Spirit
Hit Points
Hit Dice: d8 per Spirit level
Hit Points at first Level: 9 + Constitution Modifier
Hit Points at Higher Levels: 1d8 + Constitution Modifier for each spirit level above 1st.
Proficiences
Armor: None
Weapons: Simple
Tools: Forgery Kit, Disguise Kit
Saving Throws: Wisdom
Skills: Insight, Investigation, Intimidation
Class Features
Spiritual Nature
Starting at 1st level, you are able to pick a Spiritual Nature. You can choose to be either a Poltergeist, a Thraller, a Bound, a Fader or an Arcane.
Spellcasting
None.
Subclass Options
Poltergeist
As a poltergeist, you are much closer to the physical world than other Spirits, able to use certain abilities to influence tangible things to a much higher degree than other ghosts.
Psychic Surge
From 3rd level, you are able to use a burst of psychic energy to force back an enemy. You can use your reaction to stun an enemy attacking you if they land a hit on you. This adds a +4 to your armour class for that turn only. You can only use this ability once per short rest.
Object Storm
From 8th level, you can use an action to create a storm of objects. By doing this, you are able to magically lift up up to twenty small objects within a radius of 30ft and throw them at a group of enemies. If there are more than 5 objects around each enemy must make a DC 16 dexterity saving throw, and on a failure it deals 1d4 damage per object, split among a group of enemies however you decide. If there are less than 5 objects around this ability acts as the spell
Gust of Wind. This ability can only be used once per long rest.
Necrotic Punch
From 15th level, you have a pool of damage that you can choose to take from when making an unarmed strike. The pool in total is equal to 30 hit points, and you can choose to take some of the damage from the pool to increase the amount of damage of your unarmed strike. The damage added to the unarmed strike is equal to the amount of damage that you took from the pool. It is added as necrotic damage. The pool is refilled by 15 points of damage after a short rest, and is completely refilled after a long rest. The amount of damage in the pool cannot exceed 30.
Ethereal Weapon
From 20th level, you can bring a sliver of energy from the material plane into the physical world. It comes in the form of any weapon of your choice, and you automatically have proficiency with it. It deals 3d10 + 5 + Your Constitution Modifier on a hit. It lasts for 1 minute before the energy returns to the ethereal plane. It can be used only once per short rest.
Level | Proficiency Bonus | Features |
---|
1 | +2 | Spiritual Nature |
2 | +2 | Ability Score Improvement |
3 | +2 | Spiritual Nature Feature |
4 | +2 | Terrify |
5 | +3 | Ability Score Improvement |
6 | +3 | -- |
7 | +3 | Terrify Upgrade |
8 | +3 | Spiritual Nature Feature |
9 | +4 | Ability Score Improvement |
10 | +4 | Float |
11 | +4 | -- |
12 | +4 | Ability Score Improvement |
13 | +5 | Float Upgrade |
14 | +5 | Ability Score Improvement |
15 | +5 | Spiritual Nature Feature |
16 | +5 | Float Upgrade |
17 | +6 | Ability Score Improvement |
18 | +6 | -- |
19 | +6 | Ability Score Improvement |
20 | +6 | Spiritual Nature Feature |