Fighter
Base Class: Fighter

Most often part of ancient orders that pass on the secret of the ancient ritual known as "spirit binding", a Spectral Knight is a warrior who undergoes a symbiotic bond, akin to a more controlled form of possession, with a spectre or other incorporeal undead, granting them the undeads spectral powers, and the undead a willing host.

Level 3: Spectral Form

When you take this subclass at 3rd level, you gain the ability to assume a spectral form akin to that of your bonded spirit a number of times equal to your proficiency modifiervper long rest as a bonus action. You gain the following benefits for one minute or until you dismiss it as a bonus action or you enter a field of anti magic.

  • You have resistance to bludgeoning, piercing and slashing damage, and all creatures have resistance to your attacks.
  • You gain a hover speed of 20 feet.
  • You can move through solid objects and creatures as if they were difficult terrain. If you end your turn inside either, you take 1d10 force damage.

Level 7: Spectral Armory

Beginning at 7th level, you gain the ability to conjure a spectral weapon that you are proficient with as a bonus action. A weapon conjured in this way deals force damage, if it is a ranged weapon it comes with 20 pieces of ammunition, and they vanish after 6 seconds if you aren't touching them. If you attune to a magical weapon, you can also, over the time of a short rest, absorb the weapon, causing you to be able to create the weapon at will. If you ever end attunement on an absorbed weapon, the weapon appears in an unoccupied space within 10 feet of you.

Level 10: Spectral Binding

At 10th level, whenever you finish a long rest, you may choose to partake in a lesser form of the ritual that first bonded you to your specter, making an offering of your choice and receiving a benefit based on your offering.

  • Spirit. You sacrifice a piece of your very soul to the spirit. Until you finish a long rest, you have a Malus of -1 to any Intelligence based checks or saving throws, but you are permanently under the effects of the detect magic spell.
  • Blood. You sacrifice a drop of your blood to the spirit. Until you finish a long rest, your hit point maximum is reduced by 1d6, but you know of the presence, type and location of any living creature within 30 feet of you. Additionally, when you hit a creature with an attack, you are made aware of it's vulnerabilities, resistances and immunities.
  • Flesh. You sacrifice a small cube of your flesh to the spirit. Until you finish a long rest, your armour class is reduced by 1, but whenever you enter your spectral form, you gain 2d8 + your Constitution modifier temporary hit points.

Level 15: Improved Spectral Armory

Beginning at 15th level, any nonmagical weapon created by your "Spectral Armory" feature gains the following benefits: 

 

  • Upon speaking a command word as a bonus action, the weapon shines dim light in a radius of 10 feet until you use another bonus action to speak the command word again.
  • All weapons have a bonus of +1 to their attack and damage rolls.
  • All weapons score a critical hit on a roll of 19 or 20.

Additionally, any weapons you create with this feature last for up to an hour, or until you create more than 5, in which the first weapon you created that still exists is destroyed.

Level 18: Spectral Awakening

From 18th level on, whenever you assume your Spectral Form, you also gain the following benefits. 

 

  • You regain 5 hit points at the end of each of your turns.
  • You deal an additional 1d8 force damage with each of your attacks.
  • Your hover speed changes to a 40 foot fly speed.
  • Passing through solid objects or creatures no longer counts as difficult terrain.
  • Living creatures no longer gain resistance to your attacks.

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