Spirit Blade, Variant (5e Class)

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Sipirt Blade[edit]

Translucent spirits danced by the campfire as the solitary woman sat in front of it. Their face lit by the warmth that radiated from it as they pondered their next move. Daybreak would soon come, but it wouldn't be without its challenges. Good, it would be, that she did not travel alone. For with every step she took further into her journey the spirits of the land were attracted to her. Much was it that she learned from them along the way. From the history of this new place, to the names of individuals of some renown. She certainly was never truly alone. Her very essence connected to the land around her and used her as a conduit to channel their intent and wants. It was by no small feat that every minor spirit wanted for her attention, regardless of what they might have to offer. But they lingered by her, and with them there was always the calm they brought to her mind.

In the realms there are many who would look upon the various spirits that mingle in the endless planes as something to be feared, or something to be weary of. But not those who seek a path that would lead them to create bonds and contracts with such beings. There are those who would walk the infinite realms and gain the assistance of such beings, regardless of their origin. Not one spirit is greater than the other, or rather that they each have their own unique things to offer within the contract that binds the spirit blade to them. Spirit blades are charismatic dealers of such plotted out ink against paper that binds their very essence to the spirits they would wager their existence with. From devious tricksters, to free spirits of exploration that seek to see the worlds they inhabit. To the honorable soul of a warrior whose journey ended suddenly and without warning. A good and kind spirit who seeks to show the worlds they see the fragments of their divinity and through them the goodness within all they meet. Even the lonely spirits of death, as they traverse the transitory veils of life and the realms they come from. These are all spirits with which the spirit blade travels along their side.

Contract Holders[edit]

Spirit blades gain their power through the contracts they sign with entities who are far more powerful than they are. With each contract they sign comes a wave of different powers. Each spirit has something different to offer a spirit blade, and they must think carefully as to who they choose to make their contracts with. Little is the chance for a change in the future after making a contract with such entities. Unless both parties choose to end their obligations early, or the death of one or both of them happens.

Intertwined Fates[edit]

Both the spirit blade and the spirit they make a contract with are bound together by magic that intertwines their very beings. It is due to this powerful binding magic that the spirit blade is able to become a conduit for the many spirits they come in contact with. A blade is the perfect conduit for the spirits they bind themselves to. Usually, when one makes a contract with a spirit they will always share a complicated fate and string of events that will change them forever.

Creating a Spirit Blade[edit]

When creating a Spirit Blade consider how you met your first spirit. Was a friendly encounter, or did it have an irreversible effect on your mind? Did you have a special disposition causing minor spirits of the land around you to be attracted to you, or did you come from a clan of people who bind the spirits to do your will regardless of the will of the spirits themselves? Regardless of your origin, you should decide what kind of relationship your Spirit Blade has with the spirits they command. The bonds you form with your spirits shape you as a Spirit blade in your journey through the realm you inhabit. As the spirits are all around you.


Quick Build

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Class Features

As a you gain the following class features.

Hit Points

Hit Dice: 1d10 per level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per level after 1st

Proficiencies

Armor: light armor, medium armor, and shields
Weapons: simple weapons, martial weapons
Tools: Calligrapher's supplies
Saving Throws: Constitution, Charisma
Skills: Choose four from: Arcana, Deception, History, Intimidation, Investigation, Persuasion, and Stealth.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The

Level Proficiency
Bonus
Features Spirit Die Conduit charges Spells Known Spiritual Essence Max Spell Level
1st +2 Spirit Bond, Spirit Techniques
2nd +2 Fighting Style, Spirit Conduit, Essence Channeling 1d6 2 4 4 1st
3rd +2 Spiritual Contract, Soul Mend 1d6 2 8 5 1st
4th +2 Ability Score Improvement, Ability Score Improvement 1d6 3 10 6 1st
5th +3 Extra Attack 1d8 3 12 10 2nd
6th +3 Improved Spirit Bond 1d8 4 14 14 2nd
7th +3 Spiritual Contract Feature 1d8 4 16 15 2nd
8th +3 Ability Score Improvement, Ability Score Improvement 1d8 4 18 17 2nd
9th +4 1d8 5 20 22 3rd
10th +4 Relentless Spirit 1d8 5 22 27 3rd
11th +4 Essence Strike 1d10 5 24 29 3rd
12th +4 Ability Score Improvement, Ability Score Improvement 1d10 6 24 32 3rd
13th +5 1d10 6 26 35 4th
14th +5 Spiritual convergence 1d10 6 26 39 4th
15th +5 Spiritual Contract Feature 1d10 7 28 41 4th
16th +5 Ability Score Improvement, Ability Score Improvement 1d10 7 28 44 4th
17th +6 1d12 7 28 50 5th
18th +6 True Conduit 1d12 8 30 57 5th
19th +6 Ability Score Improvement, Ability Score Improvement 1d12 8 30 60 5th
20th +6 Spiritual Contract Feature 1d12 8 30 64 5th

Spirit Bond[edit]

Starting at 1st level you form a bond with a minor spirit that becomes your familiar. This minor spirit helps guide you in your journey to become intertwine with the spirits of the world and fuels your magical powers. You may choose one of the Spirit Bond choices from below at first level. You choose a second spirit bond at 6th level.

The Anchor The spirit keeps your very soul within the realm of the living. Whenever you would make a death saving throw you gain a bonus to your roll equal to your charisma modifier. If you succeed all three of your death saving throws you hop back to consciousness with one hit point instead of becoming stable.

The Guide The spirit heralds you to provide your aid to those around you. When you take the help action to aid in a skill check you have a range of 10 feet, the creature you help gains a bonus to their roll equal to half you charisma modifier rounded down.

The Traveler The spirit enhances your sense of wander and freedom as you traverse the world. You ignore the effects of difficult terrains from natural hazards from sources such as those of the forests, swamps, mountains, snow and the underground. And, you may add a bonus to your Wisdom (Survival) checks equal to your charisma modifier when navigating those environments.

The Warrior The spirits enhance your physical prowess when you exert yourself. Whenever you would make a Strength (Athletics) check to grapple or shove, you can add a bonus to the roll equal to your Charisma modifier.

The Watcher The spirits keep you company through the late hours of the night. You no longer require to sleep. You still gain the benefits of a long rest, you can spend the 8 hours doing light activity, such as reading or conversing with the spirits that gather around you. Additionally you can't be forced to sleep by any means.

Bonus Language You learn one of the following: Celestial, Primordial, or Sylvan as a bonus language.

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Spirit Techniques[edit]

Through your mingling with the various spirits of the world you have picked up their habits, and their mannerism. By engrossing yourself within their lives you have picked up a few of their tricks. At 1st level you learn two spirit techniques of your choice from the list of techniques available to you. You learn additional techniques as shown in the spirit technique column on the spirit blade table.

Each time you gain a level in this class, you can choose one spirit technique and replace it with another techinque for which you meet the prerequisites.

Essence Channeling[edit]

Starting at 2nd level, through your bond with the spirits of the world you've started to be able to channel their power by manifesting them into the world around you. They've empowered you to be able to cast Spirit Blade spells. See the bottom of this document for a list of Spirit Blade spells.

Spiritual Essence You have 4 Spiritual Essence, and you gain more as you reach higher levels, as shown on the Spiritual Essence column of the Spirit Blade table. You regain all expended Spiritual Essence when you finish a long rest.

Spells Known of 2nd Level and Higher You know two 1st-level spells of your choice from the Spirit Blade spell list. The Spells Known column of the Spirit Blade table shows when you learn more Spirit Blade spells of your choice. Each of these spells must be of a level which you can cast using spiritual essence. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the Spirit Blade spells you know and replace it with another spell from the Spirit blade spell list, which also must be of a level for which you have spell slots.

Spiritual Essence Cost The Spirit Blade Spiritual Essence Cost table shows how much spiritual essence you must expend to manipulate the spirits and cast spells of 1st level and higher. To cast one of these spells, you must expend a number of spiritual essence for the spell’s level or higher indicated in the table below. You regain all expended essence when you finish a long rest.

Spell Level Spiritual Essence Cost
1st 2
2nd 3
3rd 4
4th 6
5th 7
6th 9
7th 10
8th 11
9th 13

Essence Channeling Ability Charisma is your essence channeling ability for your Spirit Blade spells. The root of your magic stems from the bonds you form with the spirits of the world around you. You use your Charisma whenever a Spirit Blade spell refers to your Essence Channeling ability. Additionally, you use your charisma modifier when setting the saving throw DC for your Spirit Blade spells that you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Charisma modifier Spell attack modifier = your proficiency bonus +

your Charisma modifier

Essence Channeling Focus The bond you form with the spirits is channeled through your skills in the weapons you wield. Whenever you finish a short or long rest, you can touch one weapon you wield to act as a focus for the Spirit Blade spells you command.

Fighting Style[edit]

The spirits help guide your strike. Starting at 2nd level you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.

Spirit Warrior You learn two cantrips of your choice from the Warlock spell list. They count as Spirit Blade spells for you, and Charisma is your Essence Channeling ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the Warlock spell list.

Blind Fighting You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Defense While you are wearing armor, you gain a +1 bonus to AC.

Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Interception When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Protection When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield or a simple or martial weapon.

Thrown Weapon Fighting You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Two-Weapon Expert When you take the Attack action while engage in two-weapon fighting, you can make a single additional attack with your off-hand weapon as part of your action instead of your bonus action, adding your ability modifier to the damage of this attack.

Spirit Conduit[edit]

At 2nd level, your body becomes a conduit for the spiritual powers of the realm as you may call on them to empower you. As a bonus action you expend one conduit charge as you enter a state of convergence with the spirits that linger around you. You become a conduit for 10 minute. While you are a conduit you gain the following benefits:

You gain a bonus to your AC equal to half your Charisma modifier rounded down (Minimum of +1).

When you hit a creature with a weapon attack you deal an additional amount of force damage equal to your spirit die as shown on the spirit die column of the Spirit Blade table. This bonus increases as you level.

The spirits around you help maintain your connection to the magic of the realm. You gain a bonus to any Constitution saving throws you make to maintain concentration on a spell. The bonus equals your Charisma modifier (minimum of +1).

You have advantage on Charisma (checks) and Charisma saving throws.

You have a number of conduit charges as shown on the conduit charges column of the Spirit Blade table. You regain all your conduit charges when you finish a long rest.

Spiritual Contract[edit]

When you reach 3rd level you enter into a contract with a powerful spirit that empowers you further. Your choice grants you features at 3rd level and again at 7th ,15th, and 20th level.

Soul Mend[edit]

At 3rd level, you may draw upon the spirits around you to mend your wounds in battle. As a bonus action, you may expend a Conduit Charge to restore hit points equal to two rolls of your spirit die + your Charisma modifier.

Ability Score Improvement[edit]

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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Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

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2nd Level

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3rd Level

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4th Level

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5th Level

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Multiclassing[edit]

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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