Spirit Walker (5e Class)

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Spirit Walker[edit]

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[edit]

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[edit]


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

Table: The Spirit Walker

Level Proficiency
Bonus
Features
1st +2 Unarmed Combat, Toughened Hide
2nd +2 Spirit Seeker, Monkey's Agility, Animal Stances
3rd +2 Spirit Path
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Rending Strikes
7th +3 Spirit Path Feature
8th +3 Ability Score Improvement
9th +4 Spirit Speaker
10th +4 Spirit Path Feature
11th +4 Extra Attack (2)
12th +4 Ability Score Improvement
13th +5 Recovering Stance
14th +5 Toughened Hide
15th +5 Spirit Path Feature
16th +5 Ability Score Improvement
17th +6 Beast Soul
18th +6 Spirit Path Feature
19th +6 Ability Score Improvement
20th +6 Extra Attack (3)

Unarmed Combat[edit]

At 1st level, you excel at unarmed combat. Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Your unarmed damage while not wielding weapons or shield increases to 1d10 at 11th level, and to 1d12 at 17th level

Toughened Hide[edit]

Also at 1st level, your skin is thick as the hide of beasts. While not wearing armor, your AC equals 10 + your Constitution modifier + your Dexterity or Wisdom modifier (choose one).

In addition, when you finish a short or a long rest, you gain a number of temporary hit points equal to your Spirit Walker level.

Spirit Seeker[edit]

Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 2nd level, you gain the ability to cast the Beast Sense and Speak with Animals spells, but only as rituals.

Monkey's Agility[edit]

Starting at 2nd level, whenever you hit a creature with an unarmed strike, you gain a Stack. You can have maximum of stacks equal to your proficiency bonus. At the start of your turn, roll a d6. If you roll a number below the number of stacks you currently have, you can make an unarmed strike using your bonus action until the end of your turn.

In addition, you gain additional 5 feet of movement for each stack you have. You lose all your stacks after 1 minute, or if you haven't made an unarmed strike since your last turn.

Animal Stances[edit]

Also at 2nd level, you can embody the spirits of animals and adopt specific stances that draw their power. You learn one out of four stances: the Tiger, the Turtle, the Phoenix and the Bear stance. You can choose a new stance at 10th, 15th and 18th levels.

When you roll initiative, you can adopt one stance of your choice, and you can replace your chosen stance as a bonus action on your turn. Whenever you swap stances, your current number of stacks is reduced to 0.

Each stance have a Stance ability and a Active ability. The stance ability is often triggered by a number of stacks you have, or can be activated at will.

Each stance also have an active trait, that can be activated at the start of your turn, without using an action. When you use your active trait, you can't do so again until you complete a short or a long rest. You can use it twice between rests at 17th level.

Whenever a stance requires a saving throw to resist its effects, you calculate the save as follows: DC 8 + your proficiency bonus + your Constitution modifier.

Tiger Stance. When you hit a creature with an unarmed strike while you are at your maximum number of stacks, you cause additional damage equal to 1d6 per stack you have, and the target is pushed 10 feet back. Your stacks are reduced to 0 after this attack.
In addition, when you use your Action Surge, you can use your bonus action to make an unarmed strike on that turn, and your stacks reach their maximum.
Turtle Stance. When you hit a creature with an unarmed strike while you are at your maximum number of stacks, you gain temporary hit points equal to the damage dealt, and your stacks are reduced to 0.
In addition, when you use your Action Surge, you can use your bonus action to take the Dodge action on that turn, and your stacks reach their maximum.
Bear Stance. When you hit a creature with an unarmed strike, you can spend 1 stack to stun that creature until the end of this turn, or until that creature take damage. You can't stun the same creature more than once in each turn.
In addition, when you use your Action Surge, you can use your bonus action to assume an ethereal form until the end of your turn, or until you choose to end it. While in this form, you have the benefits of the Dash action, attack rolls have disadvantage against you. You can also move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object.
Phoenix Stance. When you hit a creature with an unarmed strike while you are at your maximum number of stacks, you unleash a cone of flames, that forces all creatures in a 15-foot cone to make a Dexterity saving throw, or take fire damage equal to 1d4 per stack, or half as much on a success.
In addition, you can use the Action granted by your Action Surge to unleash an aura of flames in a 10-foot radius. Any creature in the area when you use this action, or that moves inside the area while the aura is active, must succeed on a Dexterity saving throw or take 3d6 fire damage. The aura remains active until the start of your next turn.

Spirit Path[edit]

At 3rd level, you can choose a path in which you manifest your spirit walker abilities. You can choose between the following paths:

Path of the Champion
Path of the Black Belt
Path of the Primal
Path of the Spirit Guard
Path of the Dragon Oracle

Your chosen path grant you features at 3rd level, and again at 7th, 10th, 15th and 18th levels.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Rending Strikes[edit]

Starting at 6th level, your unarmed strikes ignore resistance and immunity to non-magical damage. The fire damage caused by your Phoenix Stance also ignore resistance to fire.

In addition, you gain a bonus to your attacks and damage rolls with unarmed strikes equal to half the amount of stacks you currently have (rounded down, maximum of +3). This bonus is not cumulative with similar magical bonuses.

Spirit Speaker[edit]

At 9th level, you can cast the Commune with Nature spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek.

Recovering Stance[edit]

At 13th level, whenever you use your Indomitable or Second Wind feature, you can adopt a new stance as part of the same bonus action.

In addition, you can reduce the amount of hit points gained to gain Stacks instead, up to an amount equal to your proficiency bonus.

Beast Soul[edit]

At 17th level, whenever you swap stances, you don't lose the amount of stacks you currently have.