Spirit Walker (5e Class)
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Spirit Walker
A hand-to-hand fighter with the ability to tap into his spirit energy in order to use 7 sacred beast stances. Inspired greatly by the League of Legends character Udyr
Spirit Walker
Spirit Walker's belong to a sole lineage of shamanistic monks, beginning with Jinn Messca the reincarnation of the ancient guardian Uther, Lord Of Beasts. His lineage keep the ways of nature much like druids but they do it by summoning the power of the seven sacred beasts gaining their powers. The Bears' Strength, The Tiger's Fury, The Horse's speed, The Turtle's Resilience, The Cobra's Poison, The Eagle's Wind, and The Phoenix's Flames.
Creating a Spirit Walker
- Quick Build
You can make a Spirit Walker quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution and Wisdom. Second, choose the Hermit background. Third, and this is merely a suggestion make him part of the long lineage of Spirit Walker, The Messcas, and make him/her worship Melora.
Class Features
As a Spirit Walker you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Spirit Walker level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Spirit Walker level after 1st
- Proficiencies
Armor: Light Armor
Weapons: Gauntlets, Simple Weapons
Tools: Brewer's Kit
Saving Throws: Strength, Wisdom
Skills: Choose 3 from Athletics, Animal Handling, Nature, Intimidation, and Preception
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Iron Gauntlets or (b) Quarterstaff
- (a) dungeoneer's pack or (b) explorer's pack
- a wool mat for meditation
Level | Proficiency Bonus |
Features | Hand-to-Hand | Ki Points |
---|---|---|---|---|
1st | +2 | Soul Of Beast, Hand-to-Hand | 1d6 | - |
2nd | +2 | Ki, Monkey's Agility | 1d6 | 2 |
3rd | +2 | Shamanic Path Feature, Deflect Missiles | 1d6 | 3 |
4th | +2 | Ability Score Improvement, Turtle Shell | 1d6 | 4 |
5th | +3 | Bear Strike, Extra Attack | 1d6 | 5 |
6th | +3 | Shamanic Path Feature, Ki Empowered Strikes | 1d8 | 6 |
7th | +3 | Tiger Strike | 1d8 | 7 |
8th | +3 | Ability Score Improvement, Snake's Poison | 1d8 | 8 |
9th | +4 | Strength of Beasts | 1d8 | 9 |
10th | +4 | Spirit Guard | 1d8 | 10 |
11th | +4 | Shamanic Path Feature, Turtle's Resilience | 1d10 | 11 |
12th | +4 | Ability Score Improvement, Heightened Senses | 1d10 | 12 |
13th | +5 | Healing Roar | 1d10 | 13 |
14th | +5 | Horse Charge | 1d10 | 14 |
15th | +5 | Healing Factor | 1d10 | 15 |
16th | +5 | Ability Score Improvement, Flames of the Phoenix | 1d12 | 16 |
17th | +6 | Shamanic Path Feature | 1d12 | 17 |
18th | +6 | Lord Of Beasts | 1d12 | 18 |
19th | +6 | Ability Score Improvement, Eagle Strike | 1d12 | 19 |
20th | +6 | Spirit King | 1d12 | 20 |
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Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
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Path of The Drunken Monkey
You are able to harness the spirit of the monkey whilst drunk which gives you agility and striking power.
- Drunken Monkey Technique
When you choose this path at 3rd level you gain the performance skill proficiency, as an action when you are knocked down you may spend 1 Ki points to get up with a spinning kick that deals your martial arts die in damage and cost no movement to get up. Only damages adjacent enemies.
- Drunken Monkey Step
At 6th level, as a reaction , if an enemy misses a melee attack that targets you, you may redirect that attack against an enemy 10ft away from you. You need a short rest to do this again. You gain an extra use at 12th level.
- Drunken Monkey Spit
At 11th level, as an action you may take a drink from your flask and spit your brew right into an adjacent enemy's eyes, they must perform a constitution check, if it fails they are blinded for 2 turns and take 4d8 acid damage, if it succeeds they take half of 4d8 Acid damage to their eyes, one use per rest. Gains one more use at levels 16 and 20. Short rests refund one use
- Drunken Monkey Frenzy
At 17th level, you gain the ability to decimate one opponent, when you use flurry of blows, twice a day, you may perform 3 extra unarmed strikes on the same target. Recharges after a long rest.
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Multiclassing
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:
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