Fighter
Base Class: Fighter

You are a knight that has found deep energy within yourself. You have found a way to control your soul energy to help you in battle.

Spiritual Bond

at level three you gain these buffs

You can bond your soul to a weapon of choice, once you do so you can recall your weapon anytime to you. You can also dismiss your weapon and it will turn into mist and disappear. you can recall/dismiss your weapon from any place anytime and will dismiss once left alone for too long.

Weapon bonding takes 15 minutes to preform and is impossible while in the stress of battle.

Maximum bonds: 1+ (level-3)/five, you must round down

Soul Vision

ar level ten

You have learned to sense through your soul and see the energy and environment around you. Use 10sp to gain true sight for 12 minutes.

Spiritual Spring

at level three

You find an energy deep within you, these are repented by spirit points(sp). You have a maximum of 30 sp, but can only go up to twenty when resting. when taking a short rest you gain five sp, but when you take a long rest you go straight to 20. rests can’t give you more than twenty.

 

you can recover sp by:

succeeding a spell saving throw(3sp)

using the soul recovery bonus action(1d4sp plus 2 for every 2 levels over 3)

Power Surge

at level seven

You use some sprit points to gain energy to do another action(action surge) for 10sp or do an extra attack for 5sp.

Spiritual Resonance

at level three

Your spirit energy is connected to your body empowering you.

spiritual wind

you can spend 10sp to gain 1d10 hp

spiritual guidence

you can spend 10sp for advantage on a roll

Spiritual slash

spend 10sp then make enemy make a wis saving throw, if they fail 1d10 plus 2 if bonded necrotic damage, on save they take half. on level 10 you can do this on ranged attacks.

Arcane Spirit

at level fifteen

Your soul gains the ability to manipulate magic. making magic a thing to be molded.

you get proficiancy in arcana

Slot Manipulation

*action

Give: You transform your sp into a spell slot and can give it to a spell caster within 30 ft of you. The cost is 3x the spell slot level.

Take: You can take a spell slot and change it into spirit points, if the spell-caster is unwilling then the spell caster must roll a wisdom saving throw if failed you take half if the respective sp on save you lose 2sp.

Spell Interferance

*reaction

Spend 5sp and choose a caster that is casting and give them either an advantage or disadvantage on their spell casting rolls for their turn.

If you choose disadvantage and the spell caster fails, roll 1d20 with disadvantage and if that beats it you can gain 1d8 sp.

Arcane Jump

*bonus action

Spend 5sp and then you teleport to a unoccupied spot that you can see within 60ft of you.

Soul Recovery

at level eighteen

when you roll initiative you gain 10sp and every 2 turns you gain 1sp.

Spectral Fighting

at level eighteen

You can spend 3sp(1sp if bonded) to remove the weapon propertys: ammo, loading, heavy and two handed from your weapon.

You also gain the action “soul shell” which gives you the ability to give your bonded weapon a body for one hour.

soul shell stats

ac: 17, hp:5, all otherstats are yours, -2 for attacks.

can take multipule attacks but at the cost of your sp, and cant action surge. when a soul shell dies the wepon dismisses itself for you to recall it!

(note: soul shells cant do everything a player can do it cant: do unarmed strikes, carry objects and etc; the dm can change this fact if wanted)

 

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