Fighter
Base Class: Fighter

Become true to your soul, cherished by everyone.

The Spirit Knight is often seen as a charismatic fighter, where everyone seems to be more comfortable within their presence. They are often cherished by the spirits where even feys are allured to them. Spirit Knights use their spiritual attachment to make brilliant feats that can't normally be achieved. These feats are often seen as otherworldly, and yet people question if their origin comes from "friendship" as they claimed. It is said that one of the legendary Spirit Knights, Raphael Esquire, whose strength can shatter multiple worlds, claims that his strength comes from the thousands of friends he made.

Level 3: Spiritual Bond

Your connections with other Twilight Travelers extend more than just your friendship, but a deeper form of connection you make with them. You gain several benefits based on how many Travelers you've interacted with since the beginning.

*) These benefits are based on how many Twilight Travelers your character has roleplayed with outside quests (with a minimum of 1 hour).
**) IMPORTANT: When tracking the number of Travelers, you must keep track of it through a custom counter, rp-rewards, or notes-and-pings channel. Use consistent writing format such as "Jarvis spiritually bonded with Salvy" or "Mizy befriends Alwin."

TRAVELERS INTERACTED (1 HOUR MIN) EFFECTS GAINED
5+ Travelers You gain a +1 bonus to your attack rolls, ability checks, and saving throws.
10+ Travelers You gain bonus AC equal to party size.
25+ Travelers You can use your reaction to roll any amount of hit dice and heal that amount when a party member you see drops to 0.
50+ Travelers When you use Action Surge, you can grant an ally creature you can see an additional bonus action on their next turn.
100+ Travelers Your Tactical Mind feature can be used against a failed saving throw.

Level 7: Soul Seer

You gain a special sight that allows you to perceive creatures on the ethereal plane within 60 feet of you. As a bonus action, you can expend one hit die and lose that many hit points, allowing you to see creatures through obscurity and invisibility until the start of your next turn, which you can repeat this ability as a free action. This ability can't perceive undeads, fiends, and monstrosities.

Level 10: Spirit Blade

You enhance your blade, allowing you to strike directly at one's soul. Attacks you make can affect or target creatures on the ethereal plane. In addition, your attacks deal an extra d6 of force, radiant, necrotic, or psychic damage equal to the number of ally creatures you can see with full hit points (up to your proficiency bonus).

Level 15: Spirit's Aid

As an action, you can summon a spirit in your surroundings and ask for their help. The spirit is summoned as if you nonmagically cast a summon spell that summons a spirit listed below (Summon Aberration, Summon Beast, etc.) without concentration; at the spell level of your Wisdom modifier; and uses Wisdom as your spellcasting ability. Once you use this action, you cannot use it again until the summon is killed or you use a bonus action to release the spirit which ends the summon.

Each summon has a special effect for any friendly creature within 120 feet of it:

  • Aberrant Spirit - Damages you take that are below 5 are negated.
  • Bestial Spirit - You gain Pack Tactics ability.
  • Celestial Spirit - Damages that use radiant damage gain an additional dice.
  • Construct Spirit - Your AC gains +1 bonus.
  • Draconic Spirit - Your attack roll gains +1 bonus.
  • Elemental Spirit - You can use your reaction to replace your current attack's damage type with fire, cold, or lightning.
  • Fey Spirit - You can use your bonus action to take the Dodge action.
  • Fiendish Spirit - Your damage roll gains +1 bonus.
  • Shadow Spirit - Your Hide or Stealth skill check gains +5 bonus.
  • Undead Spirit - Damages that use necrotic damage gain an additional dice.

Level 18: Soul Binding

You can bind a spirit summoned through Spirit's Aid feature to magical weapons or armor by performing a 10-minute ritual. When a creature holds the item bound with the spirit, it gains additional effects while using it while maintaining Spirit's Aid effects. The Spirit Aid's summon is inaccessible during this, but its area effect persists. This binding ends after 8 hours or when the item is in a different plane from you.

  • Weapon: When you hit a creature with the same creature type as your spirit, you can use your reaction to make the creature vulnerable to all damage of that attack roll.
  • Armor: When you are damaged by a creature with the same creature type as your spirit, you can use your reaction to make yourself immune to all of that damage instance.

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