Base Class: Fighter
There are but two of you; there were many, but now there is not.
Spells
Starting at 3rd level. You begin to learn the ancient spells of the snail shamans. You gain spell slots. You know the spell Magic Missile at 7th level, you learn Scorching Ray, and at 10th level, you learn Psionic Blast
Level spell slots level 1st 2nd 3rd
3 2
5 3
7 3 1
10 3 2
13 3 2 1
15 3 3 1
17 3 3 2
Nail summoning
At 3rd level, during a long rest, you can do a ritual transforming a weapon into your nail. Your nail deals 2d6 bludgeoning damage and counts as a spellcasting focus while you hold it. it has the finesse property. It levels up with you. At 5th level, it deals 3d6. At 7th level, it deals 4d6. At 10th level, it deals 5d6. At 15th level, it deals 5d8.
Nail arts
Starting at level 7th. You begin to learn the ancient nail arts. You can learn them in any order you want. You learn one now, a second at 10th level and the third at 15th level. You have 2 arts dice now, 3 at level 10 and 4 at level 15
Cyclone slash
You can chose up to three targets within 15 ft of you you can spend one dice to deal 1.25x your current nail damage as slash damage
Dash slash
If you get a running start of 10ft towards a target you can spend an art die to attack them and deal 2.5x your current nail damage as slash damage
Great slash
You can use an arts die to deal 2x your nails current damage as slash damage when you attack someone
Friend to bugs
Starting at the 10th level. You can cast Speak with Animals without using a spell slot at will if you are casting it on a bug, insect or arachnid.
Soul mastery
Whenever you hit a creature with your nail, you gain soul equal to your damage. As a bonus action, you can spend 10 soul to recover a level one spell slot, 20 for a level 2 and 30 for a level 3. You can also spend 10 soul to heal yourself for 2d6.
The infection
Starting at 18th level. You can shed your normal form and release the infection as a bonus action. You gain 30ft of movement and can pass through an opening one inch wide. Anyone you move, though, must make a DC 16 Wisdom saving throw or take 10d6 psychic damage and will be frightened of you for 1 minute. You do not provoke opportunity attacks while in this form. You can use this once per long rest.
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