spirit bond to him. You choose what kind of spirit on level 1, for example Warrior Spirit, Death Spirit, Elemental Spirit or Beast Spirit.
Depending on that you gain different features.
On level 3 you choose a specialization, whether you wanna use your spirit to enhance your own capabilities or summon it to fight by your side.
Thank you for replies!
Spirit Warrior
Catch Words:
Level
Proficiency Bonus
Spirit Points
Features
Invocations Known
1st
+2
-
Spirit Bond , Spirit touched
-
2nd
+2
2
Fighting Style, Spirit Magic, Spirit Invocations
1
3rd
+2
3
Spirit Mastery
1
4th
+2
4
Ability Score Improvements
2
5th
+3
5
Spirit Mastery Feature
2
6th
+3
6
Spirit Bond Feature
3
7th
+3
7
Ghostsight,
Ethereal Projection
3
8th
+3
8
Ability Score Improvements
3
9th
+4
9
Improved Spirit Magic
4
10th
+4
10
Spirit Bond Feature
4
11th
+4
11
4
12th
+4
12
Ability Score Improvements
5
13th
+5
13
5
14th
+5
14
Spirit Bond Feature
5
15th
+5
15
Spiritsight
6
16th
+5
16
Ability Score Improvements
6
17th
+6
17
6
18th
+6
18
7
19th
+6
19
Ability Score Improvements
7
20th
+6
20
Spirit Bond Feature
7
Class Features
As a spirit warrior you gain the following class features:
Hit Points
Hit Dice: 1d8 per spirit warrior level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at higher Levels: 1d8 (or 6) + your Constitution modifier per spirit warrior level after 1st
Proficiencies
Armour: Light armour, medium armour, shields
Weapons: Simple weapons, martial weapons
Tools: Maybe some
Saving Throws: Constitution, Charisma
Skills: Choose two from Athletics, Acrobatics, Arcana, Insight, Intimidate, Nature and Persuade
Proficiencies
You start with the following equipment, in addition to the equipment grand by your background:
Spirit Bond
At first level you have bond with a spirit of your choice: a Warrior Spirit, a Beast Spirit, a Death Spirit or an Elemental Spirit which are detailed at the end of the class description. Your choice grants you features at 1st level and again at 6th, 10th, 14th and 20th.
The spirit is bond to the material plane to you, cannot move away more than 100 feet of you and cannot go to the ethereal plane without you. It can also not interact with anything in the material plane. It can choose to be invisible but can become visible if it desires but due to the lack of physical body it is easy to see that it is a ghost. It understands one language of your choice and can also speak. It must be visible in order to speak with somebody on the Material plane. Creatures feel when a spirit is within 10-feet, for example as a shiver. It cannot be attacked by usual manners while in that form and cannot die. It also doesn’t require air, food, drink or sleep. When you die, your spirit can try to bring you back or does something else, depending on its desires.
Spirit Touched
Being bond with a spirit grants you insight into their world. You gain the following features:
Ethereal sight
As a bonus action you can look 60 feet into the Ethereal Plane while being on the material plane but you cannot see anything on the material plane meanwhile. When you are in the Ethereal Plane you can look into the Material Plan but cannot see anything on the Ethereal Plane meanwhile. You can alter your sight as a bonus action.
Ethereal speech
You can talk with any being on the ethereal plane that you can see even though you are still on the Material Plane. It still must understand your language in order to understand the meaning of the words. When you are on the Ethereal Plane you can talk with anybody on the Material Plane that you can see but it must still understand your language.
Fighting Style
At 2nd level, you adopt a style of fighting as your speciality. Choose one of the following options. You can’t choose one Fighting Style option more than once, even if later get to choose again.
Archery
You gain a +2 bonus on attack rolls you make with ranged weapons.
Duelling
When you are wielding a melee weapon in only one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Two-Weapon Fighting
When you engage in two weapon fighting, you can add your ability modifier to the damage of the second attack.
Spirit Magic
Starting at 2nd level, your connection with the spirit allows you to harness its energy. Your access to the spiritual energy is represented by a number of spirit points. Your Spirit Warrior level determines the number of points you have, as shown in the Spirit Point column of the Spirit Warrior table.
You can spend these points to fuel various spirit magic features. You start knowing three such features: Ethereal Weapon, Ethereal Protection and Ethereal Step. You learn more Spirit Magic features as you gain levels in this class.
When you spend a spirit point, it is unavailable until you finish a short or long rest, at the end of which you draw all your expended spirit points back into yourself. You must spend at least 30 minutes in touch with your spirit and meditating of the rest to regain your spirit points.
Some Spirit Magic features allow you to cast spells. See chapter 10 for the general rules of spellcasting. To cast one o f these spells, you use its casting time and other rules, but you don’t need to provide material components for it.
Once you reach 3rd level in this class, you can spend additional spirit points to increase the level of a spirit magic feature spell that you cast, provided that the spell has an enhanced effect at a higher level, as burning hands does. The spell's level increases by 1 for each additional spirit point you spend. For example, if you are a 5th-level spirit and use small Fire breath to cast burning hands, you can spend 3 spirit points to cast it as a 2nd-level spell (the feature’s base cost of 2 spirit points plus 1).
The maximum number of spirit points you can spend to cast a spell in this way (including its base spirit point cost and any additional spirit points you spend to increase its level) is determined by your spirit warrior level, as shown in the Spells and Spirit Points table.
Spells and Spirit Points
Spirit Warrior Level
Maximum Spirit Points for a Spell
5th – 8th
3
9th – 12th
4
13th – 16th
5
17th – 20th
6
Some of your spirit features require your target to make a saving throw to resist the feature’s effect and you to do a spell attack roll. The saving throw DC and spell attack roll are calculated as follow:
Spirit Magic save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Ethereal Weapon
You can imbue your weapon or unarmed strikes with spiritual energy by spending a spirit point as a bonus action. For 1 minute your weapon gains +1 to attack rolls and damage and counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Ethereal Protection
When you are hit before damage is calculated you can spend a spirit point as a reaction and half the damage of a nonmagical source by shifting partially to the Ethereal Plain for a moment.
Ethereal Step
As a bonus action you can spend a spirit point and partly shift to the ethereal plain with your body by becoming spectral for one round. That way you move through objects and creatures as if they were difficult terrain but still provoke opportunity attacks. You deal only half damage with your attacks and features but can leave this state earlier without requiring an action. When you finish your movement inside an object or creature you receive 1d8 force damage. If you are inside an object when you are no longer spectral, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you moved. You may expend additional spirit points at the beginning of your next turn to extend the time of being spectral by an additional round. Each of this additional turns costs one additional spirit point more than the last round. For example costs the 2nd round to stay spectral two spirit points and the 3rd round three spirit points and so on.
Spirit Invocations
Your connection with the spiritual world and the study of it have unearthed spiritual invocations, fragments of long lost and only in the Ethereal plane available Knowledge that imbue you with an abiding spiritual ability. A level prerequisite refers to your level in this class.
At 2nd level, you gain one spiritual invocation of your choice. Your invocation options are detailed at the end of the class description. When you gain certain spirit warrior levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Spirit Warrior table.
Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.
If a spiritual invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.
Spirit Mastery
At 3rd level you have found a way to utilize the spirit that follows you at best. You gain one of the following features of your choice. At 5th level you gain an additional feature to represent your deeper understanding of the mastery.
Spirit Fighter
Fused Weapon
At 3rd level you have learned to fuse your spirit with your weapon, armour and even body to enhance your capabilities. When using the Ethereal Weapon feature your weapon gains additional effects depending on the kind of spirit you have a bond with.
Warrior Spirit: You include the precision of a dead warrior in your blade, cutting not only your enemies flesh but also its soul. When you hit a creature with a weapon attack, you can expend spirit points to deal psychic damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for one spirit point and increases by 1d8 for every additional spirit point spend, up to 6d8 in total.
Beast Spirit: You include the ferocious power of a beast in your weapon, enhancing your attacks. When you score a critical hit, you can roll an additional weapon damage die and add it to the damage dealt. When you hit a creature with a weapon attack, you can spend a spirit point to throw it to the ground. The target must make a Dexterity or Strength saving throw (targets choice) or be prone.
Death Spirit: When you drop a creature to 0 hit points with this weapon you gain temporary hit points equal to 1d8 + your Charisma modifier for 1 minute. When you hit a creature with a weapon attack, you can expend spirit points to deal necrotic damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for one spirit point and increases by 1d8 for every additional spirit point spend, up to 6d8 in total.
Elemental Spirit: The damage dealt by your weapon is considered to be the element of your spirit for dealing extra damage against vulnerable targets but isn’t reduced for resistances or immunities against your element. When you hit a creature with a weapon attack, you can expend spirit points to deal damage of a type depending on your element to the target, in addition to the weapon’s damage. The extra damage is 2d8 for one spirit point and increases by 1d8 for every additional spirit point spend, up to 6d8 in total.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. These extra attacks do not stack with other features which grand extra attacks unless otherwise noted.
Spirit Summoner
Spirit Companion
At 3rd level you learn to give your spirit a physical form and summon it to your side. You summon a spirit accordingly to the spirit you have chosen to be at your side. Each of them have different variants, pick one when choosing the summoned form for your spirit. They are described at the end of the class description. Your Spirit Companion gain’s all benefits as described in Spirit Band.
You can summon your Spirit Companion by spending 1 spirit point and doing a 1 minute ritual and dismiss it as an Action without additional cost. Your spirit companion appears in a field adjacent to you or as close as possible when that is not possible. It can stay for 10 minutes before it disappears but you can expand this time period by spending an additional spirit point. This time increases to 1 hour at level 10th and has at 17th level it has no longer a time limit.
You can have only one spirit companion at a time. When your spirit companion is slain you take psychic damage equal to a number of d8s where this number equals half your level because you feel the moment of your companions dead and how it is thrown into the Ethereal Plane. When your spirit has been slain you cannot summon it again until you have finished a long rest because it has to harness enough energy to leave the Ethereal Plane again.
When summoning your spirit you summon the spirit with stats described at the end of this document. Becasue the kind of beast or death spirit are not specified when choosing them you choose one of the following spirits when you gain this feature:
For the beast spirit you can choose between: Predator Spirit, Areal Spirit or Aquaria Spirit.
For the death spirit you can choose between: Shinigami or Reaper.
For the elemental spirits and warrior spirits you get the creatures with the equal name, that are described at the end of the document, for example for Fire Spirit the Fire Spirit and for the Slayer the Slayer Spirit.
Spirit Band
Your Spirit gains a variety of benefits while it is summoned and linked to you.
The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own. You can also dismiss its initiative roll and let it act on your initiative roll but you must decide so before you roll for initiative.
When you are in the Ethereal Plane or Astral Plane your spirit companion can be summoned without spending any Spirit Points.
When using your Ethereal Explorer feature, you and your spirit companion can both move stealthily at normal pace.
Your spirit companion has abilities and game statistics determined in part by your level. Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, a spirit companion also adds its proficiency bonus to its AC and to its damage rolls.
Your spirit companion gains proficiency in two skills of your choice. It also becomes proficient with all saving throws.
For each level you gain after 3rd, your spirit companion gains an additional hit die and increases its hit points accordingly.
Whenever you gain the Ability Score Improvement class feature, your companion’s abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can’t increase an ability score above 20 using this feature unless its description specifies otherwise.
Your companion shares your alignment, and has a personality trait and a flaw that you can roll for or select from the tables below. Your companion shares your ideal, and its bond is always, “The spirit warrior who I have bonded with is my beloved master for whom I would gladly give my existence.”
d6
Trait
1
Living creatures are interesting, I like to observe them and interact with them when possible.
2
Threaten my friend, threaten me.
3
I put my friends’ needs before my own in all things.
4
5
6
d6
Flaw
1
I like to scare people when my master isn’t looking.
2
I am bond against my will and will mock the living whenever I can.
3
I am haunted by my past and cannot let go.
4
5
6
Attuned Spirit
Beginning at 5th level your spirit companion gains access to the abilities it provides you and some spirit invocations (it’s noted on them) which enables it to use them when it is summoned by using your spirit points. When the ability requires a spell attack or saving throw the spell save dc and spell attack attributes are different for each spirit but they use your proficiency modifier.
The attributes for the spell attack and DC calculation are:
Slayer: Charisma, Brawler: Wisdom, Scout: Intelligence, Guardian: Wisdom,
Predator Spirit: Wisdom, Aerial Spirit: Wisdom, Aquaria Spirit: Wisdom,
Fire Spirit: Charisma, Air Spirit: Intelligence, Earth Spirit: Wisdom, Water Spirit: Charisma, Reaper: Intelligence, Shinigami: Charisma.
Attuned Spirit save DC = 8 + your proficiency bonus + your spirits modifier
Attuned Spirit Spell attack modifier = your proficiency bonus + your spirits modifier
A summoned fire spirit of 6th level for example can use the elemental strike feature and pays for it with your spirit points. The DC would be 12 for a Fire Spirit with 14 Charisma (+2) because the DC is calculated by 8 (basic) + 3 (your proficiency modifier) + 2 (Fire Spirits Charisma modifier).
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Ghostsight
At 7th level, you can see spend a spirit point as a bonus action and see into the Ethereal Plane and Material Plane simultaneously for one minute.
Ethereal Projection
At 7th level, you have learned to project your astral body and that of a number of willing creatures equal to 1 + your Charisma modifier to leave their bodies behind as a 1 hour ritual. The effect lasts until you finish it.
You project the astral body to one of the entry points in the Ethereal Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation; it requires only half the food and air it requires usually.
Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut--something that can happen only when an effect specifically states that it does--your soul and body are separated, killing you instantly.
Your astral form can travel through the Ethereal Plane and can pass through portals there leading to the Astral Plane or Elemental Planes. If you enter a new plane only your astral form is entering it and when you enter the plane you were on when casting this spell, your astral body is usually hurled back into its physical body and it awakens. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it.
The spell ends for you and your companions when you a 1 hour ritual to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens. When you are back into your body you get 1 exhaustion level due to the immense stress such travelling brings with it.
The spell might also end early for you or one of your companions. A successful dispel magic spell used against an astral or physical body ends the spell for that creature. If a creature's original body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature's astral form back to its body, ending its state of suspended animation. When it is send back because its astral body dropped to 0 hit points it suffers 8d10 psychic damage because it felt deaths grip and gains 2 levels of exhaustion.
If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points.
You must finish a long rest before you can use this ability again.
Improved Spirit Magic
Starting at 9th level, when you use the Ethereal Protection feature, you also gain resistance to magical damage. When using the Ethereal Step Feature you can now ignore difficult terrain, hazardous environment and do not provoke opportunity attacks with movement.
Your Ethereal Weapon feature also improves and you can now empower your weapon further and empower already enchanted weapons. You can spend an additional point to increase the bonus of a weapon to +2 and at 16th one more point to increase the bonus to +3. When you have a weapon which already has a bonus to damage or attack roll you can spend the spirit points to increase this bonus to a maximum of +3 by paying the point difference. You must still meet the level prerequisite for the maximal bonus (for example can you spend 1 spirit point to push a +1 weapon to +2 after the 9th level or 2 spirits points to push it to +3 but only after you have reached the 16th level. The duration of this enhancement increases also from 1 minute to 10 minutes at level 16th.
Spiritual Energy
Starting at 9th level, when you roll for initiative and have no spirit points remaining, you regain spirit points equal to your Charisma modifier.
Spiritsight
At 15th level, you can see through magical darkness up to 30 feet, as well as see invisible creatures and objects up to 30 feet.
Spirit Bond
Spirits can be ghosts of deceased people or creatures, ideals brought to form by the belief of many, nature given form or the guides who usually bring the souls to the Ethereal Plane.
These spirits can be ancient guardians of a clan, protectors from demons that lurk in the dark, lost ones searching for a reason to go on or desperate ones in hope somebody will help them to finish their unfinished business so that they can find peace. Some of these spirits are tamed and chained up like wild beasts, waiting for an opportunity to break free or giving up all hope to be free ever again. Depending on their origin the spirits have different egos and forms, manifesting in different powers.
Warrior Spirit
These Spirits are often the ghosts of warriors that died in the past who are bound by oath to a family or who have still a mission to fulfil that they couldn’t do while living. Some are the incarnation of warrior ideals uphold in certain region, one in common: They are great fighters who see in the Spirit Warrior often a student worthy to learn their secret techniques.
When you choose this spirit you have to choose the kind of spirit to supervise you:
Scout: You can ignore light cover when doing range attacks. You can use the disengage action as a bonus action. The spirit teaches you how to see with more than your eyes and strike.
Brawler: Your unarmed strikes deal 1d4 + your Strength modifier damage. The type of this damage can be piercing, bludgeoning or slashing as you choose for each strike. A master of the unarmed combat teaches you how to utilize your fists as good as possible, enabling you to cut and pierce your opponents.
Guardian: When a weapon attack would hit you, you can use your reaction to increase your AC by your charisma modifier. A great defender in his past life teaches you how to utilize your armour and weapon for an ultimate defence.
Slayer: After you have killed a creature with a melee weapon attack you have advantage on your next melee weapon attack roll. The spirit teaches you how to use the power of your first attack for further attacks.
Apprentice techniques
At 6th level you gain the apprentice technique of your master taught. You gain the feature depending on the spirit you have chosen.
Scout: When you miss with a ranged attack roll you can spend two spirit points and reroll the attack roll, unless you had rolled a 1. You must use the new result. Being within 5 feet o f a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
Brawler: You can spend a spirit point and make a grapple attack as a bonus action. You also have advantage on melee attack rolls against grappled targets.
Guardian: When a creature you can see attacks a target other than you that is within 5 feet of you, you can as your reaction spend a spirit point to increase the ac of the target by an amount equal to you Charisma modifier.
Slayer: You can spend a spirit point to make an additional melee weapon attack as a bonus action. Until the beginning of your next turn all attacks against you have advantage.
Beast Spirit
These spirits are form given of nature’s energy and often guide sacred places such as old temples, glades and great rivers. Their form range from spectra animals that exist to chimeric creatures up to formless energy that resembles the colour of the land that surrounds the spirit warrior. They often start to follow a Spirit Warrior when their sacred places are no longer visited by people in order to find new ones or when their sacred places have been sullied to find the culprits of this act.
Furious claws
Starting at 1st level your weapon attacks deal 1d4 additional damage of their base type. This damage increases to 1d6 at 12th level.
Beast Senses
Starting at 1st level you have advantage when tracking or hunting using the survival skill.
Claws and Fangs
Starting at 6th level you learn to include the body of your spirit in battle. You can spend two spirit points to use one of the following special attacks as a bonus action.
Constrict: A spectral tail grips your opponent. The target must succeed on a Strength or Dexterity saving throw (target’s choice) or be grappled. While grappled this way you can use your bonus action to constrict the target, dealing 2d6 + your Charisma modifier bludgeoning damage. This damage counts as magical for the purpose of overcoming damage resistance and immunities.
Fangs: You must roll a spell attack and on a hit spectral fangs bite into your opponent dealing 1d6 + your Charisma modifier piercing damage. This damage counts as magical for the purpose of overcoming magic resistance and immunity. The target also rolls a Constitution saving throw and takes 2d6 poison damage, or half on a successful one. You can spend additional spirit points to increase the poison damage by 1d6 per spirit point, up to a total of 6d6 (the standard 2d6 included).
Claws: You must roll a spell attack and on hit spectral claws slice your opponent up. The target takes 1d6 + your Charisma modifier as slashing damage and must succeed on a Strength Saving throw or be prone. This damage counts as magical for the purpose of overcoming magic resistance and immunity.
Beastial Instinct
Starting at 10th level your instincts become sharper than ever. You can no longer be surprised and can add your Charisma modifier to initiative rolls.
Death Spirit
Crim Reapers, Shinigami, names for Spirits that collect the souls of the living and bring them to the Ethereal Plane. This isn’t an easy job and sometimes souls can overpower the Death spirits and stay in the Material Plane but are too dangerous to be left there. In this case these spirits often look for the help of a Spirit Warrior to bring that soul to the place it belongs to.
Resist Death
Starting at 1st level you gain a damage resistance against necrotic damage. You also have advantage on death saving throws.
Face of Death
Starting at 6th level your death spirit appears to chosen creatures around you and shows them a vision of their own demise. As an action you can spend 3 spirit points and force each creature you can see within 30-feet to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute and takes 2d6 psychic damage, or half as much damage on a successful one. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. You can spend one additional spirit points to increase the damage by 1d10. A frighten creature or one that succeeded on the throw cannot be frightened again until it finished a long rest but can still be damaged by the effect.
Listen to the Death
Starting at 6th level, due to your growing connection with a death spirit you understand every language an undead is talking.
You can also spend one spirit point to cast Speak with Dead.
Elemental Spirit
These Spirits are some of the oldest spirits that exist and embody the energies that make up the universe. They are usually to be found on the Elemental Planes and seldom leave them, unless necessary because a disturbance of balance is noted or out of boredom. The five great elemental spirits are fire, water, earth, wind and lightning. Their forms range from embodiments of nature catastrophes to humanoids made out of their element. They usually bind to a Spirit Warrior out of curiosity to have found a humanoid whose soul resembles their values.
When choosing an elemental spirit you have to choose a specific elemental spirit because the effects of the features are linked to it. Fire Spirit, Earth Spirit, Water Spirit and Wind Spirit.
Elemental Attunement
Starting at 1st level you gain resistance to the damage type associated with your spirit and you learn in addition the associated language. You gain Fire-resistance and ignan for the Fire Spirit, acid-resistance and terran for the Earth Spirit, cold-resistance and aquan for the Water Spirit, lightning-resistance and auran for the Wind Spirit.
You can use your action to briefly control an elemental force associated with your chosen element spirit nearby, causing one of the following effects o f your choice:
Elemental Strike
Starting at 6th level you have gained more control over the elemental energy and can unleash it in bursts of energy. As an action you can spend two Spirit points to unleash a special attack associated with your chosen elemental spirit. The size, shape, damage type and kind of saving throw of this special attack is determined by your chosen elemental spirit. A target takes 4d6 damage on a failed save, or half as much on a successful one. You can pay additional spirit points to increase its damage by 1d6 per spent point, up to 8d6 damage points in total.
On 14th level the dies increase to d8s and you buy d8s instead of d6s with spirit points.
Fire Spirit: Choose a point within 60 feet of the user. It starts to rain fire on that place and each creature in a 10-feet-radius sphere centred on that point must make a Dexterity saving throw. The radius increases to 15-feet at 10th-level and 20-feet at 14th level and you can exclude a number of creatures from the effect equal to your charisma modifier.
Earth Spirit: You stomp and reshape the ground around you. Each creature in a 15-feet-radius sphere centred on the user must make a Strength saving throw. The range of the radius increases to 20-feet at 10th level and at 14th level to 25-feet and you can choose to exclude a number of creatures from the effect equal to your charisma modifier.
Water Spirit: You unleash a small wave of cold water or rain of ice arrows from your position. Each creature in a 15-feet-cone from your position must make a Constitution saving throw. The range of the cone increases to 25-feet at 10th level and 35-feet at 14th level and you can choose to exclude a number of creatures from the effect equal to your charisma modifier.
Wind Spirit: You unleash a storm of lightning in a direct line from you. Every creature in a 30-feet-long and 5-feet wide line from the position of the user must make a Dexterity saving throw. The range of the line increases to 45-feet at 10th level and 60-feet at 14th level and you can choose to exclude a number of creatures from the effect equal to your charisma modifier.
Elemental Master
Starting at 10th level you have mastered the element of your spirit and gain access to special qualities associated with your element.
Fire Spirit: None magical fire or heat can’t harm you anymore.
Earth Spirit: You are not affected by difficult terrain made up by rocks, earth or sand. While standing on ground you have advantage against all effects that move you or make you prone against your will.
Water Spirit: You can cast water breathing on yourself at will.
Wind Spirit: You can cast levitate on yourself at will.
Elemental Control
Starting at 10th you have gained a finer control over the element, bending it to your will.
Fire Spirit: Spend 4 spirit points to cast Control Fire.
Earth Spirit: Spend 4 spirit points to cast Control Earth.
Water Spirit: Spend 4 spirit points to cast Control Water.
Wind Spirit: Spend 4 spirit points to cast Control Air.
Elemental Mastery
Starting at 14th you have mastered your first element. You can ignore damage resistance to this element and damage immunity is only considered a resistance. You can for example damage a devil with fire now because its immunity is replaced by a resistance.
Spiritsight
Starting at 15th you can look into the Ethereal Plane and Material Plane the whole time without any cost. You can spend one Spirit point to see invisible creatures and gain addition 60-feet of darkvision for one minute.
Spirit Invocations
These Spirits are some of the oldest spirits that exist and embody the energies that make up the universe. They are usually to be found on the Elemental Planes and seldom leave them, unless necessary.
Souleater
Perquisites: Death spirit
When a creature drops to 0 hit points within 30 feet of you, you can consume a part of its spiritual energy and regain a spirit point. You cannot use this feature more than once per round.
Energy Reserves
Increase your maximum amount of spirit pointy by your Charisma modifier (minimum 1).
Monkey Grip
Perquisites: 6th level, Spirit Fighter
When you use the Ethereal Weapon feature you can wield one two handed melee weapon in one hand. The reach of your melee weapon also increases by 5 for the duration.
Spirit Weapon
Perquisites: Spirit Fighter
You have created a bond between your weapon and your spirit. The standard activation (1 Spirit point) of your weapon doesn’t cost anything for that specific weapon. You can also store the weapon in the Ethereal Plane and draw it as a Bonus Action from there.
You can make a bond with up to two weapons when doing a 8 hour ritual. You can also replace an already bonded weapon that way.
Spirit Armour
Perquisites: Spirit Fighter
You can spend one spirit point and use your Charisma modifier instead of your Dexterity modifier for calculating your AC because you surround yourself with your spirit as armour.
Empowered Spirit
Perquisites: Spirit Summoner
You can spend 1 spirit points to cast Enlarge at your spirit companion. You can use this spell as a bonus action and it isn’t considered a concentration spell for you.
Ethereal Explorer
While travelling in the Ethereal and Astral Plane you gain several Advantages due to your natural insight to these Planes and strong bond with a spirit:
Fast Summoning
Perquisites: Spirit Summoner
You can summon your spirit companion as an Action instead of a 1 minute ritual by spending 2 additional spirit points.
Posession
Perquisites: 17 level
You can spend 5 spirit points to cast dominate person.
Spirit Hands
Perquisites: Warrior Spirit, Brawler, 12th level
When you hit a creature with your ethereal enhanced unarmed strike, the creature takes extra force damage equal to your Charisma modifier (minimum 1).
Ghost Weapon
Perquisites: 6th level
You can spend 2 spirit points to cast spiritual weapon.
Ghost Guardians
Perquisites: 12th level
You can spend 3 spirit points and cast spirit guardians.
Legendary Knwoledge
You gain proficiency two skills of your choice: Arcana, History, Nature or Religion.
Spiritual Intuition
You can spend one spirit point to cast detect evil and good.
Element Calling
Perquisites: 9th level, elemental spirit
You can spend 3 spirit points to cast conjure elemental. The elemental must be of the same element as your spirit.
Empowered Link
Perquisites: Spirit Summoner
While your spirit companion is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.
Your spirit companion can in addition move within 1 mile of you instead of just 100 feet.
Poltergeist
Your spirit has learned to interact with the Material plane. It can manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. It can move up to 30 feet as an Action.
It can't attack, activate magic items, or carry more than 10 pounds.
It can also cast minor illusion at will.
Spiritual Chains
Perquisites: 6th level
You can spend 3 spirit points to cast hold person.
Spiritual Pair
Perquisites: 7th level, Spirit Summoner
You have trained with your spirit in order to perform special manoeuvres.
Spirit Rush. As an Action you give your spirit companion an extra attack when it is using the Attack Action.
Paired Attack. You can use the help action as a bonus action to give your spirit companion advantage on its next attack or skill check.
Shared Bond. When your spirit companion would take damage you can use your reaction and split the damage between you two.
Tail Strike
Perquisites: 7th level, Beast Spirit
You can spend 2 spirit points to unleash a spectral tail whip as an action against any creature of your choice within 15 feet of you. They must make a Strength or Dexterity saving throw (Target’s choice). On a failed save the target takes 2d10 force damage and is prone. On a successful one the target takes only half damage and isn’t prone. You can increase the damage by 2d10 and radius by 15 feet by spending 2 additional spirit points.
This invocation can also be used by your spirit companion.
Death Song
Perquisites: 7th level, Death spirit
You can spend 1 spirit point in order to sing a song about death, decay and end of life as a action. Every living creature within 30 feet of you must make a wisdom saving throw at the start of its turn or when it enters the area but you can exclude a number of creatures equal to the number of your charisma modifier. On a failed save the creature suffers psychic damage equal to your charisma modifier and cannot leave the area of the song. On a successful save the creature suffers no damage and can leave the area.
This invocation can also be used by your spirit companion.
Legendary Strike
Perquisites: 7th level, Spirit Fighter, Warrior Spirit
Something cool....
Can also be used by your spirit companion.
Fascinatingly, I am also in the process of homebrewing a very similar class for a world I was building where spirits have a big influence on how the world works (taking a kind of spin off of Japanese mythology). But that's enough about my world - after all, this one is your creation! (Though I hope you don't mind me taking inspiration of your ideas here and there...)
After reading through, I have a couple of thoughts. below. Please feel free to correct me where I've misunderstood, etc!
- The spirit bond feature is really cool, but perhaps too strong for level 1. Warlocks gain a similar companion, but only at level 3 when choosing the pact of the chain feature. This companion can turn invisible and speak, but can also die. Perhaps giving a mortality to the spirit would make this more balanced, or if you've got this spirit bond going on, it could cause damage to the character when it is attacked, which might make the player think tactically if they truly wish to risk using their bonded spirit to scout. What I'm trying to prevent is accidentally circumventing the rogue by creating the 'invincible, invisible, talking scout'. This is probably too strong for any level, but especially level 1. The 'can bring you back if it desires' phrase is also worrying as you might be hinting at making your character immortal at level 1.
- I think the spirit touched features are cool, especially if your campaign is going to have a lot of interactions with the ethereal plane. Just as a question, is the change caused by ethereal sight feature permanent until you change which plane you are looking into? As in, can I use my bonus action to look into the ethereal plane as long as I like, but use another to be able to switch back?
- I think there's way too much going on at level 2. Generally speaking, I would drop at least one of the three things, and probably two. Spiritual invocations (please note that I've only skim read these at this point of writing) seem very similar to eldritch invocations for a warlock, and the fighting style is also similar to that of the fighter class. Looking at the spirit magic list, which interest me a lot as it seems really fun and novel, also gives a few things that I would iron out if you intend to use it (I understand that you want the class to be martial with a touch of spirit magic abilities, so this might be what one might choose to drop over fighting style, which to me is a shame, because I think this is a really great idea). Ethereal weapon is cool, but monks gain a similar ability at level 6 (aside from the spirit point spending but no +1 bonus), so it may be too OP at level 2 (I would just remove +1 bonus or magical/non-magical damage). Ethereal protection basically does the same as a one-turn rage, but doesn't specify damage type unlike a barbarian's rage, so is actually very powerful. I really love the idea, but would probably make it available at a later level. Ethereal Step is genuinely awesome and I would be very happy if just this was available at 2nd level.
However, you can ignore all I have said if you just give the class very few spirit points, as this would balance it well.
- Spirit mastery - I assume this is your 'choose your subclass level', as with many D&D classes. I have jotted down below a few thoughts on both:
- Spirit fighter: A great idea, and I love how it plays on your spirit choice at level 1. For fused weapon features, I would decrease the warrior spirit to DMG to 2d6. The beast spirit features are really cool. The death spirit is just a better version of the warrior spirit and I would remove the extra damage part to just even it out a bit - the temp health increase is a great idea in itself! Again with elemental spirit - if you remove the extra damage, it's really cool just by itself! Extra attack at 5th level makes sense and I have no objections.
- Spirit Summoner: I love the idea of taking damage when it dies. It really makes you think carefully about it's actions and for the most part, treat it as a PC instead of the canon fodder that a lot of other companions get. It also balances things like it having its own turn, or the ability to improve its stats when it levels.
- Ghostsight seems cool.
- Ethereal projection seems cool. It really depends on the worldbuilding you've done as to whether it's OP or not, as it seems similar to astral projection, a 9th level spell. In which case, you might want to assess it it's too powerful, as other classes get similar abilities at level 17.
- Improved spirit magic seems really cool. I would remove the ethereal projection bit as it may be too OP as mentioned before.
- Spiritual energy is similar to the monk level 20 ability and so is probably far too powerful.
- Spirit sight is really cool.
- I admittedly have not looked through the level 1 spirit bond choices or the spiritual invocations list.
In summary, you have loads of cool ideas down here, but perhaps too many, and it's probably too powerful. I love your novel ideas such as spirit sight, ghostsight, spirit summoner, spirit fighter, ethereal weapon and ethereal step, but I would perhaps remove some of the features that are similar to those of other classes, to make this homebrew really stand out as something unique and well-balanced.
Hope this helps!
LostGuardian