Base Class: Fighter
A Spirit Knight is one who has an affinity for the elemental planes and is able to commune with the spirits of those planes. Each bonds and calls upon these spirits in combat seamlessly weaving the elements into their blades and striking at their foes.
Spirit Mastery
At 3rd level, you learn to read, write and speak Primordial and gain the following features;
Spirit Dice. You gain a special die called the Spirit Die. This die starts as a 1d4 and is used for features in this class. Some actions will cause the number of Spirit dice you have to increase. You can have an amount of Spirit Die equal to your Charisma modifier (minimum of 1). If you spend all your Spirit Dice you will be unable to regain Spirit dice until you take a long rest. You regain 2 Spirit Dice after finishing a long rest.
Saving Throws. Some of your features require your target to make a saving throw to resist its effects. The saving throw DC is calculated as follows:
Spirit Save DC = 8 + your proficiency bonus + your Charisma modifier
Elemental Sign
At 3rd level, as a bonus action, as long as you have at least 1 Spirit Die you can adopt one of the Elemental Signs, inviting the spirits of the corresponding elemental plane to take refuge inside of you for 1 minute. While you are using one of the Elemental Signs and don't spend any Spirit Die on your turn you gain 1 Spirit Die. You can only use 1 Elemental sign at a time. If you fall below 1 Spirit Die you automatically exit your current Elemental Sign.
- Earth Sign: You can cast to Mold Earth cantrip and when you do your Spirit Die is restored by 1. When you hit a creature with a weapon attack you can spend any number of spirit Die to inflict bludgeoning damage equal to the numbers rolled.
- Air Sign: You can cast the Gust cantrip and when you do your Spirit Die is restored by 1. When you hit a creature with a weapon attack you can spend any number of Spirit Die to inflict thunder damage equal to the numbers rolled.
- Water Sign: You can cast the Shape Water cantrip and when you do your Spirit Die is restored by 1. When you hit a creature with a weapon attack you can spend any number of Spirit Die to inflict cold damage equal to the numbers rolled.
- Fire Sign: You can cast the Control Flames cantrip and when you do your Spirit Die is restored by 1. When you hit a creature with a weapon attack you can spend any number of Spirit Die to inflict fire damage equal to the numbers rolled.
Spiritual Recovery
At 7th level, when you draw upon your pool of stamina to protect yourself the spirits respond in kind. When you use your Second Wind feature you restore 2 Spirit Die even if you have no remaining Spirit Dice. Additionally, when you use your Second Wind feature you can choose to forgo regaining Spirit Die to instead spend any number of Spirit Dice to heal allies within 10ft of you by the number rolled.
Paraelemental Sign
At 10th level, the elemental spirits communicate not only you but with other spirits from bordering planes. As a bonus action, as long as you have at least 2 Spirit Dice remaining you can enter one of the Paraelemental Signs for 1 minute. While you are using one of the Paralemental Signs and don't spend any Spirit Die on your turn you gain 1 Spirit Die. If you fall below 2 Spirit Dice you automatically exit your current Paraelemental Sign
- Ice Sign: Spirits from the Air and Water planes gather in air around you. When a creature moves within 5ft of you you can expend up to 3 Spirit Dice to
force that creature to make a Constitution saving throw. On a failed save, that creature takes cold damage equal to the numbers rolled plus half your Fighter level and have their movement speed set to 0 until the start of their next turn or half as much on a successful save and not have their movement reduced. - Ooze Sign: Spirits from the Water and Earth planes enter a weapon you are holding causing it to melt into a viscous ooze. You can command this ooze
to attack any creature within 10ft of you as many times as you can on your turn and deals damage as if it were the weapon you were holding and deals acid damage. Additionally, as a reaction, when a creature attempts to attack you with a weapon attack you can expend and roll one of your Spirit Die and add the result to your AC. The ooze returns to being the original weapon if you exit this sign. - Magma Sign: Spirits from the Earth and Fire planes swirl around you. As an action, you can expend as many Spirit Dice as you wish to command these spirits to form a meteor and strike an area within 30ft of you. All creatures within 20ft of the impact must make a Dexterity saving throw. On a failed save, each creature takes fire damage equal to the numbers rolled plus half your fighter level and are knocked prone from the impact or half as much on a successful save and not be knocked prone.
- Ash Sign: Spirits from the Fire and Air planes enter your body and you begin to breath smoke and ash. While using this sign a cloud of thick smoke surrounds you in a 15ft sphere. You can see clearly through the smoke, but creatures other than you treat the smoke as heavily obscured. You can expend any number of Spirit Die to cause your smoke to expand outward and turn toxic, as an action, your smoke cloud expands to a 30ft sphere for 1 round per Spirit Die Expended. Any creature that ends its turn within the cloud must make a Constitution saving throw. On a failed save, that creature takes poison damage equal to a number of rolls on your Spirit Die equal to the amount spent to expand the cloud plus half your Fighter level or half as much on a successful save.
Spiritual Connection
At 15th level, your communication with spirits has deepened your bond with them and your connection to the elemental planes. The size of your Spirit Die increase to 1d6. Additionally, you can send a spirit to protect an ally. You can expend 1 Spirit Die to grant an ally within 30ft of you resistance to either: fire, cold, thunder or force damage for 1 minute.
Elemental Grandmaster
At 18th level, whenever a Paraelemental Sign is active, you can also choose to gain the benefits of a single Elemental Sign that shares an element from the Paraelemental Sign. Additionally, the size of your Spirit Die increase to 1d8.
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