Base Class: Wizard
Standing in the fields, is a mage with a weapon in their hands; not their spellbook as it is stowed on the hip. Staring at their newest opponents with a light-hearted smile on their face.
"Apologies, you must be my newest trial for my comrade."
"Oh no, I am not one in touch with the elven fighting style. Otherwise I wouldn't be wielding a greatsword."
I never anticipate that I can be fondly connected to a weapon more than anything. This has been with me for a long time, longer than anything granted for this particular weapon given me a form of comfort that I missed dearly.
I don't need to be a Bladesinger.
I don't need to be a War Mage.
Nor do I need to dabble my primary focus into another path in order to obtain this.I got my old friend to stay with me without the loss of my style of magic. - Tasco the Verdan, Lover of the Warhammer
Spiritually Connected
2nd-Level School of the Spiritual Weapon feature
Upon selecting this school at 2nd level, you are able to find a weapon for yourself to get connected to; a weapon is just as powerful as spell in your hands and a potent tool as your spellbook.
- You gain proficiency in one weapon of any kind. The weapon you are proficient in is going to become your Spirit Weapon and gain more benefits as this subclass progress and are able to use your Spellcasting Modifier in place of Strength or Dexterity when weapons of any kind.
- You know and always have prepared the spell Spiritual Weapon. In addition, Spiritual Weapon does not require any concentration if you use this for the 2024 Version.
Spirit Weapon
2nd-Level School of the Spiritual Weapon feature
This additional feature is also given to you at 2nd level when taken this subclass. You got to make sure to boost your connection with your Spirit Weapon that you obtained from Spiritually Connected.
The weapon you have selected to gain proficiency in Spiritually Connected is considered your Spirit Weapon as mentioned. You gain the following extra benefits with your Spirit Weapon:
Spiritual Arsenal. Your Spirit Weapon is considered magical to bypass resistance and immunity to nonmagical attacks and damage but nonmagical for spells like Elemental Weapon.
Spiritual Replacement. As part of your long rest, if you have a weapon that is similar to the weapon of your chosen proficiency of this subclass, you can have it be your Spirit Weapon.
Spiritual Addition. When you cast Spiritual Weapon, you are able to turn it into your Spirit Weapon and deal additional damage equal to your Spirit Weapon's base damage. In addition, with the duration of the spell Spiritual Weapon is up and you have your Spirit Weapon in your hands, you can use your Spell Attack Roll in place.
Spell Smite. Once per turn when you hit a creature with your Spirit Weapon or Spiritual Weapon, you can expend a spell slot to deal an extra 1d8 damage to the target, plus another 1d8 per level of the spell slot. The damage type is either the weapon's but magical or force.
Spirit Striker
6th-Level School of the Spiritual Weapon feature
Reaching 6th level, you begin to tap into the inner workings of your Spirit Weapon. As an action on your turn, you are able to make a spectral copy of your Spirit Weapon that stays within a 20-foot radius of you always but able to attack with it as a bonus action against a target within the Spirit Weapon's range. In addition, you are able to make an opportunity attack with this spectral copy when a target approaches within 20 feet of you or when it leaves within the radius. This ability lasts for one minute or until you are unconscious, and you have a number of uses equal to your proficiency bonus that regains all uses on a long rest, unless you expend a 1st-Level Spell Slot or higher to regain a use.
If you cast Spiritual Weapon while this ability is up, you are able to make a second copy of your weapon and able to attack twice instead as your bonus action during the duration of the spell, be on the same target or two separate targets within your Spirit Weapon's reach.
Spectral in Sight
10th-Level School of the Spiritual Weapon feature
Starting at 10th level, you are able to reach into the veil and go against creatures that would've been out of your grasp. You can see into the Ethereal Plane within 30 feet of you and your Spirit Weapon and spells affect creatures on the Ethereal Plane as if you were on the same plane of existence.
High Spiritual Striker
14th-Level School of the Spiritual Weapon feature
The highest that you can obtain at 14th level, your newest ability can go even further as your Spirit Weapon now evolves to match your style!! Your Spirit Striker ability when you cast Spiritual Weapon, now allows you to make a number of spectral copies up to your proficiency bonus and increase the radius to 30 feet.
In addition, choose one option to help your growth for your Spirit Weapon.
Incorporeal Movement
You can move through creatures and objects as if they were difficult terrain. You take 3d10 force damage and are shunted to the nearest available space if you end your turn inside a creature or object.
Sacred Sword
You know the cantrip Sword Burst and it requires an action or bonus action to cast. If you use an action to cast it, the 5 feet increases to five times your proficiency bonus.
In addition, when you get hit by an attack you can see, you can use a reaction to cast Spiritual Weapon and make an attack at the attacker on the same turn.
Spiritual Enhancement
Your Spirit Weapon gains a magical bonus to attack and damage rolls equal to half of your proficiency bonus. If the Spirit Weapon is a magic weapon you had obtained, you can replace the magic bonus with the bonus you are giving if it is higher.
When you reach 19th level in this subclass, your Spirit Weapon deals an additional die of its base weapon damage.
Ward of Blades
You know the Blade Ward cantrip and can cast it as an action or bonus action. If you cast the cantrip as an action, before the resistance calculations, you can apply a damage reduction equal to the base Spirit Weapon damage.
Weapon's Magic
Any cantrip or spell that requires a weapon, your Spirit Weapon can be used even if it may require a melee or ranged weapon. It still must follow the criteria if it needs a price.
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