Fighter
Base Class: Fighter

The Spirit vessel has learned to become a vessel for various types of spirits, allowing them to temporarily imbue themselves with different spiritual essences. Each spirit offers a unique enhancement, transforming the fighter's combat style based on the needs of the moment. This subclass emphasises adaptability and strategic choices in the heat of battle.

Spiritual Attunement

You gain the ability to attune to specific spirit types. When you finish a long rest, you choose one of the following Spirit Forms to attune to. You gain the benefits of that form until your next long rest.

  • Spirit of Resilience (Defense): When you take damage, you can use your reaction to reduce the damage by 1d6 + your Proficiency Bonus. You can do this a number of times equal to your Proficiency Bonus, regaining all uses on a long rest.

  • Spirit of the Hunter (Precision): Your weapon attacks score a critical hit on a roll of 19 or 20.

  • Spirit of the Zephyr (Mobility): Your walking speed increases by 10 feet, and opportunity attacks against you are made with disadvantage.

kinetic spirit

At 7th level, the spirits enhance your kinetic movement, allowing you to disrupt foes with bursts of spiritual force. Your walking speed increases by 10 feet. Additionally, when you move through a hostile creature's space, you can force it to make a Dexterity saving throw (DC 8 + your Proficiency Bonus + your Strength or Dexterity modifier). On a failed save, it takes 1d6 force damage and its speed is reduced by 10 feet until the start of your next turn. You can do this once per turn.

Augmented form

 

  • Spirit of the Warden (Control & Protection): Gain resistance to non-magical bludgeoning, piercing, and slashing damage. Once per turn, if a hostile creature within 5 ft. moves out of your reach, use your reaction to make a melee attack. If hit, its speed becomes 0 until its next turn.

  • Spirit of the Trickster (Evasion & Disruption): Your AC increases by 1. Use your reaction to impose disadvantage on an attack roll against you. Uses equal to PB, resets on long rest.

  • Spirit of the Fury (Burst Damage & Intimidation): When you crit with a weapon, roll an additional weapon damage die. As a bonus action, hostile creatures within 10 ft. make a Wisdom save (DC 8 + PB + Str/Dex mod) or are frightened of you until their next turn. Once per short/long rest.

 

Spirit shift

At 15th level, you gain the ability to adapt your spiritual essence on the fly. As a bonus action on your turn, you can change your currently attuned Spirit Form to a different Spirit Form (either a basic or Augmented Spirit Form). You can use this feature once, regaining the ability to do so after you finish a short or long rest.


 

 

Spiritual rampage

At 18th level, you can temporarily unleash a confluence of spiritual power. As an action, you can choose two additional Spirit Forms (either basic or Augmented) to attune to for the next minute, gaining their benefits in addition to your currently attuned form(s). You can choose any two forms, even if you are already attuned to them, effectively stacking their benefits where applicable (e.g., speed increases would stack).

During this minute, your attacks are imbued with raw spiritual energy. Once per turn when you hit a creature with a weapon attack, you can choose to deal an additional 3d8 force damage, and the creature must succeed on a Strength saving throw or be pushed 10 feet away from you.

You can use this feature once, regaining the ability to do so after you finish a long rest.

Spirit bound arcana

At 3rd level, your connection to the spirits grants you magical abilities.

  • Spellcasting Ability: You use Wisdom as your spellcasting ability for these spells.

    • Spell Save DC = 8 + your Proficiency Bonus + your Wisdom modifier

    • Spell Attack Modifier = your Proficiency Bonus + your Wisdom modifier

  • Cantrips: You learn two Warlock cantrips of your choice.

  • Spells Known & Spell Slots: You get two spell slots, and you learn a growing number of Warlock spells. Both the spell slots' level and your number of known spells increase as you gain Fighter levels, as shown in the table below. You can use your spell slots to cast any spell you know. You regain your expended spell slots after a short or long rest.


 

Spirit-Bound Arcana Spellcasting

 

Fighter Level Cantrips Known Spells Known Slot Level Number of Slots
3rd 2 2 1st 1
4th 2 3 1st 1
5th 2 3 2nd 2
6th 2 4 2nd 2
7th 2 4 2nd 2
8th 2 5 2nd 2
9th 2 5 3rd 2
10th 2 6 3rd 2
11th 2 6 4th 2
12th 2 7 4th 2
13th 2 7 4th 2
14th 2 8 4th 2
15th 2 8 4th 2
16th 2 9 4th 2
17th 2 9 5th 2
18th 2 10 5th 2
19th 2 10 5th 2
20th 2 11 5th 2

Comments

  • To post a comment, please or register a new account.
Posts Quoted:
Reply
Clear All Quotes