Fighter
Base Class: Fighter

Level 3: Soulbond and Spectral Strike

You learn to bind your soul to a weapon, transforming it into a spectral instrument of your will.

  • Soulbond: As a special ritual requiring 12 hours of meditation, you can magically bind yourself to a single weapon you are holding. Upon completion, you gain one level of exhaustion. This bond lasts until you die, choose to perform the ritual with a new weapon, or the bonded weapon is destroyed. You can only be bonded to one weapon at a time.
    While you are bonded to the weapon and wield it, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls of melee attacks made with it.

  • Spectral Strike: As a bonus action, you can unleash a sweeping, ghostly extension of your bonded weapon. Until the end of your turn, your melee attacks with the bonded weapon have their reach increased by 10 feet.
    If you attack a creature that was outside your normal reach but within this extended reach, that creature must make an Intelligence saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier). On a failed save, the creature is unable to use its reaction to make an opportunity attack against you for this attack. You must still make a normal attack roll to see if the Spectral Strike hits.

Level 7: Phantom Feint

You learn to place a magical trap within your strikes, punishing those who retaliate without foresight.

As a bonus action, you can weave a subtle enchantment into your bonded weapon, declaring a Delayed Strike. Make one melee weapon attack with your bonded weapon as part of this bonus action.

  • Initial Strike: On a hit, the attack deals damage as normal.

  • The Trap: A shimmering, spectral sigil is placed upon the target. Until the start of your next turn, if the target makes a melee attack against you, the sigil erupts. The target's attack automatically fails, and their turn ends immediately. Once this trap is triggered, the effect ends.

  • Reveal and Release: A creature bearing the sigil can deduce its nature by using its action to make an Intelligence (Investigation) check against your spell save DC (DC = 8 + your proficiency bonus + your Intelligence modifier). On a success, it becomes aware of the effect. If the target's turn ends and the sigil has not been triggered, it erupts harmlessly, and the target automatically learns the nature of this ability, making them immune to future uses of your Phantom Feint for the next 24 hours.

Once you use this feature, you can't use it again until you finish a short or long rest.

Level 10: Dueling Phantasm

Your bond with spectral arms deepens, allowing you to wield a second weapon and conjure a potent defensive illusion.

  • Twin Bond: You can now maintain a soulbond with two weapons simultaneously. The 12-hour meditation ritual to bond with a second weapon still applies and incurs one level of exhaustion. You can use your Intelligence modifier for attack and damage rolls with either bonded weapon.

  • Phantasmal Parry: As a bonus action, you can create a powerful illusory duplicate of yourself perfectly mimicking a defensive stance. Choose a creature you can see within 30 feet. That creature must make an Intelligence saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier). A creature automatically succeeds if its passive Investigation score is greater than your spell save DC.

    On a failed save, the creature is fooled by the illusion. The first time before your next turn that the creature makes a melee attack against you, the following occurs:

    • The attack misses you.

    • The creature leaves itself completely exposed. Until the end of your current turn, your next attack against that creature has advantage, and if it hits, the attack's damage is doubled. For the purpose of this attack only, the target's AC is halved (rounded down, minimum of 1).

Once you use this Phantasmal Parry, you can't use it again until you finish a short or long rest.

Level 15: Phantom Lunge

You can now throw your bonded weapon, transforming it into a conduit for instantaneous teleportation and a potent battlefield control tool.

As an action, you hurl your bonded weapon in a straight line up to 60 feet. The weapon is spectral during this flight and can pass through non-magical objects and structures (but not creatures).

Choose one of the following effects when you use this feature:

  • Assault Lunge: Choose a creature in the weapon's path. Make a ranged weapon attack against the target. On a hit, the target takes your weapon's damage and is briefly phased out of reality. The target's turn is skipped in the next round of combat. Immediately after the attack resolves (whether it hits or misses), you teleport to an unoccupied space of your choice within 5 feet of the target or the weapon's endpoint.

  • Evasive Lunge: The weapon flies to a point you choose within 60 feet. Any creature of your choice that the weapon passes through must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier). On a failed save, the creature takes your weapon's damage and the weapon's flight stops. On a successful save, it takes no damage and the weapon continues. You then teleport to an unoccupied space at the weapon's final location.

If you attempt to teleport into a space occupied by a solid object (like inside a wall), you take 4d10 force damage and are shunted to the nearest unoccupied space.

Once you use this feature, you can't use it again until you finish a short or long rest.

Level 18: Echo of the Soul

You can momentarily split your soul, creating a fully realized spectral echo of yourself on the battlefield.

As a bonus action, you enter a Spectral State for 3 rounds. You manifest a spectral echo, an identical, independent copy of yourself in an unoccupied space you can see within 30 feet. This echo is under your control and shares your statistics, abilities, and bonded weapons, but it cannot use the Phantom Lunge feature.

  • Dual Presence: On your turn, you can command both your original body and the echo, taking a full set of actions, bonus actions, and movement for each. The echo is considered a creature.

  • Sustained Will: The duration of this state is extended by 2 rounds each time you or your echo successfully lands a Phantom Feint or a Phantasmal Parry.

  • Soul Consolidation: When the state ends, you choose whether your original body or the echo becomes your permanent form. The form you discard then violently unravels. Each creature of your choice within a 15-foot radius of the unraveling form must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier). On a failed save, a creature takes 8d8 psychic damage and is stunned until the end of its next turn. On a successful save, it takes half as much damage and isn't stunned.

Once you use this feature, you can't use it again until you finish 1d4 long rests.

Level 3: Soulbond and Spectral Strike

You learn to bind your soul to a weapon, transforming it into a spectral instrument of your will.

  • Soulbond: As a special ritual requiring 12 hours of meditation, you can magically bind yourself to a single weapon you are holding. Upon completion, you gain one level of exhaustion. This bond lasts until you die, choose to perform the ritual with a new weapon, or the bonded weapon is destroyed. You can only be bonded to one weapon at a time.
    While you are bonded to the weapon and wield it, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls of melee attacks made with it.

  • Spectral Strike: As a bonus action, you can unleash a sweeping, ghostly extension of your bonded weapon. Until the end of your turn, your melee attacks with the bonded weapon have their reach increased by 10 feet.
    If you attack a creature that was outside your normal reach but within this extended reach, that creature must make an Intelligence saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier). On a failed save, the creature is unable to use its reaction to make an opportunity attack against you for this attack. You must still make a normal attack roll to see if the Spectral Strike hits.

 

Level 7: Phantom Feint

You learn to place a magical trap within your strikes, punishing those who retaliate without foresight.

As a bonus action, you can weave a subtle enchantment into your bonded weapon, declaring a Delayed Strike. Make one melee weapon attack with your bonded weapon as part of this bonus action.

  • Initial Strike: On a hit, the attack deals damage as normal.

  • The Trap: A shimmering, spectral sigil is placed upon the target. Until the start of your next turn, if the target makes a melee attack against you, the sigil erupts. The target's attack automatically fails, and their turn ends immediately. Once this trap is triggered, the effect ends.

  • Reveal and Release: A creature bearing the sigil can deduce its nature by using its action to make an Intelligence (Investigation) check against your spell save DC (DC = 12 + your Intelligence modifier). On a success, it becomes aware of the effect. If the target's turn ends and the sigil has not been triggered, it erupts harmlessly, and the target automatically learns the nature of this ability, making them immune to future uses of your Phantom Feint for the next 24 hours.

Once you use this feature, you can't use it again until you finish a short or long rest.

Level 10: Dueling Phantasm

Your bond with spectral arms deepens, allowing you to wield a second weapon and conjure a potent defensive illusion.

  • Twin Bond: You can now maintain a soulbond with two weapons simultaneously. The 12-hour meditation ritual to bond with a second weapon still applies and incurs one level of exhaustion. You can use your Intelligence modifier for attack and damage rolls with either bonded weapon.

  • Phantasmal Parry: As a bonus action, you can create a powerful illusory duplicate of yourself perfectly mimicking a defensive stance. Choose a creature you can see within 30 feet. That creature must make an Intelligence saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier). A creature automatically succeeds if its passive Investigation score is greater than your spell save DC.

    On a failed save, the creature is fooled by the illusion. The first time before your next turn that the creature makes a melee attack against you, the following occurs:

    • The attack misses you.

    • The creature leaves itself completely exposed. Until the end of your current turn, your next attack against that creature has advantage, and if it hits, the attack's damage is doubled. For the purpose of this attack only, the target's AC is halved (rounded down, minimum of 1).

Once you use this Phantasmal Parry, you can't use it again until you finish a short or long rest.

Level 15: Phantom Lunge

You can now throw your bonded weapon, transforming it into a conduit for instantaneous teleportation and a potent battlefield control tool.

As an action, you hurl your bonded weapon in a straight line up to 60 feet. The weapon is spectral during this flight and can pass through non-magical objects and structures (but not creatures).

Choose one of the following effects when you use this feature:

  • Assault Lunge: Choose a creature in the weapon's path. Make a ranged weapon attack against the target. On a hit, the target takes your weapon's damage and is briefly phased out of reality. The target's turn is skipped in the next round of combat. Immediately after the attack resolves (whether it hits or misses), you teleport to an unoccupied space of your choice within 5 feet of the target or the weapon's endpoint.

  • Evasive Lunge: The weapon flies to a point you choose within 60 feet. Any creature of your choice that the weapon passes through must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier). On a failed save, the creature takes your weapon's damage and the weapon's flight stops. On a successful save, it takes no damage and the weapon continues. You then teleport to an unoccupied space at the weapon's final location.

If you attempt to teleport into a space occupied by a solid object (like inside a wall), you take 4d10 force damage and are shunted to the nearest unoccupied space.

Once you use this feature, you can't use it again until you finish a short or long rest.

Level 18: Echo of the Soul

You can momentarily split your soul, creating a fully realized spectral echo of yourself on the battlefield.

As a bonus action, you enter a Spectral State for 3 rounds. You manifest a spectral echo, an identical, independent copy of yourself in an unoccupied space you can see within 30 feet. This echo is under your control and shares your statistics, abilities, and bonded weapons, but it cannot use the Phantom Lunge feature.

  • Dual Presence: On your turn, you can command both your original body and the echo, taking a full set of actions, bonus actions, and movement for each. The echo is considered a creature.

  • Sustained Will: The duration of this state is extended by 2 rounds each time you or your echo successfully lands a Phantom Feint or a Phantasmal Parry.

  • Soul Consolidation: When the state ends, you choose whether your original body or the echo becomes your permanent form. The form you discard then violently unravels. Each creature of your choice within a 15-foot radius of the unraveling form must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier). On a failed save, a creature takes 8d8 psychic damage and is stunned until the end of its next turn. On a successful save, it takes half as much damage and isn't stunned.

Once you use this feature, you can't use it again until you finish 1d4 long rests.

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