Fighter
Base Class: Fighter

A commander of man and spirit alike, a Spirit Knight sends their company to clear the way and undo their foes. Of course, no good commander sends his loyal companions to do all the dirty work.

Grim Delegation

The spirits of past comrades accompany you into battle as your very own Guardia Compagnia. As a bonus action, you can manifest these spirits in the form of three unique combatants, each one answering to your call. These are the Assassin, the Carnifex, and the Jailer. Each combatant is an ally to you and your companions. In combat, the spirit shares your initiative count and take their turn immediately after yours. It obeys your verbal commands (no action required by you) and understands any languages you speak. If you don’t issue the spirit any commands, it takes the Dodge action and uses its movement to avoid danger.

Guards can be summoned up to 90 ft away from you, and only one guard can be active at any given time. Upon being summoned, the Assassin and Carnifex are active for 2 turns, until you recall them with a Bonus Action, or until they are slain. The Jailer lasts for 4 turns instead. After being recalled or slain, a guard cannot be resummoned for 3 (Carnifex) / 4 (Jailer) / 5 (Assassin) rounds.

The Assassin

Medium Undead, your Alignment

Armor Class 10 + your proficiency bonus + your Constitution modifier

Hit Points 1

Speed 35 ft., fly 35 ft. (hover)

Incorporeal Movement. The assassin can move through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it is immediately recalled.

Actions

Assassin's Dagger. Melee Weapon Attack: your highest attack modifier to hit, reach 5 ft. Hit: A number of d6s equal to your proficiency bonus, slashing damage. A creature hit with this attack cannot recover hit points for 1d3 turns.

The Carnifex

Large Undead, your Alignment

Armor Class 10 + your proficiency bonus + your Constitution modifier

Hit Points 1

Speed 25 ft.

Spectral Strength. The Carnifex automatically crits against objects and structures.

Actions

Carnifex's Battleaxe. Melee Weapon Attack: your highest attack modifier to hit, reach 5 ft. Hit: A number of d10s equal to your proficiency bonus, slashing damage. A creature hit with this attack has their movement speed reduced by 10 ft. until the end of their next turn.

The Jailer

Medium Undead, your Alignment

Armor Class 10 + your proficiency bonus + your Constitution modifier

Hit Points 1

Speed 30 ft.

Extra Eyes. While within 60 ft. of the Jailer, any creatures friendly to it or its summoner have advantage on perception checks. Any hostile creatures within that area have disadvantage on stealth checks.

Actions

Jailer's Branding Iron. Melee Weapon Attack: your highest attack modifier to hit, reach 5 ft. Hit: A number of d8s equal to your proficiency bonus, fire damage. A creature hit with this attack has disadvantage on their next attack roll.

Hunting Patrol

At 7th level, the sights and sounds of combat rouse your fighting spirit, propelling you into combat with enhanced ferocity. When a hostile creature is within 15 ft of your Assassin or Carnifex, or within 30 ft of your Jailer, you gain an additional 10 ft of movement speed. Additionally, you can designate one creature in those areas as the target of a Hunt. This designation lasts for the duration of the hunt and cannot be reassigned. Your weapon attacks against a Hunted creature inflict an additional 1d4 Force damage. At 14th level in this class, this additional damage increases to 2d4.

Hubris

"You show no mercy, especially to those foolish enough to resist."

At 10th level, resistance only fuels your power in battle. When a creature lands a critical hit on you or one of your Guards, you exact your revenge with brutal efficiency. On your next turn, if you take the attack action, you can make one of your weapon attacks a critical hit. You must do this before rolling to see if the attack hits or not. You can use Hubris a number of times equal to your Constitution modifier, regaining all uses after completing a long rest.

Face the Darkness

"You make an example of one of your victims, forcing their allies to become awed by your power."

At 15th level, you channel the souls of those you've felled into a gruesome effigy, striking fear into the souls of those still living in opposition to you.

Once per long rest, you can use an action to create a Hex Totem in a space within 5 ft. of you. The totem has an AC of 10 + your Strength/Dexterity modifier and 10 hit points. While the totem persists, hostile creatures suffer a penalty to hit creatures other than yourself. This penalty is equivalent to your Proficiency Bonus.

If the totem is destroyed, as an action, you can expend a use of Second Wind to rebuild it.

Nowhere to Hide

"The machinations of the weak and craven draw your ire.
Your anger forces the enemy to reveal themselves."

 

You gain a +10 bonus to Perception skill checks, and if you would be surprised, you instead aren't, and can immediately take an action, bonus action, or reaction of your choice. Additionally, after rolling for initiative, you gain Truesight out to a range of 60 ft. This persists until the end of combat.

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