Fighter
Base Class: Fighter

A warrior who has been branded by an incorporeal spirit granted power of it. The fighters in confrontations with spirits sometimes have been stained by their influence pulling aspects from them. With these abilities allowing them to strike fear in opponents and hunt down the viscous spirits abroad. As ghost hunters they are appreciated but at a distance for many will be wary of the influence the source of their powers have on these warriors either unfounded or not.

Tainted Strikes

At 3rd level the tainted brand on your soul manifests in your strikes. Choose one of the following abilities to imbue your strikes with these can be activated as a free action and lasts for 1 minute. You can choose another one at 7th level

Soul Reaver: Once per turn when a creature is hit with a melee attack its hit point maximum is reduced by half the damage dealt and you gain temporary hit points.

Soul Crusher: Once per turn when a creature is hit by a melee attack their walking speed is reduced by 10ft.

Weeping Soul: once per turn when a creature is hit by a melee attack they receive half the damage previous dealt by you on their next turn     

Sickend Soul: Once per turn when a creature is hit by a melee attack they become poisoned until the end of their next turn.

Sheiking Soul: Once per turn when a creature is hit by a melee attack they must roll a d20 if the roll is 10 or less they drop prone and take 5 psychic damage if it is 11 or more they only take the psychic damage.

Ghastly Influence

At 7th level you start to feel the influence of the branding by the spirit, at the cost of a reaction you gain an aura connected to a certain ghost type. The range of this aura is 10 ft and the save is 8 + your proficiency bonus + your Wisdom modifier 

Aura of the Wraith:  When a creature ends its turn in your aura they must make the save DC or become unable to move until the end of their next turn 

Aura of Banshees: when a creature ends its turn in your aura they must make the save DC or become blinded and deafened until the end of their next turn

Aura of Shadows: When a creature ends its turn in your aura they must make the save DC or become frightened of you until the end of their next turn

Aura of the Ghost:  When a creature ends its turn in your aura they must make the save DC or attacks made from that creature deal -5 dmg until the end of their next turn

Ghostly Movement

At 10th level you now can move like a spirit. As a bonus action you can use incorporeal movement this ability lasts for 1 minute and can be used up to half your proficiency modifier, you regain all uses after a long rest.

Ethereal Binding

At 15th level you can as an action reduce the damage taken as your body is on the border of the ethereal and material plane. As an action until the start of your next turn your body becomes that of a spirit and takes and any attack that hits or saves you fail, you only take half the damage you normally would. You can use this ability twice per day but if used more you take 2d8 worth of necrotic damage pushing beyond its normal means. To regain all uses you must finish a short or long rest.

Deathly Form

At 18th level you become the Reaper of your enemies souls. As a free action on your  turn you become a haunting visage of yourself and gain the following benefits.

. you gain temporary hp equal to your fighter level plus 10 

. You can now add 2 to your AC

.Piercing, slashing, and bludgeoning damage from non magical weapons and necrotic damage you are immune to

. the poisoned, frightened, and petrified conditions you are immune to

. all melee attacks you make you can now roll 1d8 necrotic damage on top of your weapons normal damage

This ability lasts for 1 minute, until you fall unconscious or until you end it you cant use it until you finish a long rest.

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