Base Class: Warlock
Most try to avoid ancient graves and cursed objects out of fear what they may contain. Spirits of ancient and powerful beings and warriors can still reside there. These spirits cling to their former way of live and will try to relive it. Warriors seek battle and wizards try to obtain magical power. As there ways of interacting with the world are limited by their incorporeal state of being, they try to possess others to obtain their goals. It is for this reason such places are avoided. Unless someone wants to try and use the spirit's power to become stronger. Warlocks that have made a deal with an ancient spirit of an Eldritch knight get to use their magical powers and martial knowledge to become strong warriors and mages. In return, the spirit can join the battle once again
Fighters Knowledge
tarting at 1st level, you gain proficiency with medium armor, shields, and martial weapons.
In addition, you gain one fighting style of your choice, from the following options:
- Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
- Defense: While you are wearing armor, you gain a +1 bonus to AC.
- Dueling: When you are wielding a melee weapon in 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.
- Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
- Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in 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.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Expanded Spell List
|
1st |
Compelled Duel, Zephyr Strike |
|
3rd |
Enlarge/Reduce, Magic Weapon |
|
5th |
Elemental Weapon, Haste |
|
7th |
Confusion, Death Ward |
|
9th |
Bigby’s Hand, Swift Quiver |
Warrior’s Vitality
Also at 1st level, the warrior spirit can boost your vitality. When you gain temporary hit points, you gain an extra amount equal to your Constitution modifier. In Addition, once per short rest, when any temporary hit points would be reduced to zero you may roll any remaining hit dice you have (as you would during a short rest) to replenish the temporary hit points up to the amount you had when you first gained these points. After you replenished them you detract any remaining damage you would have taken (this doesn’t count as an new hit). The hit dice you roll are used up as if you rolled them to replenish your health.
Battle Magic
Starting at 6th level, you can use your action to cast a cantrip and make one weapon attack as a bonus action.
Release the Warrior
Starting at 10th level, you can lend some of your strength to corporealise the spirit. As an action on your turn you can let out the warrior to have him fight by your side. From the moment you use this feature, you cannot use magic. Any spells you were concentrating on are dispelled and any temporary hit points you had from a self cast spell are lost.
Roll a number d8 up to half your max hit dice (you can roll any number of dice and can roll more after seeing the number but the max number of dice equals half your hit dice rounded down), you lose hit points equal to the total rolled and the warrior manifests op a empty space within 5ft of you with a number of hit points equal to 2 times the total rolled. The warrior stats are listed below.
- Armor Class 18
- Hit Points 2x total rolled
- Speed 30 ft.
- STR 18 (+4) DEX 14 (+2) CON 16 (+13) INT 12 (+1) WIS 10 (+0) CHA 16 (+3)
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
He uses a greatsword (+8 to hit) 2d6+4 slashing, the Fighting style: Great weapon Fighting and can make 2 attacks with the attack action. In addition, he can cast all the spells listed in your Extended Spell list, once (Spell attack modifier +7, DC 16). If he uses his action for to cast a spell he can use his bonus action to make 1 attack with his greatsword. You mentally tell him what to do.
Warrior’s Brutality
Starting at 14th level, you and the warrior spirit have gotten a better bond and both share a love for battle. When you score a critical hit with an weapon the warrior spirit also attacks (any creature within 5ft), using the stats of the warrior as described in your Release the Warrior feature. If the Warrior is released from your body, he can move up to half hit movement speed and then make an attack. If the warrior makes a critical hit while released, you can use your reaction to move up to half your movement speed and make an attack against a creature.







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Posted Sep 13, 2019fair enough
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Posted Sep 13, 2019Never watched it....so no
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Posted Sep 11, 2019Is this a ******* jojo reference?