Fighter
Base Class: Fighter

In the shaded groves of the Summer Court, among the proud and ancient fey, the art of spirit bonding was first forged. This technique allows a warrior to merge their soul with that of an elemental spirit, forming a pact that grants them a fragment of the spirit’s raw, untamed power. Whether sealed through an oath or earned in battle, the bond transforms both partners, the spirit becomes part of the mortal, and the mortal becomes something more.

The path of the Spirit-Bound Vessel is perilous. Even binding a minor elemental risks eroding one’s sense of self, and seeking communion with greater spirits borders on suicidal. Yet those who endure the trial emerge forever changed, their bodies and weapons infused with elemental might. Each strike carries the fury of their bound spirit, and their very presence hums with elemental energy waiting to be unleashed.

Sero's Bedroom

Redacted

Spiritual Sense

3rd-Level Feature

Your bond with an elemental spirit sharpens your awareness of spiritual and emotional energies.

Trace of Spirits: As an action, you can attune to the essence of the spirits that live within you, temporarily gaining acess to their senses. For the next minute, you can sense the presence of any spirit within 60 feet of you, gaining immediate knowledge of their overall location and their current emotional state.

You can use this feature a number of times equal to your proficiency bonus per long rest.
Eyes of the Spirit: When you use your Second Wind, your bound spirit heightens your perception. Until the start of your next turn, you can see invisible or ethereal creatures within 10 feet of you.
* For this feature, a spirit includes any elemental or creature native to the Ethereal Plane. The DM may determine that other incorporeal or supernatural entities count as spirits as well.

Spiritual Fusion

3rd-Level Feature

You have forged a pact with a powerful elemental spirit and learned to channel its raw energy through your body and weapons. Doing so, however, comes at a physical cost. As a bonus action, you can draw upon your bound spirit’s power, taking damage equal to 10% of your maximum hit points (rounded down). This damage is of your bound spirit’s type and can’t be reduced or prevented in any way. Immediately after taking this damage, your body becomes a conduit for spiritual energy for 10 minutes.

While empowered, you gain the following benefits:

  • Elemental Strikes. Your weapon attacks and unarmed strikes deal an extra 1d4 damage of your bound spirit’s type.

  • Spirit’s Condition. When you hit a creature with a weapon attack or unarmed strike, you can apply your bound spirit’s Special Condition to that target. You can do this only once per turn per spirit type.

  • Elemental Resistance. You gain resistance to the damage type associated with your bound spirit.

Bound Spirit Damage Type Special Condition
Wildfire Fire The target takes extra fire damage equal to twice your proficiency bonus. At 13th level, this extra damage becomes thrice your proficiency bonus.
Blizzard Cold  The target’s speed is reduced by 10 feet until the start of your next turn. At 13th level, the reduction increases to half its speed.
Storm Lightning Creatures of your choice within 5 feet of the target take lightning damage equal to your proficiency bonus. At 13th level the damage increases to twice your proficiency bonus and the range to 10 feet.
Tremor Thunder  The target has disadvantage on the next Dexterity saving throw it makes. At 13th level, it also has disadvantage on the next Strength saving throw.
Corrosion Acid  The target’s next attack roll takes a −1d6 penalty. At 13th level, the penalty increases to −1d8.

 You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Elemental Imprint

7th-Level Feature

Your body has adapted to the strain of your bound spirit’s power, granting you greater harmony with its elemental essence, you learn the Elementalism cantrip. In addition, your connection to your bound spirit permanently alters your nature and your presence in the world. You now can choose a 'bound spirit' among the ones you have access to, which you can change by expending a use of 'Spiritual Fusion' (no action required) at any time:

  • Elemental Kinship. Your creature type becomes both your original type and Elemental.

  • Spiritual Aura. When you are not fused with your bound spirit, you still emanate a faint aura reflecting its nature, such as flickering embers, drifting mist, or gentle static sparks. This aura is harmless to others, though it may reveal your spiritual nature.

  • Elemental Resilience. You gain resistance to environmental effects related to your bound spirit’s element (such as extreme heat for Wildfire or freezing temperatures for Blizzard). This doesn’t make you immune to these effects, but you take reduced harm from them and may gain advantage on saving throws the DM determines are thematically appropriate.

Infused Strikes

10th-Level Feature

Your strikes flow with elemental precision, shaped by the will of your bound spirit.

  • Channeling Technique. When you make an unarmed strike, you can choose to apply either the Topple or Sap weapon mastery property to that attack. The attack gains the chosen property for that roll.

  • Bound Technique. When you make a weapon attack or an unarmed strike, you can choose to replace its normal damage type with the damage type associated with your bound spirit. This change applies only to the attack’s base damage, not to additional damage from features, items, or spells.

Spirit Burn

15th-Level Feature

When your life is on the edge, your bound spirit’s essence ignites in defiance of death. When you would be reduced to 0 hit points, you can choose to drop to 1 instead. When you do, you unleash a surge of elemental power in a 30-feet radius centered on yourself. 

Each creature in that area must then make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Constitution modifier). On a failed save, it takes damage equal to your twice fighter level; on a success, it takes half as much damage. This damage is of your bound spirit’s type.

After releasing this energy, you gain temporary hit points equal to your Constitution modifier*your proficiency bonus and, immediately after using it, you gain one leve of exhaustion as your body and spirit suffer from the strain.

I the case you receive an attack, spell or ability that instantly kills you, you don't drop to 1 hit point but your body does release the elemental power surge still.

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

Dual Fusion

18th-Level Spirit-Bound Vessel Feature

Your mastery over spiritual power allows you to bind a second elemental spirit to your soul. When you use your Spirit Fusion feature, you can choose two bound spirits instead of one, merging their power within you for the duration. While both spirits are fused, you gain the following benefits:

  • Dual Elemental Strikes. Your weapon attacks and unarmed strikes deal an extra 1d4 damage of your second bound spirit’s type, in addition to your first spirit’s extra damage.

  • Dual Resistance. You gain resistance to the damage type of your second bound spirit.

  • Elemental Balance. Whenever a feature refers to your bound spirit’s damage type, you can choose which of your two bound spirits’ types to apply.

 

Previous Versions

Name Date Modified Views Adds Version Actions
11/12/2025 8:34:34 PM
1
1
--
Coming Soon
12/14/2025 12:17:15 PM
18
1
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes