Fighter
Base Class: Fighter

A Spirit Soldier opens their soul to the influence of long dead beings. The essences of the long departed, or even undead such as ghosts, wraiths or spectres are invited to share some of their knowledge or power, forming a bond with the fighter. The spirit soldier is then able to channel not only their own strength and fighting prowess, but also harness powers from beyond the living world, as well as fighting with the knowledge of many battles, won and lost, from across the ages.

Spiritual Channel

Beginning at 3rd level, you form a connection with one or more beings that long ago died, and now use you as a channel to be able to influence the world they may no longer touch. You gain advantage on death saving throws, and proficiency in any two skills or languages of your choice.

In addition, on your turn you may create any simple or martial weapon you are proficient with (no action required). It appears in any free hand you have and looks spectral and translucent. These weapons disappear the moment they leave your hands. Any ammunition is magically created and disappears immediately after it hits or misses its target. Thrown weapons also immediately disappear after hitting or missing their target. When using this weapon, you may choose whether it does its normal damage, or necrotic damage. You may only conjure one of these weapons at a time, and attempting to conjure another while one already exists causes the previous weapon to fade.

Gain Proficiency in two Skills

You gain proficiency in two skills of your choice.

Learn a Language and Gain Proficiency in a Skill

You learn a language of your choice and additionally gain proficiency in a skill of your choice.

Learn two Languages

You learn two languages of your choice.

Confer with the Dead

At 7th level, you are able to form a deeper connection with a single spirit, manifesting it into an incorporeal form and speaking with it. As an action, you may ask this spirit any one question, which it must answer honestly to the best of its knowledge, if it has any knowledge on the topic. Once you ask a question in this manner, you may not do so again until you finish a short or long rest.

You may speak to this spirit at any time you like, however it is not compelled to tell the truth or even answer when you speak to it without using this feature, and it does not manifest any visual form.

Death's Weapons

Beginning at 10th level, the spectral weapons you summon from the ghosts of past warriors become stronger. Choose one of the following options to improve your summoned weapons. You may change which selection you benefit from whenever you gain a level in this class.

Assassination

Any simple melee weapons do one additional damage dice of damage when attacking with them, however this additional damage dice is not doubled when scoring a critical hit with this weapon.

Deadeye

When wielding a ranged weapon or a weapon with the thrown property, you may ignore disadvantage due to attacking at long range or attacking a creature within 5 feet of you.

Weightless Weapons

When wielding a weapon with the versatile, two handed or heavy properties, you may wield the weapon in one hand, while dealing damage as if it were wielded in two hands, even if the weapon is normally unable to be wielded this way. You may wield versatile, two handed and heavy weapons this way for a number of minutes per long rest equal to your Strength modifier (minimum of 1), and you must use this feature one minute at a time, not in any shorter increments of time.

Ghostly Form

When you reach 15th level in this class, you are able to cover your body with a spectral aspect, allowing you to perform incredible feats. You gain resistance to necrotic damage and are immune to damage from falling. In addition, the distance you can cover when jumping increases by a number of feet equal to your Strength score or Dexterity score (your choice when you gain this feature). You may also jump your full jumping distance as a standing long or high jump, without requiring 10 feet of movement first.

Dexterity

The distance you can cover when jumping increases by a number of feet equal to your Dexterity score.

Strength

The distance you can cover when jumping increases by a number of feet equal to your Strength score.

Drain Life

At 18th level you are able to steal the lifeforce of those who you kill, feeding the spirit or spirits you channel through your body. When you reduce a creature to 0 hit points, you regain a number of hit points equal to the amount of hit dice the creature had. If you were already at your hit point maximum, you may gain half the amount you would have healed as temporary hit points instead.

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