Spirit Warrior (5e Class)

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Spirit Warrior[edit]

Whether it was a freak magic accident, Your body now houses the souls of all that came before you in your bloodline and most are inclined to help. Maybe you came from a long line of warriors and fighters or perhaps there were only a few rare fighters in your family that you didn’t know about, either way you can draw on their martial prowess just the same. For those relatives that aren't combat oriented, they’ll be empowering you in other ways the best that they can.

Creating a Spirit Warrior[edit]

Quick Build.

You can make a Spirit Warrior quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom or Constitution. Second, choose the soldier or outlander background.

Class Features

As a Spirit Warrior you gain the following class features.

Hit Points

Hit Dice: 1d8 per Spirit Warrior level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Spirit Warrior level after 1st

Proficiencies

Armor: light armor, shields
Weapons: Simple Weapons
Tools: One of your choice
Saving Throws: Charisma and Dexterity.
Skills: Choose 3 from Perception, Acrobatics, Arcana, Stealth, Athletics, Investigation, intimidation.

Equipment

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

  • (a) A dungeoneer's pack or (b) A explorer's pack
  • 4 Simple Weapons
  • If you are using starting wealth, you have 3d4x 10gp in funds.

Table: The Spirit Warrior

Level Proficiency
Bonus
Features Martial Arts Spirit Unarmored Movement
1st +2 Unarmored, Undying, Ancient Arts d4 2+WIS 5ft
2nd +2 Spirits Within, Eviscerate, d4 5+WIS 5ft
3rd +2 Prime Ancestor, Rememberance d4 7+WIS 5ft
4th +2 Ability Score Improvement d4 9+WIS 5ft
5th +3 Improved Extra Attack d6 11+WIS 10ft
6th +3 Mausoleum, Prime Ancestor feature d6 13+WIS 10ft
7th +3 Resistant d6 15+WIS 10ft
8th +3 Ability Score Improvement d6 17+WIS 10ft
9th +4 Indomitable Human Spirits d6 19+WIS 15ft
10th +4 Prime Ancestor feature d8 21+WIS 15ft
11th +4 Improved Extra Attack(3) d8 23+WIS 15ft
12th +4 Ability Score Improvement d8 25+WIS 15ft
13th +5 Improved Extra Attack(4) d8 27+WIS 20ft
14th +5 Prime Ancestor feature d8 29+WIS 20ft
15th +5 Immunity d10 31+WIS 20ft
16th +5 Ability Score Improvement d10 33+WIS 20ft
17th +6 Improved Extra Attack(5) d10 35+WIS 25ft
18th +6 Executioner d10 37+WIS 25ft
19th +6 Ability Score Improvement d12 39+WIS 25ft
20th +6 Vigor Mortis d12 41+WIS 30ft


Unarmored[edit]

Starting at 1st level, you learn to channel energy in your body for strength. While you are unarmored, your AC is equal to 10 + your Dexterity modifier + your Constitution modifier, and your speed increases by 5 feet.

This bonus increases when you reach certain levels, as shown in the Spirit Warrior table. At 9th level, you gain the ability to move along vertical surfaces and across liquids on Your Turn without Falling during the move.


Undying[edit]

At 1st level, Your Ancestors work really hard at keeping you alive and well making your body more durable than most. The number on the table + your Constitution is now the maximum amount of additional health you will gain at each level. In addition, you have advantage on death rolls, gain proficiency in Constitution saving throws.


Ancient Arts[edit]

At 1st level, You can use Dexterity instead of Strength for the Attack and Damage Rolls of your unarmed attacks. You can roll a d4 in place of the normal damage from your Unarmed Strike. This die changes as you gain levels, as shown in the Martial Arts column. You can use your bonus action to make an unarmed strike.

Additionally with your martial arts being Honed for generations, you can add 1 extra die to damage rolls for one round, recovering this resource by 3-6 on a d6 die each start of your turn.


Spirits Within[edit]

At 2nd level, Due to the numerous amount of souls housed in your body you cannot be tracked by magical means and any resource that senses the presence of Ki, Energy, Magic or anything like that doesn't work for you as their very presence confuses the weave, making you invisible to things of the like. You also gain a small portion of of the combined durability and strength of your ancestors your body becomes much stronger, your strength increases by +2 and your constitution by +1.


Eviscerate[edit]

At 2nd level, coming from a long line of Warriors you excel at bringing foes to a swift end. While you are unarmed or wielding only finesse weapons, your melee weapon attacks against targets that are below their hit point maximum deal bonus damage equal to your damage modifier.


Prime Ancestor (subclass)[edit]

Prime Ancestor


Rememberance[edit]

At 3rd level, Once per short rest you are able to commune and draw on the knowledge of your ancestors. Finding one just right for the job at hand.

Choose two skills, tools, or gaming sets to gain proficiency in or two you already have proficiency in to gain expertise. Each time you use remembrance you lose your previous extra proficiencies and can pick two new ones. The new extra proficiencys can be the same as the last one. Choose 4 Spirit skills and one fighting style from the fighter list, you can swap these around every long rest.

Last but not least you get advantage on any history check that you or one of your many ancestors have lived through. (Dm discretion)

(If Your DM allows, discuss with them what languages your ancestors might have known and you can use this ability to gain proficiency in those languages as well)


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.


Improved Extra Attack[edit]

Starting at 5th level, you can attack twice, instead of once, when you use the Attack action during your turn. The number of attacks increases to three when you reach 11th level, then to four at level 13 and then to 5 at level 17.


Mausoleum[edit]

At 6th level, Your ancestors have bled out and can Assist you in various ways, you gain two extra spirit skills and your martial prowess has increased. You have a supernatural naturalness and mastery in handling weapons and melee combat. Your unarmed strikes and attacks with finesse weapons are considered magical for the sake of overcoming magical resistance and immunities.You gain proficiency in all Armor and weapons. You can now use your martial arts damage die in place of any melee weapons die. Additionally, whenever you are attacked, you can try to parry the opponent, using your reaction, you add your proficiency bonus to your AC, if the attack misses, you can make an attack against the creature or attempt to disarm it.

You can also choose two more Spirit skills to learn.

Resistant[edit]

At 7th level, you can resist certain area effects, such as a blue dragon’s lightning breath or a fireball spell. Choose one of the following ability scores: Strength, Dexterity, Constitution, Intelligence or Wisdom.

When you are subjected to an effect that allows you to make a saving throw of the chosen ability to only take half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.


Indomitable Human Spirits[edit]

At 9th level, At any point when you hit 25% of your health or lower (or at dm discretion, whenever they feel it’s applicable) roll a d100 if the result is 20 or lower a defensive mechanism kicks in and your Prime ancestor takes control of your body to focus on pure combat. You gain the following benefits: you gain +3 to all modifiers ; You gain temporary hp equal to you max health; Your AC gains +2; You gain resistance to all damage. Duration 2 mins You may use this feature once, regaining use after a long rest. Once the duration is up You lose all benefits, even the temporary hp you had.


Immunity[edit]

At level 15, your body is almost reaching its apex. Your body is now incapable of becoming any type of undead. You also gain immunity to poison and disease, resistance to magic and magical effects, and blindsight for 30 feet. Additionally due to you not really being a single target,(yes, the voices in your head absolutely do count) single target spells that require a charisma, wisdom, or intelligence saving throw have a 50% chance to not work on you. Choose higher or lower and have your dm roll a d100. If you chose higher and the result is 51 or above you’re not considered a valid target for that spell for 24 hours. It’s the same vice versa. If you guess wrong the spell affects you normally.


Indomitable Human Spirits 2[edit]

At 17th level, You’re facing harder enemies now so your defense mechanism has to step up its game to have a better chance at keeping you alive. Don't thank me, thank grandpa. Whenever you proc indomitable human spirits you get these effects instead:

All modifiers get an additional +5; You regain half your hp You gain temporary hp equal to you max health; You gain resistance to all damage. Your AC gains +4; Duration increases to 4 mins You come under the effects 8th level spirit guardians with a 5ft radius and no concentration. You may use this feature twice, regaining use after a long rest. Once the duration is up You lose all benefits except the health you regained, even the temporary hp you had.


Executioner[edit]

At 18th level, after you deal damage to a creature with a melee weapon attack, you can expend 8 Spirit to attempt to end its life (no action required). If its remaining hit points are lower than twice your level, it dies.


Vigor Mortis[edit]

At 20th level, your body has been honed beyond compare. All of your traits increase by +2 and respectively their maximum values, you gain proficiency in all saving throws and you gain resistance to non-magical slashing, piercing, and bludgeoning damage. Your attacks ignore resistance to your choice between slashing, piercing, and bludgeoning damage type. Once chosen it cannot change, treat immunity to those types as resistance, and add an extra die of damage against creatures with neither.


Prime Ancestor[edit]

Your Prime ancestor is one that is usually the most present, constantly lending you aid and their martial techniques. Maybe they execute their abilities for you at first eventually you will pick up on them and do them all on your own.


Shinobi[edit]

At 3rd level, With a shinobi as your prime ancestor, the first bit of knowledge they imparted to you is three shinobi stances they’ve used often when they were alive. You can enter these stances as bonus action and they last until you use a bonus action to enter another stance or choose to end the stance freely, unless otherwise specified otherwise. I.e defensive stance only last a minute


Serpent Stance

You have advantage on melee attacks against creatures that have missed you with an attack since the end of your last turn.


Shadow Stance

You can enter the shadowstance as a bonus action. While In this stance you have advantage on stealth checks, gain a climbing speed equal to your movement speed and are considered invisible when in darkness. You can see normally in darkness, both magical and nonmagical, to a distance of 80 feet. Your steps make no sound, and leave no footprints regardless of the surface you are moving across.


Defensive Stance

This stance requires concentration as if concentrating on a spell. As a bonus action for a minimum of 5 spirit maximum of 20 spirit, you and enhance your senses for 1 minute to focus mostly on deflecting attacks. For the duration, you gain a damage reduction equal to the amount of spirit spent. Whenever you or a creature within 5ft of you get hit by a non spell attack, When you do so, the damage from the attack is reduced by 1d10 + your Dexterity modifier + your level. While I’m defensive stance you can deflect any number of attacks without spending a reaction.

Lock Down[edit]

Starting at 6th level, your flurry of strikes leave your opponents with few opportunities to escape. You gain the following benefits.

  • When you hit it with an opportunity attack, the creature's speed becomes 0 for the rest of the turn
  • It provokes opportunity attacks from you even if it takes the Disengage action before leaving your reach
  • When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this sentinel), you can use your reaction to make a melee weapon attack against the attacking creature.


Additionally you gain the following extra spirit skills that are always ready prepared and ready to be used:


Silencing Strike

When you hit a creature with a melee weapon attack, for 4 spirit you can cause that creature to be unable to speak until the start of your next turn.


Cloak of shadows

For 5 spirt you come under the affects of the pass without trace spell.


Acrobatic Recovery

If knocked prone, you may spend 2 spirit as a reaction to quickly recover your footing and move up to five feet in any direction without provoking opportunity attacks.


Opportunist[edit]

At level 10, you are skilled at returning attacks at those who dare strike you, effortlessly turning aside their blades while striking them with your own. You gain the following benefits:

  • When you would provoke an opportunity attack on your turn, you can use your bonus action to force the creature to make the opportunity attack, if it can.
  • Creatures who make opportunity attacks against you provoke opportunity attacks from you.
  • Creatures have disadvantage on damage rolls from opportunity attacks they make that hit you, and you have advantage on damage roll for opportunity attacks you make that hit.
  • When you would be the target of a weapon attack, you can immediately use your reaction to make an opportunity attack against the target. On a hit, the target suffers the attack’s normal effects, and you impose disadvantage on the triggering roll.


Ninja Assassin[edit]

At 14th level, you have the true makings of a shinobi. Your critical range increases by 1, you do critical damage with 19-20. Whenever you have advantage on an attack and hit you do an extra 3d6 of your weapons damage. When you score a critical hit on a hostile creature, the number of attacks you can make as part of the Attack action increases by one until the end of your turn. You can only gain this effect once per turn. The number of attacks granted by this feature increases to two at 17th level.

Last but not least you gain the use of their ultimate Spirit skill.


Strike Hard, Strike fast, No mercy

Before you make any movement on your turn, you can spend 10 Spirit as an action to strike at multiple enemies with unnatural speed. You may immediately move up your full movement, making a melee weapon attack against each enemy you move within 5 ft. of. Your movement does not provoke opportunity attacks, and you can move through an enemies space while executing this move, but you must end this movement within 5 ft. of an enemy. This action takes up all of your movement speed for that turn.

Spirit Skills[edit]

Your Spirit is a representation of how much your ancestor can lend you aid in a day as such you gain all spirit back on a long rest. Spirit save DC equals 8 + proficiency+wisdom


Spirit Strikes

On your turn, you can spend 2 spirit to perform two unarmed strikes as a bonus action.


Supernatural dodge

You can spend 2 Spirit to take the Dodge action as a bonus action on your turn.


Ghost Step

You can spend 2 Spirit to take the Disengage or Dash Action as a bonus action on your turn, and your jump distance is doubled that turn.


Blitz

Using your bonus action and 3 Spirit, You multiply your movement speed times 3. You can only move towards hostile creatures. Your next melee attack has advantage.


Seance

For 2 Spirit you gain the ability to converse with others that have been long dead. You gain the effects of a speak with dead spell.


Aid

For 1 action and 1 spirit you call upon your ancestors for help gaining the effects of a guidance spell.


Soul shroud

Requires level 6

Your ancestors flow into your fists or one of your weapons you’re proficient with giving your weapon of choice a feint glow. Any attack you make for the next minute deals 3d8 extra damage. This damage is radiant, or necrotic,(your choice when you use this feature). Any creature that takes this damage can’t regain hit points until the start of your next turn.

Additionally, Your attacks empowered by this do double damage to objects and structures.


Superior Spirit Strikes

Requires level 6

This technique allows you to strike with unmatched speed. As Bonus action and 3 spirit you can make one weapon attack and two unarmed strikes.


Soul calibrate

Using a secret technique, you can misalign the spirit of your opponent. Whenever you hit a creature with an unarmed attack, you can spend 6 Spirit in order to briefly detach the spirit of your target from its earthly vessel. If the target moves, willingly or not, from its spot before the start of your next turn, it takes 3d12 psychic damage and the effect ends.


Heavy disarm

You may spend 3 Spirit as an action to attempt to disarm a target. Make a melee weapon attack. If you hit, in addition to normal damage, the target's weapon is flung 35 feet in a direction the DM chooses.


Poltergeist

As a bonus action, you can spend 3 spirit to make two ranged weapon attacks with any simple weapons with the thrown property you have on your person.


Heavy Blow

Once per turn as part of a successful melee attack, you can force the creature hit to make a Strength saving throw. On a failure, they are knocked back a number of feet equal to your Strength modifier times 10 in a direction of your choice. If the creature collides with an unsecured object or structure, then the creature and the unsecured object or structure receive 1d6 bludgeoning damage for every 10 feet the creature had left to travel after colliding with the surface. If it was another creature, they instead both take damage equal to half of your damage roll (rounded down). If your attack was a critical hit, the creature automatically fails their saving throw and are knocked back twice the distance.

Multiclassing[edit]

You must have a Dexterity score of 14 or higher in order to multiclass in or out of this class.

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