Base Class: Fighter
Physical Superiority
Spirit walkers initially start by improving their strength/dexterity based abilities as this takes little to no effort. This ability leads to them being inherently better at strength/dexterity based skills and checks.
Bonded weapon
At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.
Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.
You can have up to two bonded weapons.
Improved Critical
Spirit walkers are more likely to hit critically as they have improved their physical abilities, this is helpful as they more easily break through tough skin or armour.
Spiritual spellcasting
Spirit walkers when they reach 7th level gain the ability to cast a few spells, this is because they have attuned more to their soul and gained a magic that comes purely from their spirit.
Spirit Manifestation
They have formed a pact with themselves due to which they can manifest a hardened light version of their spirit, this entity is essentially a perfect clone of you with no spellcasting. this entity can stay manifested for (10 x your level) seconds. They manifest with no weapon but can hold one if you give them one.
Spirit Sanctuary
As a high level spirit walker you can extend your spirit beyond yourself in a 20ft sphere which cannot be broken. this protects you even whilst asleep and provides a warm comfortable environment to rest, study or train in.
Tongue of Life
due to being in touch with your own and other spirits you can now interpret every language spoken by beings with a spirit. This comes from a manipulation of the speakers spirit making them speak a language you know.
Grasp of the Ancients
Spirit walkers that are truly powerful are capable of "stealing" spirits and imbuing them into items, themselves or others. this imbues said target with any abilities the spirit previously had. However the target also gains the voice of said spirit which can speak to anyone who is: weilding if imbued in a weapon or the person it is imbued into. Some spirits are willing to be used for power. The spirit of a corpse can also be taken although this requires you to make a constitution saving throw of your dm's choice, this however has no backlash of a voice.
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