Martial Archetype
Mystical Warrior
The Mystical Warrior is a fighter who draws on the spiritual energy found in the breath of all things living or otherwise. They harness this power in order to perform supernatural techniques and magic purposely created to combat otherworldly evil entities that torment the lands.
Spirit
Beginning at 3rd level, your training allows you to harness the mystical energy of spirit. Your access to this energy is represented by an amount of spirit energy. You have an amount of spirit energy equal to 1 + half your fighter level (rounded down).
You can spend this energy to fuel various spirit techniques. Your spirit techniques are separated into differing teachings called breath styles. You choose a breath style and learn the first spirit technique from it, which is detailed under “Spirit Techniques” below.
You learn one additional spirit technique at 7th, 10th, 15th, and 18th level. In order to learn a technique, you must know all previous techniques in that breath style. Once you learn each technique within a breath style, you gain an additional benefit from mastery.
Spirit techniques that deal damage require you to be wielding a melee weapon, and you can choose to change the technique's damage type to a damage type dealt by a weapon you're wielding.
When you spend spirit energy it is unavailable until you finish a long rest. When you finish a short rest your able to restore your spirit energy to at most half your maximum. You must spend at least 30 minutes of the rest meditating to regain your spirit energy.
Some of your spirit techniques require your target to make a saving throw to resist the technique's effects. The saving throw DC is calculated as follows:
Spirit save DC = 8 + your proficiency bonus + your Wisdom modifier
Mystical Arts
Also at 3rd level, your practice of mystical arts gives you mastery of a combat styles that use warrior weapons, which are any melee weapons that don't have the heavy or reach property. 7 To gain the following benefits, you can't be incapacitated, wearing medium armor, heavy armor, or wielding a shield.
- You can use Dexterity instead of Strength for the attack and damage rolls of your warrior weapons.
- You can see into the Ethereal Plane within 30 feet of you.
- You can interact with, attack and affect Ethereal creatures you can see as if they were on the same plane as you.
Onmyo Magic
At 7th level, you learn how to perform simple onmyo magic, an elemental and spiritual based art that usually involves binding spirit energy and an incantation into a mundane trinket, idol, or scroll. Upon completing a short or long rest, you can choose one of the following magics to prepare. Once used, an Onmyo Magic can not be used until you choose to prepare it again. Wisdom is your spellcasting ability for these spells.
Onmyo Scroll. You can use your action to cast one of the following spells: Fog Cloud, Detect Evil and Good, or Disguise Self.
Spirit Guardian. Upon choosing this option, you cast the Find Familiar spell and choose one damage type: acid, cold, fire, lightning, poison, or thunder. Your familiar is an elemental instead of a beast, and while it is within 5 feet of you, you have resistance to the chosen damage type. Your familiar leaves when you prepare a different magic option.
Spirit Ward. You can use your action to cast one of the following spells with the range of touch: Alarm, Protection from Evil and Good, or Sanctuary.
In addition to this, you can make your melee weapon attacks magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Whenever you do so, you can change your weapons damage type to any damage type dealt by a spirit technique you know, no action required.
Additional Onmyo Magic
Starting at 10th level, after each short or long rest, you can prepare two Onyo Magics instead of one.
Tongue of the Sun and Moon
At 15th level, you learn to touch the spirit of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.
Focused Breathing
Beginning at 18th level, when you use your Second Wind feature, you regain 4 spirit energy which can temporarily exceed your normal spirit energy maximum. Any spirit energy exceeding your maximum is lost upon completing a short or long rest.
Anthony Vallozzi - Patreon.com/AnnalsOfAdventure

Spirit Techniques
Your spirit techniques are separated into differing teachings called breath styles.
Breath of Fire
The Breath of Fire's techniques allow users to perform beautiful, yet destructive maneuvers as they dance across the battlefield.
Rising Sun. You can spend 1 spirit energy and swing a melee weapon to designate a 15-foot-radius semicircle centered on you as an action on your turn. Each hostile creature in the semicircle must make a Dexterity saving throw. On a failure, a creature takes 3d6 + half your Fighter level as fire damage, or half as much damage on a successful saving throw.
Starting at 5th level, you can increase the semicircle's damage by 1d6 by spending 1 additional spirit energy (Maximum 2). You can spend up to 3 spirit energy when you reach 11th level, and up to 4 spirit energy at 20th level.
Early Birds Flight. You can spend 1 spirit energy to launch yourself 30 feet into the air and immediately land in an unoccupied space you choose within 30 feet as a bonus action on your turn. This movement does not provoke attacks of opportunity. or inflict fall damage.
Midday Revolution. When you use Rising Sun, you can choose to create a 15-foot-radius full circle around yourself instead.
Phoenix Dive. When you use Early Birds Flight, you can spend 1 additional spirit energy to force each hostile creature within 10 feet of the space you land in to make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.
Mastery: Twilight Devastation Your spirit techniques that deal damage, but do not require an attack roll, can still critically hit. Before performing such a technique, roll a d20, on a result of 19 or higher, double the amount of damage dice you roll for the technique.
Breath of Insects
The Breath of Insect's techniques mimic the irritating, imperceivable, and often deadly nature of insects.
Inflammatory Sting. Once per turn, you can spend 1 spirit energy after hitting with a melee weapon attack to force the target creature to make a Constitution saving throw. On a failure, the creature takes 2d6 poison damage and must attack you to the best of its ability on its following turn. If a creature can not see you, it must attack wildly or in your last known location. A creature that is immune to the poisoned condition is immune to this effect.
Leaping Flea. You can take the Disengage action as a bonus action on your turn, and your jump distance is doubled for the turn.
Hidden Mantis. You can take Hide action as a bonus action on your turn. Before you do so, you can spend 2 spirit energy to become invisible until the end of your next turn.
Assassin's Kiss. When you use Inflammatory Sting on an attack you made while hidden, the creature has disadvantage on it's Constitution saving throw. The creature takes an additional 4d6 acid damage on a failed save, or half as much damage on a successful one.
Mastery: A Fly On the Wall When you use your Hidden Mantis technique, you instead become invisible for 1 hour, or until you make an attack.
Breath of Thunder
The Breath of Thunder's techniques focus on delivering a singular devastating strike at nigh imperceptible speed.
Thunderclap and Flash. You can spend 1 spirit energy to draw a melee weapon and designate a 5-foot-wide, 20-foot-long line originating from you as an action on your turn. Each hostile creature in the line must make a Dexterity saving throw. A creature takes 2d10 + half your Fighter level lightning damage on a failed save, or half as much on a successful one. After dealing this damage, you teleport to the furthest unoccupied space in the line from you. If there is no unoccupied space, you do not move.
Starting at 5th level, you can increase the line's damage by 1d10 by spending 1 additional spirit energy (Maximum 2). You can spend up to 3 spirit energy when you reach 11th level, and up to 4 spirit energy at 20th level.
Bountiful Harvest. When you use Thunderclap and Flash or Behir's Belt, you can shape the line in any way you choose so long as it makes one continuous path along the ground and doesn't overlap.
Behir's Belt. When you use Thunderclap and Flash, you can use your bonus action and spend 1 additional spirit energy to create an additional 5-foot-wide, 20-foot-long line at the end of the first, extending in any direction that doesn't overlap the first line. When you teleport, you teleport to the end of this new line.
Distant Thunder. If the damage dealt by Thunderclap and Flash reduces a creature to 20 + your fighter level hit points or less, that creature must make a Constitution saving throw or be reduced to 0 hit points and killed instantly.
Mastery: God Speed. Your movement speed increases by 10 feet, and opportunity attacks made against you are always made with disadvantage. When you use Thunderclap and Flash, you can choose to force each hostile creature in the line to automatically fail its saving throw, when you do so, you must finish a short or long rest before you can use God Speed again.
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Breath of Water
The Breath of Water's teachings turn the user into a powerful, elegant, and often times serene warrior.
Serpentine Maelstrom. When you take the Attack action on your turn, you can spend 1 spirit energy to release a torrent of water from your weapon, increasing the reach of a single weapon you are wielding by 10 feet, and causing it to deal 1d6 additional bludgeoning damage. This technique lasts until the start of your next turn.
Dead Calm. You can spend 2 spirit energy to take the Dodge action as a bonus action on your turn, and gain the ability to move on the surface of water until the end of your turn.
Rippling Strike. When a hostile creature that you can see and reach misses you with an attack, you can use your reaction to make an opportunity attack against it.
Crashing Wave. After activating Serpentine Maelstrom, you can force the next creature you hit with a melee weapon attack to make a Strength saving throw. On a failed save, the creature is pushed 15 feet in a direction of your choosing, and takes an additional 4d6 bludgeoning damage. On a success, the creature is not pushed and takes half as much damage.
Mastery: Ebb and Flow. When a hostile creature provokes an opportunity attack from you, you can use your reaction to make two attacks, rather than just one, and you can move up to 5 feet as part of this reaction.
Credits
Created by Anthony Vallozzi, you can contact me on reddit as /u/ch33ri000z. You can find my work and follow me for updates at gmbinder.com.
Special thanks to @Izzy for all the help he always provides.
Art in Order of Appearance
"Eye of the Storm Yasuo" by Uriah Voth
"Tranquil" by mineo .
"Vagabond" by Conor Smith
Breath of Wind
The Breath of Wind's techniques harness the unseen, unrelenting forces of wind in order to become an unstoppable force in combat.
Hawk Cannon. When you take the Attack action on your turn, you can spend 1 spirit energy and choose to forgo any number of attacks you could make as part of this action. If you do so, make a ranged attack against a creature within 60 feet that you can see, using a melee weapon you are holding. On a hit, the target takes 3d6 slashing damage for each attack you've chosen to forgo and the target must make a Strength saving throw or be knocked prone. You can use either your Strength or Dexterity modifier (your choice) for this attack roll.
Dragon Twister. When you take the Attack action, forgo any movement on your turn, and spend 2 spirit energy, you can choose to generate a powerful whirlwind, forcing each creature hit by your attacks to make a Strength saving throw. On a failure, a creature is thrown 15 feet upwards into the air and takes 1d6 falling damage, landing prone. Huge or larger creatures automatically succeed on the saving throw to avoid being thrown.
Wind Wall. When a creature makes a ranged attack, you can use your reaction to spend 3 spirit energy and slash at the air, raising a wall of strong wind. You can make the wall up to 30 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts until your following turn.
The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can't pass through it.
Steel Tempest. When a creature is falling within 30 feet of you, you can use your reaction to teleport to a unoccupied space adjacent to it. When you do so, you can choose to force each falling creature within 10 feet of you to make a Dexterity saving throw or take 3d6 slashing damage.
Mastery: A Leaf on the Wind. You gain a flying speed equal to your walking speed. If you end your turn while airborn, you immediately float to the ground, taking no falling damage.
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