Base Class: Fighter
Even the life of a spirit must come to an end. Those who take on the moniker of a spirit-fused fighter do not normally do so by choice but rather by circumstance. Because to become a spirit-fused fighter, you must first become the vessel of a dying spirit, a task that can’t be accomplished by choice, as no one truly understands how or why this occurs. All that is known is that the spirit's mind and body have passed on, and its essence now coexists within the fighter, granting them abilities beyond the capability of a normal spirit. Those who can harness this power can channel the latent energy into objects, which produce a magical quirk or powerful attacks. These arcane tricks are how these unconventional warriors fight and are the reason they have garnered so much attention and interest on the island.
Level 3: Channel Essence
Starting at 3rd level, you gain the ability to channel spirit energy into your attacks. You have a pool of four d6s that you spend to fuel this ability, which are called essence dice. When you make a weapon attack roll against a creature, you can expend a die from your pool to add it to the roll. Alternatively, you can expend a die from your pool to add it to the attack’s damage roll. You can choose to do this either before or after making the attack roll, but before any effects of the attack are applied. You regain all of your expended essence dice when you finish a short or long rest. You gain an additional d6 for your essence dice pool at certain levels in this class: 7th level (5d6), 10th level (6d6), 15th level (7d6), and 18th level (8d6).
Level 3: Object Channeling
Beginning at 3rd level, you gain the ability to channel your internal spirit energy into objects, creating an array of effects. You learn one Channeling Option of your choice (see “Channeling Options” below). In addition, you gain an object of your choice that you can use to channel the option through. Once you use this feature, you can’t do so again until you finish a short or long rest. You also gain proficiency in the Salvage skill.
Ballooning Bag
Ballooning Bag. As a bonus action, you cause a bag (such as a canvas sack, backpack, fanny pack, or satchel) that you are holding or is on your person to rapidly inflate with air. The bag then floats upward, lifting you off the ground and carrying you up to 30 feet straight into the air. You hover in place there until you let go of the bag (no action required) or until the start of your next turn, at which point the bag gently floats back to the ground. Alternatively, when falling you can use your reaction to cause the bag to inflate, granting you the benefits of Feather Fall*.
Entangling Cord
Entangling Cord. When taking the attack action, you can choose to replace one of your attacks with an entangling strike. Choose an object that features tendril-like properties (such as a tape measure, game controller, extension cord, rope, or chain). The object can be on your person or within 30 feet of you, provided you can see it. When you do so, the object springs to life, stretching out towards a creature you can see within 15 feet of it. Make a ranged attack using your Constitution modifier + your proficiency bonus. On a hit, the target is pulled up to 15 feet towards the object
Find The Thing
Find the Thing. As an action, you focus your energy through a navigational object (such as a compass, GPS, or map). Doing so allows you to cast the Locate Object* spell with the following changes:
◊ The spell doesn't require you to concentrate on it.
◊ The spell's duration is 1 hour.
◊ The spell can detect an object within 1 mile of you instead of 1,000 feet.
Goggled Vision.
Goggled Vision. While wearing an ocular covering (such as ski goggles, spectacles, sunglasses, or a welding mask), you can use an action to see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Additionally, you have advantage on Intelligence (Investigation) checks to determine if something is an illusion. These effects on your goggles last for 1 hour.
Leaping Sneakers.
Leaping Sneakers. While wearing a pair of shoes you can use a bonus action to add a spring to your step. For 1 hour, you gain the benefits of the Jump spell.
Pocket Voice.
Pocket Voice. You spend 1 minute enacting a ritual that binds your voice to an object you can see that looks as if it would produce a sound (such as a boombox, pair of headphones, statue with a mouth, portrait of a person, radio, or jewelry box). Your voice stays bound to the object for 1 hour, or until you dismiss the effect as a bonus action. While bound, everything you say can also be heard through the object.
Water Jettison.
Water Jettison. As a bonus action, you spray a misty stream of water from a container on your person (such as a waterskin, soda can, squirt water bottle, or spray bottle). Doing so moves you 10 feet backwards in a straight line and grants you the benefits of the Disengage action.
Level 7: Spirit Battery
Starting at 7th level, you now count as the Spirit creature type and learn the Jolt cantrip with the following changes:
◊ When you target a machine with the spell, the machine is powered for 1 hour instead of 18 seconds.
◊ Your spell attack modifier is equal to your Constitution modifier + your proficiency modifier.
Additionally, once on each of your turns when you hit a target with a weapon attack as part of the attack action, you can replace its damage with that of the Jolt cantrip. When you do so, you roll the Jolt cantrip's damage dice (which deals lightning damage) in place of the weapon's damage dice, and you can gain no other benefits to the attack's damage from other features or spells.
Level 10: Improvised Armor
Starting at 10th level, you learn to channel your energy into objects you are wearing, causing them to become harder than steel for a brief moment. When you are hit by an attack, you can use your reaction to roll one of your essence dice, adding the number rolled to your AC for that attack, potentially causing the attack to miss you.
Improved Object Channeling.
Improved Object Channeling. At 7th level, you learn an additional Channeling Option, and you can now use your Object Channeling feature a number of times equal to your proficiency bonus. You regain all of the expended uses when you finish a short or long rest.
Level 15: Backup Battery
At 15th level, you learn to draw on the spirit energy within you to gain a quick rush of energy. You gain an additional use of your Second Wind feature. When your hit points drop below your fighter level while you have a use of Second Wind, you can choose to expend a use of Second Wind immediately (no action required).
Level 18: Junk Master
Starting at 18th level, you gain an additional channeling option from the Object Channeling feature. In addition, when you roll initiative and have no uses of your Object Channeling feature left, you regain two uses of that feature.
Previous Versions
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Posted Jul 18, 2025Could you make one of these for 2014 players?
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Posted Jul 8, 2025im having the same issue
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Posted Jun 9, 2025A wonderful port, but from what I can tell the selections for ballooning bag, leaping sneakers, and water jettison for the object channeling don't function at the moment. When you select one of those three it acts like you haven't selected anything.