Base Class: Fighter
Those with affinity to the Ethereal Plane are rare, those who have the time to hone their affinity are even moreso. Spiritual Wardens are martial combatants with acquaintances in the Ethereal Plane, granting them the ability to manifest creatures they label as guardians to assist them in combat.
Manifest Guardian
At 3rd level, you can use an action to manifest a floating and intangible familiar within 5 feet of you. The familiar is considered a Tiny creature and can take the appearance of translucent animals or creatures. The summoned guardian is considered magical and lasts until you dismiss it as a bonus action, it gets hit by a dispelled magic, you are incapacitated, or when you summon another guardian.
The guardian cannot be damaged, cannot make any skill check and is immune to all conditions. If it has to make a saving throws, the guardian's saving throw bonus is equal to your proficiency modifier. On your turn, you can mentally command the creature to move up 30 feet in any direction with a free action. The guardian's Combat Abilities are as follows:
- Guiding Light: As a bonus action, the guardian can mark a creature within 5 feet and provide advantage on the next attack roll made against that creature. The mark persists for 1 minute or until it is consumed. The mark cannot be stacked
- Warding Presence: As a bonus action, the guardian can target an ally creature within 5 feet and decrease any damage they take by 1d4 until the start of your next turn.
Improved Link
Starting at 7th level, the summoned guardians gain the ability to speak telepathically to you. Additionally, the guardian can now make skill checks with a skill bonus equal to your proficiency bonus.
Experienced Guardian
At 10th level, the guardian's combat capability is strengthened and each ability's reach is increased to 15 feet. You must also choose one of the abilities to upgrade further.
-Improved Guiding Light: As a bonus action, the guardian can mark a creature within 15 feet and provide advantage on the next attack two attack rolls made against that creature. The first two attack rolls are considered a critical hit on a 19 or 20. The mark is refreshed if it is applied again but it does not stack.
-Improved Warding Presence: As a bonus action, the guardian can target an ally creature within 15 feet and decrease any damage they take by 1d6 until the start of your next turn. The target also gains advantage on the first saving throw they make until the start of your next turn.
Unified Wrath
At 15th level, you can command the guardian to possess one of your weapons as a bonus action. The guardian disappears into your weapon and grants the following bonuses for 1 minute.
- You gain 25 temporary hitpoints.
- Your weapon attacks deal an extra 1d8 force damage when using the possessed weapon.
You cannot summon another guardian during the duration of this ability. Once you use this feature, you can't use it again until you finish a long rest.
Grand Guardian
Starting at 18th level, the ability you chose to improve at 10th level is improved further.
- Improved Guiding Light's mark now lasts for 3 attacks.
- Improved Warding Presence's bonus is now applied to all ally creatures within 15 feet of the guardian instead of one creature.
pretty nice and very cool
though i will say both the thread name where you put the link and the description were highly misleading as the subclass is barely a summon class and only has connection to the border ethereal ... you know the really boring part
Feedback wanted