Spirit Weapon User (5e Class)

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Spirit Weapon User[edit]

Bonding with the spirits that inhabit the space in between planes, this spiritual crafters can forge weapons made out of spiritual energy. They can shape and mold these spirits, creating an ethereal arsenal made out of souls.

There are many sources from the spirits used in the process of soul forging. Some spirit weapons are made of celestial power, granted by a powerful god or sacred being. Others use the souls of the death, enslaving them into a life of perpetual anguish. There are those who use legendary weapons wielded by their ancestors, using those ancestors for guidance. And some just draw their inner power, using the accumulated power of all cycles of life its own soul have passed to craft those weapons. Regardless of the source of the spirits used in creating the spirit weapon, all spirit weapon users have a deep connection with those immaterial planes and otherworldly beings.

Creating a Spirit Weapon User[edit]

When you create your spirit weapon user, there are some questions that can aid you to build your character: From where you derive the spiritual matter to craft your spirit weapons? The spirit weapon can be just a projection of your own soul. Maybe, you have a deep connection with your ancestors or with a legendary warrior, wielding its signature weapon. You could be devoted to a god, manifesting its favored weapon, or even deriving your power from the souls of the dead.

How did you become a spirit weapon user? Have you been trained in the art of soul crafting or your weapon were created spontaneously, in a moment of great distress? Why did you become a spirit weapon user? Do you want only to understand this natural power of yours, or you follow this path to honor an ancient tradition? The reasons vary, but most of spirit weapon users have a strong tied to the spiritual world and other border planes, and this powerful link would inevitably lead them down this path.

Quick Build

You can make a Spirit Weapon User quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the hermit background. Third, choose the scale mail, an explorer's pack, a longbow and a quiver of 20 arrows and a shield.

Class Features

As a Spirit Weapon User you gain the following class features.

Hit Points

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


Armor: light, medium armor, and shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation,Nature, Perception, and Survival


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

Table: The Spirit Weapon User

Level Proficiency
Features Soulforge Infusions
1st +2 Spirit Weapon, Transcendent Awareness -
2nd +2 Fighting Style, Soul Forge 2
3rd +2 Warrior Spirit Path 2
4th +2 Ability Score Improvement 2
5th +3 Extra Attack 3
6th +3 Warrior Spirit Path Feature 3
7th +3 Ethereal Shield 3
8th +3 Ability Score Improvement 3
9th +4 Life Draining 4
10th +4 Warrior Spirit Path Feature 4
11th +4 Phantasmagorical Dervish 4
12th +4 Ability Score Improvement 4
13th +5 Ethereal Master 5
14th +5 Warrior Spirit Path Feature 5
15th +5 Absorb Essence 5
16th +5 Ability Score Improvement 5
17th +6 Ethereal Master Improvement 6
18th +6 Sightless Eye 6
19th +6 Ability Score Improvement 6
20th +6 Mystic Warrior 6

Spirit Weapon[edit]

Beginning at 1st level you can use your bonus action to create a spirit weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You also choose the quantity of spirit weapons you create, being able to summon as many spirit weapons as you are able to hold (this doesn't change the amount of attacks you are able to make with them. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Your weapon weapon disappears if it is more than 5 feet away from you for 1 minute or more. It is intangible to the touch of any creature, unless you decide otherwise. It can't harm inanimated and nonmagical objects.

You can transform one magic weapon into a spirit weapon using a ritual were you destroy the item and absorb the magical essence contained in it. When you do so, the magical item is loss, but you can choose to summon your spirit weapon with the magical properties contained by this magic weapon. If this magic weapon requires attunement, the spirit weapon with its magical properties also does it.

You can then dismiss the weapon, absorbing its essence insid you, and it appears whenever you decided to summon it again. Each time you summon a spirit weapon, you can choose a different form for it.

When you make attacks with your spirit weapon, you can choose to use your Wisdom modifier, instead of Strength or Dexterity, for attacks and damage rolls.

Transcendent Awareness[edit]

Your deep connection with the spiritual world allow you to feel the environment around you on a deeper level. You no longer need to sleep, falling instead into a meditative state for the duration of your rest. While mediating, you still have full contentiousness of the environment surround you.

During a short or a long rest, while meditating, you have blindsight out to a range of 60 feet, and you gain advantage in all your Wisdom (Perception) checks.

In addition, your deep connection with the spirits give you the ability to manifest mythical powers. Whenever a feature requires a saving throw to resist, you can use your Spirit save DC, calculated as follows:

Spirit save DC = 8 + your proficiency bonus + your Wisdom modifier

Soul Forge[edit]

Beginning at 2nd level, you can grant special properties to your soul weapons, weaving soul fragments into your spirit weapon.You know 2 infusions when you first gain this feature, discovering more as you gain levels in this class, as shown on the Soul Infusions column on the Spirit Weapon User table.

Fighting Style[edit]

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.


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


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.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.


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.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Warrior Spirit Path[edit]

At 3rd level, you chose a path, detailed at the end of the class description. Your choice grants you features at 3rd, 6th, 10th and 14th levels.

Sentient Weapon[edit]

At 3rd level, you can craft a spiritual weapon with contentiousness to aid you in battle. When you finish a long rest, as a bonus action on your turn, you can summon a floating spirit weapon. This weapon appears hovering on an unoccupied place of your choice within 10 feet. You determine its appearance and what type of weapon it is.

In combat, the Sentient Weapon shares your initiative count, but takes its turn immediately after yours. It can move and use its reaction on it's own, but the only action it takes on its turn is the Dodge action, unless you take an action or bonus action on your turn to command it to take the action in its stat block or the Dash, Disengage, Help, Hide or Search action. The attacks made by the sentient weapon uses the same bonus and modifiers for your attacks with spirit weapons.

You add twice your level in this class to your sentient weapon maximum hit points. If your sentient weapon is destroyed, you can spend 10 minutes mediating to create another one. Its statistics are shown on the stat-block bellow. You can creature sentient weapons a number of times equal to your Wisdom modifier, regaining your uses of this ability after finishing a long rest.

Ability Score Increase[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.

Extra Attack[edit]

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

Spiritual Transference[edit]

At 5th level, whenever you take the Attack action, you can choose to make the attacks from your position or from your sentient weapon position. The attack will use the damage of your spirit weapon, instead of the sentient weapon.

Ethereal Shield[edit]

At 7th level, you can also manifest a spiritual shield around you and your allies. You and any allied creature within 30 feet have a bonus equal to your Wisdom modifier to your Wisdom saving throws.

In addition, you can use your bonus action to increase the shield on a particular creature, allowing that creature to reroll any failed Wisdom saving throw until the start of your next turn.

Life Draining[edit]

At 9th level, when you hit a creature with your spiritual weapon or with your Sentient Weapon, you can stole his life force. The creature must make a Constitution saving throw against your Spirit save DC. On a failed save, you gain temporary hit points equal to the damage dealt. You can't use this feature again until the start of your next turn.

Phantasmagorical Dervish[edit]

At 11th level, your sentient weapon can attack without requiring your actions, and adding your Wisdom modifier to its damage rolls.

Ethereal Master[edit]

At 13th level, you can use your ability to create sentient weapons to a greater extent. When using any of the abilities described bellow, you can't use any of them until you finish a long rest. You gain the following benefits:

Spiritual Army

As an action, you can split the spiritual force contained into your sentient weapon into two additional weapons, creating three sentient weapons floating around you for 1 hour. The additional hit points for your sentient weapons are divided by three (rounded down).

You can move all the sentient weapons at once, without spending an action, but you can only command one sentient weapon each time you use your action or bonus action.

Advancement. When you reach the 17th level, each of the weapons can attack on their own, and each one benefits from the additional hit points from your sentient weapon.
Sentient Ancestral

As a bonus action, you concentrate your energy to summon an ancestral spirit into your sentient weapon. When doing so, your sentient weapon deal damage equal to 1d8 + your Wisdom modifier for 1 minute. For the duration, your sentient weapon becomes immune to all forms of damage.

Advancement. When you reach the 17th level, the weapon's damage becomes 3d8 + your Wisdom modifier, and its movement speed increases to 60 feet. In addition, you can choose to use this weapon defensively. Doing so requires your bonus action, and when you do it, you reduce any damage taken until the start of your next turn for the an amount equal to your level in this class.
Empowered Weapon

You can concentrate your energy and spiritual force to empower your sentient weapon. Doing that changes your spirit weapon. For 1 minute, the empowered weapon deal 1d8 additional force damage in each attack. In addition, whenever you attack a creature previously damaged by you or your sentient weapon, you make the attack with advantage.

Advancement. When you reach the 17th level, this enchantment lasts for 1 hour, and the weapon deal additional 2d8 force damage on a hit (instead of 1d8).

Absorb Essence[edit]

At 15th level, you can enter in a deep meditative state, allowing you to use your connection with the spiritual world to mend wounds. When you are under half of your maximum hit points, you can use your action to regain a number of hit points equal to your level in this class.

You can use this ability once, being unable to use it again until you finish a long rest.

Sightless Eye[edit]

Beginning at 18th level, your senses are heightened by your spirit weapons. You gain blind-sight up to a range of 30 feet.

Mystic Warrior[edit]

At 20th level, you can unlock the full potential of your body. Your Constitution and Wisdom scores increase by 2, to a total of 22.

Spirit of the Ancestor[edit]

You have a deep connection with your ancestors, using their spirits to craft weapons.

Ancestor Guidance

Starting when you choose this path at 3rd level, you can summon one ancestor guide by your side. Whenever you summon your sentient weapon, you can see the figure of your ancestor holding it. Your ancestor cannot be seen by anyone else by nonmagical means, but it can perceive the world as you would. Your ancestor communicates and interacts with you. While your ancestor is present, you have advantage on initiative rolls. You can't be surprised, and other creatures can't have advantage on attack rolls against you.

Mystical Advisor

You can ask for guidance to your ancestor. You can cast augury as a ritual.

In addition, you can add your Wisdom to any Intelligence (History) checks you make.

Guardian Soul

At 10th level, as a reaction while your sentient weapon is active, it can shield you from harm. When you take damage from any source, you can use your reaction to cause that damage to the sentient weapon instead.

Phantasmagorical Inheritance

At 14th level, you can summon an ancient weapon, wielded by the heroes of the past. As a bonus action, you can merge with your ancestor, allowing the phantasmagorical inheritance to appear. For the next minute, you have temporary hit points equal to the number of hit points your sentient weapon have, and your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

While in this state, you have all your sentient weapon resistances, immunities, senses and actions, and you add your Wisdom to the damage rolls you make with melee weapons. For the duration, you can't use any class feature that affects the sentient weapon.

Once you do this, you can't do it again until you finish a short or a long rest.

Spirit of the Enraged[edit]

You have a deep connection with the spirits of hateful souls, deceased warriors and barbarians and furious beasts. You draw this hateful energy to build weapons filled with anger.

Rage of the Soul

Beginning at 3rd level you can explode into a furious rage. For the next minute, you have resistance to bludgeoning, piercing and slashing damage, and once in each of your turns your attacks deal additional damage equal to half your level in this class. For the duration, however, you have disadvantage on Wisdom checks and saving throws, and you can move just half of your movement speed.

Once you use this feature, you can't use it again until you finish a short or a long rest.

Mighty Essence

At 6th level, you can use your Wisdom, instead of Strength, when performing Strength checks. In addition, you ignore the two-handed property of melee weapons.e it again until you finish a short or a long rest.

Protection of Force

Beginning at 10th level, you can add your Wisdom modifier as a bonus to your Strength checks. In addition, you gain proficiency in Strength saving throws.

Beyond Deadly

Beginning at 14th level, once in each of your turns while using your Rage of Soul feature, your spiritual weapon deals 2d6 extra damage from one of the following types: fire, lighting or thunder.

Sentient Weapon[edit]

Tiny construct

Armor Class 13

Hit Points 2

Speed 0ft., fly 30 ft. (hover)

STR 3 (-4) DEX 15 (+2) CON 11 (+) INT 1 (-5) WIS 15 (+2) CHA 10 (+0)

Saving Throws Uses the user's saving throw

Skills Uses the user's skills

Damage Immunities poison, psychic

COndition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned.

Senses blindsight 10 ft. (blind beyond radius) passive Perception 12


Antimagic Susceptibility . The sentient weapon is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the weapon must succeed on a Constitution saving throw against the caster's spell DC or is banished to the spiritual world for 1 minute.

Hard to See. Under dim light or darkness, the sentient weapon is considered invisible while not moving or taking any action.


Weapon Strike. Reach 5ft., one target the user's can see. Hit: 1d4 + 2 force damage.


Parry Attack. The sentient weapon disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the sentient weapon.

Spiritual Infusions[edit]

Guided Blade

Pre-requisite: 15th level

Your weapon is infused with the ability to guide your hand toward your foes. When you attack a creature you can't see, you don't have disadvantage on your attack rolls against it. In addition, you are aware of the presence of any invisible creature within 30 feet of you, provided that the creature isn't hiding from you.

Celestial Soul

Pre-requisite: 15th level

Your weapon is infused with the essence of a celestial. As a bonus action, you can make an attack infused with divine energy. On a hit, you deal additional 2d6 radiant damage and the creature is marked with light. The next attack against that creature is made at advantage.

Spirit of the Bat

Pre-requisite: 11th level

Your weapon is infused with an echolocation property. You gain blindsight up to a range of 10 feet. You gain advantage on your Wisdom (Perception) checks. This ability doesn't work in areas without sound.

Essene Storage

Pre-requisite: 15th level

Your essence is stored on your spiritual weapon when you die. When you suffer damage that would reduce you to 0 hit points, you are instead reduced to 1 hit point. Once you do this, you can't do it again until you finish a long rest.

Ghostly Step

Pre-requisite: 7th level, sky piercing

As a bonus action, you can teleport to the position of the thrown spiritual weapon.

Spirit of the Bear

You can use your action to gain number of temporary hit points equal to your Wisdom modifier. When can use this ability twice, and regain the ability to do so when you finish a long rest.

Sky Piercing

You can throw your weapon up to 30 feet. In addition, you can use your bonus action to throw your weapon up to a range of 90 feet.

Goat Spirit

Pre-requisite: 7th level, sky piercing

Once in each of your turns, when you hit a creature, you can choose to shove the creature as part of the same action.

Extended Blade

Your weapon gain the reach property. If the weapon already have this property, it gain an extra 5 feet of reach.

Massive Blade

Pre-requisite: 15th level

The reach of your weapon increases in 15 feet.

Sensitive Blade

Pre-requisite: 11th level

If you don't move more than half your speed on the same turn, you gain advantage on your Wisdom (Perception) checks

Fluid BLade

Pre-requisite: 11th level

You can take the Dodge and Disengage actions as a bonus action

Spiritual Weapon of Invulnerability

Pre-requisite: 20th level

You gain resistance to non-magical damage

Spiritual Barrier

Pre-requisite: 15th level

Every time you must make a saving throw, you can choose to make a Wisdom saving throw instead.

Spiritual Toughness

Pre-requisite: 11th level

You gain resistance to slashing, piercing and bludgeoning damage from nonmagical sources.


Prerequisites. To qualify for multiclassing into the spirit weapon user class, you must meet these prerequisites:

Proficiencies. When you multiclass into the spirit weapon user class, you gain the following proficiencies:

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