Fighter
Base Class: Fighter

For whatever your reason may be you have found a way to fuse yourself with a spirit. An ancient ritual long thought lost which took two souls and made the one. This is your new truth you are two who will become one.

Release the Spirit

Using a bonus action you can use the feature "Release the Spirit" a number of times equal to your proficiency modifier, by doing so you release your newly created self onto the prime material plane. This transformation burns away your blood and flesh and transforms your armor and weapons in a horrific manner only leaving your bones as you may be fused with a spirit but even so that power is still too much for any mortal. A disturbing sight for those who wish to harm the innocent in front of you. This transformation lasts for 1 minute, you gain darkvision if you didn't already have it, you gain advantage on wisdom saving throws, advantage on intimidation checks, and transforms you and your weapons making your weapons engulfed in your chosen spirit fire. It deals 1d6 of (chosen spirit damage) type, at 7th 2d6, and 10th level 3d6, and at 15th level 4d6. You gain all uses of "Release the Spirit" after you finish a long rest. Your Spirit Guardian save DC is 8 + your proficiency bonus + your strength or dexterity modifier.

 

Choose a spirit to bond with:

Red Spirit- Fire

Blue Spirit - Lightning

Green Spirit- Poison

Yellow Spirit - Acid

White Spirit - Cold

Black Spirit - Necrotic

Gold Spirit - Radiant

Purple Spirit - Psychic

Anima's Will

Guardian Warhorse

Your power has grown and you've gain your celestials will, you can now summon your steed from the heavens. At 7th level, using your action you can summon a steed from the heavens. Your steed does not need food, water, or even sleep for it is not a living creature. It has a climbing and walking speed of 60ft. Your steed shares a psychic connection with you and follow your commands to the best of its ability. When you use "Release the Spirit" your steed will transform as you do, burning away its flesh leaving behind only its basic frame, though summoned from the heavens your steed is not invulnerable with enough damage your steed it can be destroyed. You must finish a short or long rest before you can summon it again, for your steed must reform in its native plane. Use a skeletal Warhorse for the stats of you steed. As you level up your steeds health also increases by your character level x 2.

Penance Stare

At 7th level while using "Release the Spirit" you can use an action to manifest all the evil acts a creature has ever made to ignite their soul aflame. The chosen creature must make a Wisdom saving throw against your Spirit Save DC. On a failed save the target takes 2d6 (chosen spirit damage) and is stunned for one round, at 10th level the damage increases to 3d6, at 15th level the damage increases to 4d6; on a successful save the damage is halved and is not stunned. You can only use this once per Unleash the Demon.

One with the Spirit

Guardians Stand

Reaching 10th level you gain full control of the spirit within you granting you these benefits: you gain Guardian's Gaze (Devil's SIght); you do not need to breath, eat or drink, you gain resistance to radiant damage.

Project flame

With your new mastery of the spirit inside; you can now harness the (chosen spirit damage) from you. As an action you can hurl balls of (chosen spirit damage) to a range of 60 feet and 20 foot radius sphere. On a failed save the creature takes 4d6 of the (chosen spirit damage) and half as much on a successful save. You can use this ability as many times as half your proficiency bonus rounded up. You gain all uses of project flame after finishing a short or long rest.

Nowhere to Hide

Reaching 15th level, You gain the ability to travel between the planes (As described by the Plane Shift spell) in search of your quarry for they have nowhere to hide. You can use this ability once per short or long rest. This ability is an action.

Judgment

At 18th level,  you can manifest your judgment onto your foes. Using your action you can cause an explosion of (chosen spirit damage) chains, to erupt from your body in a 10 foot radius around you. The chains will wrap and squeeze your targets like a python dealing 4d8 of your (chosen spirit damage) and grappling your opponents. A Strength saving throw vs. your Spirit Guardian ability Save DC is required to avoid grapple, on a failed save they are grappled until they break free. They are able to make a STR save to break free at the beginning of their next turn. You may use your bonus action to cause your chains to constrict further dealing an additional 2d8 (chosen spirit damage) to those bound in them. This ability can be used as many times as half your proficiency bonus rounded up, while using "Release the Spirit" and targets any hostile creature within a 10ft. And last for 1 minute.

Previous Versions

Name Date Modified Views Adds Version Actions
6/29/2023 10:22:30 PM
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