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Spirit Master


Hit Points

Hit Dice: d8 per Spirit Master level
Hit Points at first Level: 1d10+3
Hit Points at Higher Levels: 1d10

Proficiences

Armor: Light, Medium
Weapons: Finesse, Light, Martial.
Tools:
Saving Throws: Charisma, Constitution
Skills: Athletics, Acrobatics, Arcana, Insight, Perception, Intimidation, Survival   Choose 3

Overview & Creation

You have learnt to see and rely on latent spirits, either from birth or endless hours of training. Through this, you have learnt to bend a spirit to your will, either with force or with friendship. Your spirit can fight for you and will always have your back. The spirit is connected to you, when it is struck, you take the full front of the damage. It moves WITH you and can move 10ft away, moving it does not take action nor bonus action.


Class Features

Spiritual Defense - Level 1   Your Spirit has enhanced your bodies endurance, when not wearing armor, AC is 10 + CHA Modifier + Dex Modifier   Spirit Guard - Level 1   As a reaction, your spirit can guard for you, reducing damage by 1d4.   Spirit Fighter - Level 1   Your spirit can strike anybody within 10ft of you for 1d6 + 2 Force damage, + Charisma Modifier & Proficiency Modifier to hit. and you can use a bonus action to use two weapon fighting with your own fist.   Spirit Points - Level 3   Gives a "Spirit Points" which can be used to execute certain spirit related actions. You start with 5 Points maximum, this increases by two every 2 levels.   Roundhouse - Level 3   You & your spirit perform a fast and deadly roundhouse kick, dealing 1d10 damage, and giving the target the "Dizzy" Debuff. Costs 1 Spirit Point. Uses a bonus action or action.   Spirit Flurry - Level 3   Your spirit unleashes a barrage of blows to a target dealing 1d12 Force Damage and having them roll a CON save. If they fail they are dazed and have disadvantage until it is your turn again. Uses 1 Spirit Point. Uses action.   Spirit Burst - Level 3   Your spirit bursts apart, dealing 2d12 force damage to those within 20ft of it. uses 1 spirit point, but costs a spirit point to resummon.   Ability Score Improvement - Level 4   Gain 1 feat, or gain 2 stat points.   Spirit Reform - Level 5   Your spirit helps your soul repair itself, healing you for 1d8 + CHA Modifier. Uses 2 Spirit Points. Uses Bonus Action.   Ability Score Improvement - Level 7   Gain 1 feat, or gain 2 stat points.   Spirit Pals - Level 10   When near your Spirit, gain inspiration.   Stronger Bond - Level 10   When your spirit gets hit, you only take half the damage.   Gatling Barrage - Level 13   You & your spirit violently do a flurry or punches at an enemy, dealing 1d6 damage for each turn they are in the strike zone, they also take 1d12 damage when leaving the strike zone. This ends when it is your turn again or if you lose concentration. Costs 3 Spirit points. Uses 1 action.   Calm Mind - Level 15   Remove any status effects. Uses 2 Spirit Points.   Uppercut - Level 17   Your spirit drives its fist into your opponents jaw, dealing 2d12 damage and knocking them back 15 ft.   Teamwork! - Level 20   You can fuse with your spirit for 3 turns dealing double damage and receiving half. This uses 14 Spirit Points.


Spellcasting

Nope.


Subclass Options

Spirit Fighter -   Your Spirit has learnt to be more efficient in martial combat, and can attack twice in one attack action. When YOU strike someone, add 1d4 Force damage to the blow. The Dice will increase at levels 5, 7, 10, 14, 18, 20. When you roll a NAT 20 you can choose to strike another three times instead of dealing a critical strike.   Spirit Berserk -   You & your spirit have learned to control their rage to utilize in combat. The more targets you hit in one turn the more damage you deal, increasing by 1d4 by each target. When you are at 10% health, you enter a frenzy that lasts 1 round, when in this frenzy, you deal 1 extra damage die, and when two or more targets are near, you gain advantage on attack rolls.   Spirit Elemental -   You & your spirit have learned to harness the power of the elements. You first choose an element to set your spirit to. You also gain resistance to said element. Special effects happen depending on which element you choose.   ~ Fire -   Level 3 - ???     Level 6 - ???     Level 10 - ??   ~ Cold -   Level 3 - Ice Flurry   Launch a volley of icicles dealing 1d12 cold, making those in a 20ft. cone roll a DEX save(13). If succeed take half damage.   Level 6 - Ice Arena   Create a 30ft. by 30ft. arena of ice, giving disadvantage to those inside, and giving advantage to you. Costs 1 action and 2 spirit points.   Level 10 - Railgun of Cold   Charge up a deadly blast that deals 3d20 damage, takes 2 actions to fire. Costs 5 Spirit Points.   ~ Lightning -   Level 3 - Lightning Dash   You & your spirit can flash forward as fast as lightning for double your movement. this costs 1 Spirit Point and this costs 1 bonus action.   Level 6 - Lightning Haste   You & Your spirit gain an extra turn until you are struck. Costs 3 Spirit Points.   Level 10 - Thunder Shock   Infuse you & your spirits fist with a deadly shock, dealing an extra 1d12 thunder damage for 1 round. Costs 2 Spirit Points.   ~ Wind -   Level 3 - Tornado Spin   You and your spirit spin violently, dealing 1d12 damage to those that enter a 10ft radius of you. Lasts 1 round and costs 2 spirit points.   Level 6 - ???       Level 10 - ???


Created by

Tyr, God of Justice.

Statblock Type

Class Features

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