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# Spirit Knight Trained to a part of a elite caste of warriors those that become Spirit Knight conduct a special ritual to allow them to call upon their ancestor and fallen love ones to aid them in combat augmenting both you physical and combative prowess. ## Ancestral Arsenal At the 3rd level, the spirits of your ancestors appear to deal further damage when you fist or weapons strike you intended target dealing extra damage to make sure your opponent no longer oppose you. Whenever you make an unarmed attack or a melee weapon attack you can use a Reaction to summon three spectral fist or spears (a color of your choice) each attacking the targeted creature and deal 1d4 bludgeoning or piercing damage. You can freely cast the Shield spell at will without using Verbal and Somatic components a spectral arm holding a large shield appearing to block the attack. As a Bonus Action you can summon a spectral spear an matching aura coating you arms as you use it. It has the Finesse and Versatile property, (60/100)ft range, and deals 1d10 (1d12) piercing damage. ## Ancestral Enhancements At the 7th level, your ancestors come to your even when you don't summon them allowing you to see clearer, hear better, and move with more efficiency. You can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus. When you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier. In addition you can add you Constitution modifier to Wisdom (Perception) checks. ## Ancestral Overcharge At the 10th level, your ancestor infuse with a surge of energy allowing you surpass your limits and get the job done. As a Bonus Action you gain the effects of the Haste spell, and having advantage on the Concentration check. You can use this feature three times per short or long rest. You can gain an additional usage by taking a level of exhaustion. ## Ancestral Assault At the 15th level, you gain the ability to call down a volley of spears reducing you enemies to bloody pincushions. As an Action you can a legion of spectral spears hurling them at your enemies. Creatures in a 40ft cone or 60ft radius sphere at a point you can see have to make a Dexterity saving throw (8 + your Constitution Modifier + your Proficiency Bonus) taking 3d10 piercing damage on a fail, half as much on a success. You can use this feature an amount of times equal to your Constitution Modifier, you regain expended uses after a short or long rest. \columnbreak ## Ancestral Champion At the 18th level, you became a paragon of your family and a master of spirital warfare allowing you to call upon your own spirit to aid you in combat easily devastating your foes and conquering the battle field. As a Bonus Action you can a manifest a spectral copy of yourself in an unoccupied space within 5ft of you. This doppleganger lasts until it is destroyed, until you dismiss it as a bonus action or until you're incapacitated. Your doppleganger has AC 14 + your proficiency bonus, an amount of hit points equal to your Fighter level, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. Your doppleganger shares you initiative count but takes it turns immediately after you, on its turn the doppleganger mimics your actions and follows you if you moved. The doppleganger can use the Ancestral Assault feature if you used it at no cost but the creatures in range have advantage on the saving throw.