Base Class: Fighter
You walk in the shadows of the mortal realm, looking for evil spirits to seal away.
Spirit Tether
When you choose this archetype at 3rd level, you gain the ability to divide your physical and spiritual self. As a bonus action, you can shunt your spirit 5 feet in any direction. Your spirit cannot be shunted through walls or be suspended more than 5 feet off the ground. Your spirit remains locked in the location you shunted it and it cannot be moved and does not take damage. At the end of your turn, or if dismissed early (no action required), you instantly teleport back into your spirit. Returning to your spirit does not provoke opportunity attacks.
Spirit Weapon
Starting at 3rd level, you can choose a melee weapon to become your spirit weapon. You must spend one hour in meditation with the melee weapon to imbue your spirit into it. You can only have a maximum of one spirit weapon at a time until you reach 10th level (2 max) and 15th level (3 max). If you wish to change your spirit weapon, you must spend one hour in meditation with the melee weapon, and if it becomes more than the max amount of spirit weapons you can have, you must choose one of your spirit weapons to revert to a standard weapon.
You gain a number of spirit dice which can be expended to make spirit attacks. Spirit attacks are associated with the damage type of the spirit weapon used to make them. You cannot use the same spirit attack twice in a row and you can only use a spirit attack in place of an attack granted by the attack action.
- Bludgeoning - When you make an attack with your spirit weapon and hit, you can expend one spirit die and add it to the damage roll. In addition, you push the creature up to 10 feet away.
- Piercing - When you make an attack with your spirit weapon and hit, you can expend one spirit die and add it to the damage roll. In addition, you halve the creatures movement speed until the start of your next turn.
- Slashing - When you make an attack with your spirit weapon and hit, you can expend one spirit die and add it to the damage roll. You also regain hit points equal to the amount rolled on the spirit die.
Your spirit die is a d6 and increases when you gain fighter levels to a d8 at 7th level, a d10 at 11th level, and a d12 at 15th level. You have a number of spirit dice equal to half your fighter level, rounded down. You regain all your spirit dice at the end of a long rest.
Spirit Tether Improvement
At 7th level, your learn how you can use Spirit Tether more advantageously. While Spirit Tether is active, you gain temporary hit points equal to twice your proficiency bonus and you gain a bonus to your movement speed equal to 10 feet. If you already have temporary hit points from another source, you regain the amount of temporary hit points you had before using Spirit Tether when Spirit Tether ends.
Spirit Weapon Improvement
Starting at 10th level, you can use the following options associated with your spirit weapons damage type.
- Bludgeoning - In place of one attack with your spirit weapon, you can expend two spirit dice to strike the ground beneath you, creating a force that pulls creatures within 10 feet of you 5 feet closer to you. Each creature in the area must make a Dexterity saving throw, taking force damage equal to the amount rolled on your spirit dice on a fail or half as much on a success. Each creature is pulled closer to you regardless of the save.
- Piercing - In place of one attack with your spirit weapon, you can expend two spirit dice to pierce through the spirit realm, striking each creature in a 30-foot line. Each creature must make a Dexterity saving throw, taking force damage equal to the amount rolled on your spirit dice on a fail or half as much on a success.
- Slashing - In place of one attack with your spirit weapon, you can expend two spirit dice to slash the area in a 10-foot cone in front of you. Each creature in the area must make a Constitution saving throw, taking force damage equal to the amount rolled on your spirit dice on a fail or half as much on a success. You regain hit points equal to half the amount of damage dealt by this spirit attack.
Spirit Mark
Starting at 15th level, you learn to make the most out your Spirit Tether. While Spirit Tether is active, any creature you damage is marked. A creature can only be marked once during a turn. For every three marks you obtain, you get one additional action that can only be used to take the Attack action (one weapon attack only) while Spirit Tether is active. When your Spirit Tether ends, each marked creature is unmarked and you gain a number of temporary hit points equal to the number of marks obtained. This temporary HP lasts until the start of your next turn. In addition, the bonus movement speed you get during Spirit Tether increases to 20 feet.
Fate Sealed
Starting at 18th level, in place of one attack with your spirit weapon, you can expend 3 spirit dice to make the following attack. You blink up to 30 feet away in a line. This movement does not use any of your movement speed. All creatures in the line that are below 40 health are executed. Otherwise, every creature takes an amount of force damage equal to the amount rolled on your spirit dice. This feature can be used once, and you regain use of it at the end of a short or long rest.
Additionally, if you roll for initiative and have no spirit dice remaining, you gain 4 spirit dice.
Previous Versions
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