You call forth the spirit of a deceased adventurer with the Fighter class. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Fighter Spirit stat block. When you cast the spell, choose an subclass: Champion, Eldritch Knight, or Samurai. The creature resembles translucent ghostly humanoid armed with weapons and armour. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell’s level appears in the stat block.
Fighter Spirit
Medium undead
Armor Class 13 + the level of the spell (natural armor)
Hit Points 35 + 15 for each spell level above 3rd
Speed 30 ft.
Senses darkvision 60 ft., passive Perception 10
Languages understands the languages you speak
Challenge — Proficiency Bonus equals your bonus
Expanded Criticals (Champion Only). The spirit has gets a critical hit if it rolls a 19 or 20 on the d20 of an attack roll.
Fighting Spirit (Samurai Only). The spirit has advantage on all attacks it makes on its first turn after being summoned.
Actions
Multiattack. The spirit makes a number of attacks equal to half this spell’s level (rounded down).
Longsword. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 3 + the spell’s level slashing damage.
Firebolt (Eldritch Knight Only). Ranged Spell Attack: your spell attack modifier to hit, range 120 ft., one target. Hit: 1d10 + the spell’s level fire damage.
Bonus Actions
Second Wind (1/Day). The spirit regains 1d10 + the spell's level hit points.
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