Spirit Blade
| Level | Proficiency Bonus | Features | Spirit Die | Conduit charges | Spells Known | Spiritual Essence | Max Spell Level | Spirit Techniques |
|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Spirit Bond, Spirit Techniques | — | — | — | — | — | 2 |
| 2nd | +2 | Fighting Style, Spirit Conduit, Essence Channeling | 1d6 | 2 | 2 | 4 | 1st | 2 |
| 3rd | +2 | Spiritual Contract, Soul Mend | 1d6 | 2 | 4 | 5 | 1st | 3 |
| 4th | +2 | Ability Score Improvement | 1d6 | 3 | 5 | 6 | 1st | 3 |
| 5th | +3 | Extra Attack | 1d8 | 3 | 6 | 10 | 2nd | 3 |
| 6th | +3 | Improved Spirit Bond | 1d8 | 4 | 7 | 14 | 2nd | 4 |
| 7th | +3 | Spiritual Contract Feature | 1d8 | 4 | 8 | 15 | 2nd | 4 |
| 8th | +3 | Ability Score Improvement | 1d8 | 4 | 9 | 17 | 2nd | 4 |
| 9th | +4 | ─ | 1d8 | 5 | 10 | 22 | 3rd | 5 |
| 10th | +4 | Relentless Spirit | 1d8 | 5 | 11 | 27 | 3rd | 5 |
| 11th | +4 | Essence Strike | 1d10 | 5 | 12 | 29 | 3rd | 5 |
| 12th | +4 | Ability Score Improvement | 1d10 | 6 | 12 | 32 | 3rd | 6 |
| 13th | +5 | ─ | 1d10 | 6 | 13 | 35 | 4th | 6 |
| 14th | +5 | Spiritual convergence | 1d10 | 6 | 13 | 38 | 4th | 6 |
| 15th | +5 | Spiritual Contract Feature | 1d10 | 7 | 14 | 41 | 4th | 7 |
| 16th | +5 | Ability Score Improvement | 1d10 | 7 | 14 | 44 | 4th | 7 |
| 17th | +6 | ─ | 1d12 | 7 | 15 | 50 | 5th | 7 |
| 18th | +6 | True Conduit | 1d12 | 8 | 15 | 57 | 5th | 8 |
| 19th | +6 | Ability Score Improvement | 1d12 | 8 | 15 | 60 | 5th | 8 |
| 20th | +6 | Spiritual Contract Feature | 1d12 | 8 | 15 | 64 | 5th | 8 |
Creating a Spirit Blade
When creating a Spirit Blade consider how you met your first spirit. Was a friendly encounter, or did it have an irreversible effect on your mind? Did you have a special disposition causing minor spirits of the land around you to be attracted to you, or did you come from a clan of people who bind the spirits to do your will regardless of the will of the spirits themselves? Regardless of your origin, you should decide what kind of relationship your Spirit Blade has with the spirits they command. The bonds you form with your spirits shape you as a Spirit blade in your journey through the realm you inhabit. As the spirits are all around you.
Class Features
Hit Points
- Hit Dice: 1d10 per Spirit Blade level
- Hit Points at 1st Level: 10 + your Constitution modifier
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Spirit Blade level after 1st
Proficiencies
- Armor: light armor, medium armor, and shields
- Weapons: simple weapons, martial weapons
- Tools: Calligrapher's supplies
- Saving Throws: Constitution, Charisma
- Skills: Choose two from: Arcana, Deception, History, Intimidation, Investigation, Persuasion, and Stealth.
Equipment
You start with the following equipment:
- (a) two shortswords or (b) one martial weapon and a shield
- (a) two daggers or (b) any simple melee weapons
- (a) leather armor or (b) scale mail
- (a) a scholar's pack or (b) an explorer's pack
Quick Build
You can make a Spirit Blade quickly by using these suggestions First, make Dexterity your highest ability score followed by your Charisma. Second, choose the Acolyte background. Third, choose the Traveler as your Spirit Bond.
Spirit Bond
Starting at 1st level you form a bond with a minor spirit that becomes your familiar. This minor spirit helps guide you in your journey to become intertwine with the spirits of the world and fuels your magical powers. You may choose one of the Spirit Bond choices from below at first level. You choose a second spirit bond at 6th level.
The Anchor
The spirit keeps your very soul within the realm of the living. Whenever you would make a death saving throw you gain a bonus to your roll equal to your charisma modifier. If you succeed all three of your death saving throws you hop back to consciousness with one hit point instead of becoming stable.
The Guide
The spirit heralds you to provide your aid to those around you. When you take the help action to aid in a skill check you have a range of 10 feet, the creature you help gains a bonus to their roll equal to half you charisma modifier rounded down.
The Traveler
The spirit enhances your sense of wander and freedom as you traverse the world. You ignore the effects of difficult terrains from natural hazards from sources such as those of the forests, swamps, mountains, snow and the underground. And, you may add a bonus to your Wisdom (Survival) checks equal to your charisma modifier when navigating those environments.
The Warrior
The spirits enhance your physical prowess when you exert yourself. Whenever you would make a Strength (Athletics) check to grapple or shove, you can add a bonus to the roll equal to your Charisma modifier.
The Watcher
The spirits keep you company through the late hours of the night. You no longer require to sleep. You still gain the benefits of a long rest, you can spend the 8 hours doing light activity, such as reading or conversing with the spirits that gather around you. Additionally you can't be forced to sleep by any means.
Bonus Language
You learn one of the following: Celestial, Sylvan, or Infernal as a bonus language.
Spirit Techniques
Through your mingling with the various spirits of the world you have picked up their habits, and their mannerism. By engrossing yourself within their lives you have picked up a few of their tricks. At 1st level you learn two spirit techniques of your choice from the list of techniques available to you. You learn additional techniques as shown in the spirit technique column on the spirit blade table.
Each time you gain a level in this class, you can choose one spirit technique and replace it with another techinque for which you meet the prerequisites.
Essence Channeling
Starting at 2nd level, through your bond with the spirits of the world you've started to be able to channel their power by manifesting them into the world around you. They've empowered you to be able to cast Spirit Blade spells. See the bottom of this document for a list of Spirit Blade spells.
Spiritual Essence
You have 4 Spiritual Essence, and you gain more as you reach higher levels, as shown on the Spiritual Essence column of the Spirit Blade table. You regain all expended Spiritual Essence when you finish a long rest.
Spells Known of 2nd Level and Higher
You know two 1st-level spells of your choice from the Spirit Blade spell list. The Spells Known column of the Spirit Blade table shows when you learn more Spirit Blade spells of your choice. Each of these spells must be of a level which you can cast using spiritual essence. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the Spirit Blade spells you know and replace it with another spell from the Spirit blade spell list, which also must be of a level for which you have spell slots.
Spiritual Essence Cost
The Spirit Blade Spiritual Essence Cost table shows how much spiritual essence you must expend to manipulate the spirits and cast spells of 1st level and higher. To cast one of these spells, you must expend a number of spiritual essence for the spell’s level or higher indicated in the table below. You regain all expended essence when you finish a long rest.
| Spell Level | Spiritual Essence Cost |
|---|---|
| 1st | 2 |
| 2nd | 3 |
| 3rd | 5 |
| 4th | 6 |
| 5th | 7 |
Essence Channeling Ability
Charisma is your essence channeling ability for your Spirit Blade spells. The root of your magic stems from the bonds you form with the spirits of the world around you. You use your Charisma whenever a Spirit Blade spell refers to your Essence Channeling ability. Additionally, you use your charisma modifier when setting the saving throw DC for your Spirit Blade spells that you cast and when making an attack roll with one.
Spell Save DC
Spell attack modifier
Essence Channeling Focus
The bond you form with the spirits is channeled through your skills in the weapons you wield. Whenever you finish a short or long rest, you can touch one weapon you wield to act as a focus for the Spirit Blade spells you command.
Fighting Style
The spirits help guide your strike. Starting at 2nd level you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.
Spirit Warrior
You learn two cantrips of your choice from the Warlock spell list. They count as Spirit Blade spells for you, and Charisma is your Essence Channeling ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the Warlock spell list.
Blind Fighting
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
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.
Interception
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
Protection
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 or a simple or martial weapon.
Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Two-Weapon Expert
When you take the Attack action while engage in two-weapon fighting, you can make a single additional attack with your off-hand weapon as part of your action instead of your bonus action, adding your ability modifier to the damage of this attack.
Spirit Conduit
At 2nd level, your body becomes a conduit for the spiritual powers of the realm as you may call on them to empower you. As a bonus action you expend one conduit charge as you enter a state of convergence with the spirits that linger around you. You become a conduit for 10 minute. While you are a conduit you gain the following benefits:
-
You gain a bonus to your AC equal to half your Charisma modifier rounded down (Minimum of +1).
-
When you hit a creature with a weapon attack you deal an additional amount of force damage equal to your spirit die as shown on the spirit die column of the Spirit Blade table. This bonus increases as you level.
-
The spirits around you help maintain your connection to the magic of the realm. You gain a bonus to any Constitution saving throws you make to maintain concentration on a spell. The bonus equals your Charisma modifier (minimum of +1).
-
You have advantage on Charisma (checks) and Charisma saving throws.
You have a number of conduit charges as shown on the conduit charges column of the Spirit Blade table. You regain all your conduit charges when you finish a long rest.
Spiritual Contract
When you reach 3rd level you enter into a contract with a powerful spirit that empowers you further. Your choice grants you features at 3rd level and again at 7th ,15th, and 20th level.
Soul Mend
At 3rd level, you may draw upon the spirits around you to mend your wounds in battle. As a bonus action, you may expend a conduit Charge to restore hit points equal to two rolls of your spirit die + your charisma modifier.
Ability Score Improvement
At 4th 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. You gain an additional ability score improvement at 8th, 12th, 16th, and 19th level. If your DM allows the use of feats, you may instead take a feat.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Improved Spirit Bond
At 6th level, the spirits around you further extend their help; you gain the assistance of a secondary minor spirit. Additionally you may assign one of your spirits to a willing creature over the period of a short or long rest. This creatures gains the benefits of the assigned spirit until you use this feature again or until you finish a long rest.
Relentless Spirit
Starting at 10th level, when you miss an attack roll or fail a saving throw you can expend a conduit charge to roll your spirit die and add the result to the total, potentially turning a failure into a success. Moreover, once per day, you regain a number of spiritual essence equal to your level when you take a short rest.
Essence Strike
At 11th level, whilst your spiritual conduit is active you can add your Charisma modifier (minimum of +1) to the damage of your melee weapon attacks.
Spiritual convergence
By 14th level, You can give yourself one conduit charge by expending 2 Spiritual Essence (no action required). You can do this once per turn.
Additionally, you gain access to the Plane Shift spell. It counts as Spirit Blade spell for you. You can cast it once with this feature and can't cast it again until after you finish a long rest.
True Conduit
When you reach 18th level, the spirits of the realm recognize you as a true conduit for their powers, granting you the following benefits:
Persistent Charges. Whenever you roll Initiative and have no more Conduit Charges left, you regain one of your charges.
Restorative Spirit. At the start of each of your turns, you regain hit points equal to your charisma modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.
Spiritual Strike. Whilst your spirit conduit is active, when you hit a creature, the additional damage you deal is now equal to two rolls of your spirit die.
Multiclassing
Ability Score Minimum: Dexterity 13, Charisma 13
When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies.
Armor: light armor, medium armor
Weapons: simple weapons, martial weapons
Tools: Calligrapher's supplies
Spiritual Contracts
Choose the Spirit that you have made a contract with from the following spiritual contract options: The Wanderer, The Trickster, The Pathfinder, The Seraph, and The Raven.
The Wanderer
You've made a contract with the spirit of a lone traveling warrior, knight, samurai, or some other embodiment of martial prowess. They have imparted some of their knowledge and training. Whether it was to see their techniques be passed on through you, or to meet others in battle once again, they now travel along with you across the realms.
Spirit of Challenge
3rd level Wanderer feature
The wanderer spirit is one that declares and accepts the challenge of battle. When you activate your spirit conduit feature you gain the following benefits:
- You gain temporary hit points equal to your spirit blade level for the duration.
- You can change your spirit die damage to be bludgeoning, piercing or slashing.
- When you activate your spirit conduit feature, you issue a challenge to a creature you can see within 30 feet of you. That creature has disadvantage to hit creatures other than you for the duration. This effect ends early if you attack another creature, if you're incapacitated, or if you use a bonus action to target a new creature to be the target of your challenge. You have advantage to shove or grapple the target of your challenge
Warrior Companion
3rd level Wanderer feature
You can conjure a fragment of the wanderer's spirit you've made a contract with. As an action, you can expend a conduit charge to summon your wandering spirit. The spirit appears in an unoccupied space of your choice that you can see within 30 feet of you.
The spirit is friendly to you and your companions and obeys your commands.
See this creature's game statistics in the Wanderer Spirit stat block, which uses your proficiency bonus (PB) in several places. You determine the spirit's appearance.
In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the spirit to take the Attack action. If you are incapacitated, the spirit can take any action of its choice, not just Dodge.
If the spirit has died within the last hour, you can use your action to touch it and expend 3 spiritual essence. The spirit returns to life after 1 minute with all its hit points restored.
Wanderer Spirit
Medium Undead, Unaligned
- Armor Class 13 + PB (natural armor)
- Hit Points 5 + five times your spirit blade level (the spirit has a number of Hit Dice [d8s] equal to your spirit blade level)
- Speed 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 14 (+2) 10 (+0) 13 (+1) 15 (+2)
Condition Immunities Charmed, frightened
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak
Proficiency Bonus equals your bonus
Contractual Bond. You can add your proficiency bonus to any ability check or saving throw that the spirit makes.
Actions
Arsenal Attack. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: spirit die + 2 + PB bludgeoning, piercing or slashing damage. (You choose when you summon the spirit)
Storm of Strikes. You can expend a conduit charge to allow the spirit to rush forward up to 30 feet. Then each creature you choose within 5 feet of the space that the spirit stops in must succeed on a Dexterity saving throw against your spell save DC or take damage matching that of your Arsenal attack equal to twice your extra spiritual die damage.
Fighting Spirit
7th level Wanderer feature
Your connection to the wanderer spirit deepens allowing it to unlock more of its latent talent. Choose one of the following martial benefits to give the wanderer spirit when you gain this feature (you gain an additional martial benefit at 15th, and 20th level):
- Alert. You and the spirit have advantage on initiative rolls.
- Critical. The spirit attacks score a critical hit on a roll of 19 or 20.
- Reach. The spirit melee attacks reach increases by 5 feet.
- Moblie. The spirit's movement speed increases by 10 feet.
- Vigilant (15th level). Creatures provoke an opportunity attack from the spirit when they move 5 feet or more while within its reach, and if it hits a creature with an opportunity attack, the target's speed is reduced to 0 until the end of the current turn.
- Debilitating Blow (15th level). Once on the spirits turn, when it hits a creature with an attack you may deliver a crippling wound. The creature makes a Constitution saving throw against your spell save DC or it has disadvantage on strength and dexterity attack rolls and saving throws until the end of its next turn.
Soul of Valor
15th level Wanderer feature
The wanderer spirit encourages you to take on others in combat. when a creature you can see within 30 feet hits an ally with an attack you can use your reaction to move to an unoccupied space within 5 feet of that creature to take the damage instead, and immediately make a melee weapon attack against that creature. If your spirit conduit feature is active you use your spirit of challenge feature on them on a hit as part of this reaction. You can do this an amount of times equal to your charisma modifier, and regain all expended uses after a long rest, or you may expend a conduit charge to do so again.
Avatar of Battle
20th level Wanderer feature
You can assume the form of the wanderer spirit itself. When you assume your spirit conduit form you can expend two conduit charges to take on a more powerful form. You and your wanderer spirit become one. You dismiss your wanderer spirit and gain these additional following benefits for the duration:
- The Wanderer. You gain all your spirits features as if they were your own.
- Resilience. The temporary hit points you gain from spirit of challenge now equals to twice your spirit blade level.
- Onslaught. When you take the Attack action on your turn, you can make one additional attack as part of that action.
- With This Blade. Once during your transformation you may take an additional attack action.
After you assume your avatar of battle you can't do so again until you finish a long rest.
The Trickster
You've made a contract with a sly spirit, from the many who call the fae realms their home to those who dance about the forests of the realms. It is no secret that they adore a good trick on an unsuspecting target. They look to extend a little more chaos through you as you travel together.
Spirit of Trickery
3rd level Trickster feature
The trickster looks to cause mayhem and trickery wherever they go. When you activate your spirit conduit feature you gain the following benefits:
- You become semitranslucent, creatures have disadvantage on Wisdom (perception) checks to perceive you.
- You can change your spirit die damage to be psychic
- Once on each of your turns, one of your attacks with a weapon can cause you to turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. At the end of your turn you may make a Dexterity (stealth) check to remain hidden. You get a bonus to your roll equal to your Charisma modifier.
Sly Companion
3rd level Trickster feature
You can conjure a fragment of the trickster's spirit you've made a contract with. As an action, you can expend a conduit charge to summon your trickster spirit. The spirit appears in an unoccupied space of your choice that you can see within 30 feet of you. The spirit is friendly to you and your companions and obeys your commands.
See this creature's game statistics in the Trickster Spirit stat block, which uses your proficiency bonus (PB) in several places. You determine the spirit's appearance.
In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action.
You can also sacrifice one of your attacks when you take the Attack action to command the spirit to take the Attack action. If you are incapacitated, the spirit can take any action of its choice, not just Dodge.
If the spirit has died within the last hour, you can use your action to touch it and expend 3 spiritual essence. The spirit returns to life after 1 minute with all its hit points restored.
Trickster Spirit
Small Fey, Unaligned
- Armor Class 11 + PB (natural armor)
- Hit Points 5 + five times your spirit blade level (the spirit has a number of Hit Dice [d8s] equal to your spirit blade level)
- Speed 35 ft
STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 14 (+2) 10 (+0) 13 (+1) 15 (+2)
Condition Immunities Charmed, frightened
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak
Proficiency Bonus equals your bonus
Contractual Bond. You can add your proficiency bonus to any ability check or saving throw that the spirit makes.
Actions
Beguiling Whispers. Ranged Spell Attack: your spell attack modifier to hit, reach 60 ft., one target. Hit: spirit die + 2 + PB psychic damage.
Duplicitous Step. You can expend a conduit charge to allow the spirit to teleport to an unoccupied space it can see within 30 feet leaving behind a illusionary double of itself. Creatures within 10 feet of the double must make a Wisdom saving throw against your spell save DC or become charmed by you. The charmed creatures can't attack you or your allies. creatures can repeat this save at the end of their turn ending the effect on a success. The condition also ends if the charmed creature is harmed by you or your allies.
Mischievous Spirit
7th level Trickster feature
Your connection to the trickster spirit deepens as you channel their chaotic energies. Choose one of the following benefits to give the trickster spirit when you gain this feature (you gain an additional benefit at 15th, and 20th level):
- Thief. The spirit gains a bonus to all it's Dexterity (stealth) checks, and Dexterity (Sleight of Hand) checks equal to your charisma modifier.
- Deft Movements. The spirit can move through a hostile creature's space regardless of size, and their space isn't difficult terrain.
- Soft Landing. As a reaction to when the spirit would take fall damage, it can reduce that damage by an amount equal to two rolls of your spirit die plus your charisma modifier.
- Illusionary Double (15th level). As an action the spirit conjures a illusionary double of itself for 10 minutes. It appears in an unoccupied space within 5 feet of it. It moves with the spirit on its turn. While the double stays within 5 feet of the spirit, attacks against it have disadvantage. If an attack hits the spirit it can use its reaction to cause the double to take the hit instead, destroying it. The spirit can do this once, and it's able to do so again after finishing a long rest.
- Trickster's Escape (15th level). As a reaction to when the spirit would take damage, the spirit can teleport 60 feet to an unoccupied space it can see within range, and create a colorful blast of lights and swirling colors in a 10 foot cube in a space it can see within 60 feet of it. Each creature who can see the blasts must make a Wisdom saving throw against your spell save DC or become confused, Incapacitating them until the end of the spirits next turn. The spirit can take this action an amount of times equal to your charisma modifier, and it regains all expended uses on a long rest.
Soul of Mischief
15th level Trickster feature
The spirit of trickery encourages you to trick those you come in contact with. When you take the attack action you may teleport up to 30 feet to an unoccupied space you can see within range, you may do this before or after you attack. You can do this an amount of times equal to your charisma modifier, and regain all expended uses after a long rest, or you may expend a conduit charge to do so again.
Avatar of Trickery
20th level Trickster feature
You can assume the form of the trickster spirit itself. When you assume your spirit conduit form you can expend two conduit charges to take on a more powerful form. You and your trickster spirit become one. You dismiss your trickster spirit and gain these additional following benefits for the duration:
- The Trickster. You gain all your spirits features as if they were your own.
- Sly Hands. You can use a bonus action to make a Dexterity (sleight of hand) check, or try to disarm a creature. the target must make a Strength saving throw against your spell save DC. On a failed save, it drops an object you choose. The object lands at its feet, or you can grab the object if you have a free hand that could hold it.
- Unseen Assault. You are invisible for the duration. Additionally, once on each of your turns when you hit a creature with an attack you may cause a duplicate of yourself to appear in an unoccupied space within 5 feet of another creature you can see within 60 feet of you. If your attack would hit them as well you deal damage to them equal to your extra spiritual die damage in psychic damage. Your duplicate remains in that space until the start of your next turn, a creature can see this as an illusion with an Intelligence (investigation) check against your spell save DC.
After you assume your avatar of trickery you can't do so again until you finish a long rest.
The Pathfinder
The spirits who traverse the realm or the vast infinite possibilities within the many realms therein are many, and yet they seldom choose to travel alongside a mortal being. But, those that do have a purpose that cannot be tied down, forced to stop, or be rendered immobile. They must carry their steps towards the next goal, one by one, little by little, they travel on.
Spirit of Travel
3rd level Pathfinder feature
The Pathfinder looks to see and travel the world, and learn new things as they do. When you activate your spirit conduit feature you gain the following benefits:
- As long as you're not incapacitated creatures have disadvantage on attacks of opportunity against you.
- You can change your spirit die damage to be thunder.
- When a creature would grapple or incapacitate you, you may use your reaction to end the effect, and if the creature that caused that effect is within 10 feet of you, you may make an a melee weapon attack against them as part of that reaction. Additionally, if the attack hits, the creature must make a Constitution saving throw or they may only take an action, or move on their next turn.
Traveling Companion
3rd level Pathfinder feature
You can conjure a fragment of the pathfinder's spirit you've made a contract with. As an action, you can expend a conduit charge to summon your pathfinder spirit. The spirit appears in an unoccupied space of your choice that you can see within 30 feet of you. The spirit is friendly to you and your companions and obeys your commands.
See this creature's game statistics in the Pathfinder Spirit stat block, which uses your proficiency bonus (PB) in several places. You determine the spirit's appearance.
In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the spirit to take the Attack action. If you are incapacitated, the spirit can take any action of its choice, not just Dodge.
If the spirit has died within the last hour, you can use your action to touch it and expend 3 spiritual essence. The spirit returns to life after 1 minute with all its hit points restored.
Pathfinder Spirit
Medium Elemental, Unaligned
- Armor Class 12 + PB (natural armor)
- Hit Points 5 + five times your spirit blade level (the spirit has a number of Hit Dice [d8s] equal to your spirit blade level)
- Speed 40 ft
STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 14 (+2) 15 (+2) 12 (+1) 13 (+1)
Condition Immunities Charmed, frightened
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak
Proficiency Bonus equals your bonus
Contractual Bond. You can add your proficiency bonus to any ability check or saving throw that the spirit makes.
Winds of Freedom. So long as the Pathfinder spirit is within 5 feet of you your movement speed increases by 10 feet.
Actions
Hazardous Winds. Ranged Spell Attack: your spell attack modifier to hit, reach 30 ft., one target. Hit: spirit die + 2 + PB Bludgeoning damage. A creature hit by this attack must make a Strength saving throw equal to your spell save DC or be pushed 10 feet back.
Voyager Spirit
7th level Pathfinder feature
Your connection to the pathfinder spirit deepens as you channel their energy. Choose one of the following benefits to give the pathfinder spirit when you gain this feature (you gain an additional benefit at 15th, and 20th level):
- Amorphous Body. The spirit can move through a space as narrow as 1 inch wide without squeezing.
- Boundless Movement. The spirit gains a swimming and climbing speed equal to its walking speed. Additionally it can breath underwater.
- Pathfinder's Refuge. The spirit can create a safe space for them and their traveling companions. The spirit can cast Tiny Hut once per long rest. Additionally, you may spend 5 spiritual essence to allow it to cast it again.
- Earth and Sky (15th level). The pathfider spirit gains a flying speed equal to its movement speed and a burrow speed equal to 5 feet.
- Expeditious Escape (15th level). As a reaction to when a creature ends their movement within 5 feet of the spirit, it can move up to half of it's speed away from the triggering creature. the spirit can do so a number of times equal to your charisma modifier per long rest.
Soul of Freedom
15th level Pathfinder feature
The pathfinder spirit has traveled alongside you now for long enough that you have started to exhibit some of its trait even when youre not in your conduit form. spells and other magical effects can't reduce your movement speed, and you have advantage against spells and other magical effects that would paralyze or stun you.
Avatar of Pathfinders
20th level Pathfinder feature
You can assume the form of the pathfinder spirit itself. When you assume your spirit conduit form you can expend two conduit charges to take on a more powerful form. You and your pathfinder spirit become one. You dismiss your pathfinder spirit and gain these additional following benefits for the duration:
- The Pathfinder. You gain all your spirits features as if they were your own.
- Traversing Speed. You can dash and dodge as a bonus action. Additionally, once during your transformation (no action required) you may double your movement speed until the end of your turn. You may spend 5 spiritual essence to do so again.
- The Winds of Freedom. Once during your transformation, as an action you may surge forward moving with the speed of the winds at your back. Moving this way doesn't provoke opportunity attacks. When you move within 5 feet of a creature you may make a weapon attack against them. You may only attack a creature in this way once when you move near them.
- Wind Force. Strong winds buffet all those around you. Buffeting winds surround you in a 30 foot radius centered on you. Creatures of your choice that enter the winds on a turn, or end their turn within the winds must make a Strength saving throw or be pushed 15 feet away from or towards you, or knocked prone.
After you assume your avatar of pathfinders you can't do so again until you finish a long rest.
The Seraph
Celestial beings fragmented long before the shaping of the realm still linger within echoes of who they once where. These such beings that call this realm their own have feint memories of their true purpose before as they seek to unravel that mystery they look to mortals for contracts in their path to finding out who they truly are.
Spirit of Healing
3rd level Seraph feature
The Seraph looks to heal and soothe the pain of those they come across. When you activate your spirit conduit feature you gain the following benefits:
- You gain resistance to radiant or necrotic damage (you choose when you use your spirit conduit feature).
- You can change your spirit die damage to be radiant.
- Once on each of your turns, one of your weapon attacks can cause some of the seraph's power to splinter and target a creature within 30 feet of you. The target gains temporary hit points equal to the roll of your extra spirit conduit damage. The temporary hit points last for the duration of your spirit conduit, and while a creature has these temporary hit points they gain a bonus to Wisdom saving throws equal to your charisma modifier.
Celestial Companion
3rd level Seraph feature
You can conjure a fragment of the Seraph's spirit you've made a contract with. As an action, you can expend a conduit charge to summon your Seraph spirit. The spirit appears in an unoccupied space of your choice that you can see within 30 feet of you. The spirit is friendly to you and your companions and obeys your commands.
See this creature's game statistics in the Seraph Spirit stat block, which uses your proficiency bonus (PB) in several places. You determine the spirit's appearance.
In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the spirit to take the Attack action. If you are incapacitated, the spirit can take any action of its choice, not just Dodge.
If the spirit has died within the last hour, you can use your action to touch it and expend 3 spiritual essence. The spirit returns to life after 1 minute with all its hit points restored.
Seraph Spirit
Medium Celestial, Unaligned
- Armor Class 12 + PB (natural armor)
- Hit Points 5 + five times your spirit blade level (the spirit has a number of Hit Dice [d8s] equal to your spirit blade level)
- Speed 30 ft
STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 12 (+1) 10 (+0) 13 (+1) 15 (+2)
Condition Immunities Charmed, frightened
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak
Proficiency Bonus equals your bonus
Contractual Bond. You can add your proficiency bonus to any ability check or saving throw that the spirit makes.
Actions
Radiant Arrow. Ranged Spell Attack: your spell attack modifier to hit, reach 60 ft., one target. Hit: spirit die + 2 + PB Radiant damage.
Healing Helix You can expend a conduit charge to allow the spirit to create an area of radiant light in a 10 foot radius sphere centered at a point within 30 feet that you can see. Creatures of your choice within the light must make a Constitution saving throw against your spell save DC or take radiant damage equal to twice your extra spiritual die damage. Additionally, one creature within the light regains hit points equal to your extra spiritual die damage.
Heavenly Spirit
7th level Seraph feature
Your connection to the Seraph spirit deepens as you channel their soothing energy. Choose one of the following benefits to give the Seraph spirit when you gain this feature (you gain an additional benefit at 15th, and 20th level):
- Aiding Soul The spirit's healing is empowered by your contract, whenever the spirit heals another creature they regain a number of extra hit points equal your charisma modifier.
- Blinding Arrows The spirit's arrow can cause a creature to be blinded. You can expend 3 spiritual essence whenever the spirit makes an attack roll to force a creature to make a Constitution saving throw against your spell save DC or be blinded until the end of your next turn.
- Elixir. When the spirit takes their Healing Helix action, they may also end one of the following effects affecting a creature of their choice within the radius: blinded, deafened, frightened, paralyzed, or poisoned.
- Aura of Soothing (15th level). The spirit lets out a soothing aura. Friendly creatures of your choice within 10 feet of the spirit automatically stabilize if they start their turn within the aura.
- Warding Flight (15th level). The spirit gains a flying speed equal to its movement speed. Additionally when a creature within 30 feet of the spirit is hit by an attack, you can use your reaction to allow the spirit to move towards that creature and allow it to add a bonus to their AC equal to your charisma modifier until the start of their next turn.
Soul of the Guardian
15th level Seraph feature
You guard those around you as the seraph spirit guides your path. When a creature within 30 feet of you takes damage you can use your reaction to move to an unoccupied space within 5 feet of them and heal them for an amount of hit points equal to your extra spiritual dice damage. You can do this an amount of times equal to your charisma modifier, and you regain all uses after you finish a long rest. Additionally you may expend a conduit charge to do so again.
Avatar of the Heavens
20th level Seraph feature
You can assume the form of the seraph spirit itself. When you assume your spirit conduit form you can expend two conduit charges to take on a more powerful form. You and your seraph spirit become one. You dismiss your seraph spirit and gain these additional following benefits for the duration:
- The Seraph. You gain all your spirits features as if they were your own.
- Warding Radiance. You become immune to radiant damage, and a number of creatures equal to your charisma modifier within 60 feet of you gain resistance to radiant or necrotic damage (you choose when you assume this form).
- Heavenly Grace. Creatures under your warding radiance feature gain a bonus to their saves equal to half your charisma modifier (Rounded up).
- Light of Hope. Once during your transformation you radiate healing light to creatures within 60 feet of you. You restore up to 80 hit points, divided as you choose among creatures of your choice within range, and you end one of the following effects on them: Charmed, Petrified, one curse, or any effect reducing their hit point maximum.
After you assume your avatar of the heavens you can't do so again until you finish a long rest.
The Raven
The spirit of the raven is one of transitory death and life, for it has seen many a turn of fate upon its eyes as it flies across the skies hued in indigos and auburns to see what transpires below it's tireless wings. Not one life can passes without meeting them, nor do they seldom travel through the realms of the living without the Raven taken notice. They will, from time to time, find a shoulder to perch themselves on. A shoulder to take on their journey alongside. This is such a contract the spirit of the raven finds. Forevermore.
Spirit of Passing
3rd level Raven feature
The Raven finds itself attracted to places plagued by death, turns of fate, and the spirits that linger within them. When you activate your spirit conduit feature you gain the following benefits:
- When a hostile creature dies within 10 feet of you, you may use your reaction to grant a creature you can see within 30 feet a die of fate, this die is equal to your spirit die. the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes before your spirit conduit ends.
- You can change your spirit die damage to be necrotic
- As a reaction when a creature you can see within 30 feet of you suffers a critical hit, you can roll your spirit die damage and add it to the citical's total.
Death's Companion
3rd level Raven feature
You can conjure a fragment of the Raven's spirit you've made a contract with. As an action, you can expend a conduit charge to summon your Raven spirit. The spirit appears in an unoccupied space of your choice that you can see within 30 feet of you. The spirit is friendly to you and your companions and obeys your commands.
See this creature's game statistics in the Raven Spirit stat block, which uses your proficiency bonus (PB) in several places. You determine the spirit's appearance.
In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the spirit to take the Attack action. If you are incapacitated, the spirit can take any action of its choice, not just Dodge.
If the spirit has died within the last hour, you can use your action to touch it and expend 3 spiritual essence. The spirit returns to life after 1 minute with all its hit points restored.
Raven Spirit
Small Undead, Unaligned
- Armor Class 12 + PB (natural armor)
- Hit Points 5 + five times your spirit blade level (the spirit has a number of Hit Dice [d8s] equal to your spirit blade level)
- Speed 10 ft., fly 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 12 (+1) 14 (+2) 13 (+1) 15 (+2)
Condition Immunities Charmed, frightened
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak
Proficiency Bonus equals your bonus
Contractual Bond. You can add your proficiency bonus to any ability check or saving throw that the spirit makes.
Mimicry. The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check against your spell save DC
Actions
Sapping Sting Melee Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: spirit die + 2 + PB Necrotic damage.
Dreadful Caw You can expend a conduit charge to allow the spirit to emit a frightful shriek. Each creature of your choice within 30 feet of the spirit must make a Wisdom saving throw against your spell save DC or become frightened of the raven for 1 minute. A creature frightened this way can repeat the save at the end of their turns, ending the effect on a success.
Parting Spirit
7th level Raven feature
Your connection to the Raven spirit deepens as you channel the energies of the dead. Choose one of the following benefits to give the Raven spirit when you gain this feature (you gain an additional benefit at 15th, and 20th level):
- Touch of Death. When the spirit hits a creature that is frightened of it, their sapping sting deals damage equal to two rolls of your spirit die.
- Voice of the Dead. The spirit can become a conduit between the living and the dead. While the spirit is touching a corpse that has a working mouth and is not undead. You can ask the corpse 3 questions. Once it has answered those questions the lingering spirit of death is expended and you can't ask it questions in this way again for 14 days.
- Whispers of the Dead. When the spirit uses its Dreadful Caw feature, creature frightened of it have their speed reduced by half as the whispers of the linguering dead assault their mind.
- Shadow's from the Grave (15th level). When a creature dies within 10 feet of the spirit, it can use its reaction to cause it's lingering spirit to rise from its corpse as a Shadow. This lingering spirit uses the statistic of a Shadow but it gain a number of temporary hit points equal to half your Spirit Blade level. The shadow shares its initiative with you but it goes after you do. . It obeys your verbal commands (no action required), and it gains a special bonus to its attack rolls equal to your Charisma modifier (minimum of +1). The Shadow remains until you finish a long rest, at which point it vanishes. The spirit can take this action an amount of times equal to your charisma modifier, and it regains all expended uses on a long rest.
- One with the Shadows (15th level). While the spirit is in dim light or darkness they have advantage on attack rolls. An they may teleport within dim light and darkness as a bonus action up to a points within 60 feet. The spirit may teleport this way a number of times equal to your charisma modifier, and it regains all expended uses on a long rest.
Soul of the Grave
15th level Raven feature
Your bond with the Raven spirit has changed you, and has granted you a protective blessing over your own mortality. You have advantage on death saving throws, and you can't suffer critical hits while you are unconscious.
Avatar of Ravens
20th level Raven feature
You can assume the form of the Raven spirit itself. When you assume your spirit conduit form you can expend two conduit charges to take on a more powerful form. You and your Raven spirit become one. You dismiss your Raven spirit and gain these additional following benefits for the duration:
- The Raven. You gain all your spirits features as if they were your own.
- Necrosis. You ignore resistance to Necrotic damage.
- Dread Strikes. Once on each of your turn, when you hit a creature with an attack, you can force it to make a Wisdom saving throw or become frightened of you for the duration of your spirit conduit. A creature can repeat this save at the end of their turns, ending the condition on a success. Additionally, you ignore immunity to the frightened condition.
- Send to the Grave. Once during your transformation when you hit a creature with an attack you can deal an amount of extra necrotic damage equal to twice your spirit blade level. A creature reduced to 50 hit points or fewer, must succeed on a Constitution saving throw against your Spell save DC or instantly be reduced to 0 hit points.
After you assume your avatar of the Ravens you can't do so again until you finish a long rest.
Spirit Blade Spell List & Spells
1st Level
- Command
- Compelled Duel
- Detect Evil and Good
- Detect Magic
- Detect Poison and Disease
- Heroism
- Protection from Evil and Good
- Thunderous Smite
- Wrathful Smite
2nd Level
- Borrowed KnowledgeSCC
- Branding Smite
- Earth BindXGE
- Hold Person
- Magic Weapon
- Misty Step
- Protection from Poison
- Shatter
- Spider Climb
- Spirit Sense*
- Zone of Truth
3rd Level
- Blinding Smite
- Dispel Magic
- Hypnotic Pattern
- Spirit Shroud
- Magic Circle
- Remove Curse
- Transposing Strike*
4th Level
- Banishment
- Death Ward
- Dream Warden*
- Dimension Door
- Elemental BaneXGE
- Locate Creature
- Staggering Smite
5th Level
- Banishing Smite
- Circle of Power
- Far StepXGE
- Geas
- Hold Monster
- Scrying
- Spiritual Vortex*
Spirit Sense
2nd level divination
- Casting Time: 1 action
- Range: Touch (a creature you've made a contract with)
- Components: V, S
- Duration: Concentration, up to 1 hour
You touch a willing creature, and establish a link between you and them. For the duration your senses are transfered to them. While within the creature you see and feel through them as if you were in your own body. As an action you can assume control of the creature and using their statistics, but you use your mental scores rather than theirs (Intelligence, Wisdom, and Charisma). you gain the benefits of any special senses possessed by that creature, though you are blinded and deafened to your own surroundings.
Classes: Spirit Blade
Transposing Strike
3rd level conjuration
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Instantaneous
you can choose two willing creatures you can see within range and teleport them, swapping places with each other. If you or your spirit are the target of this spell you may make a weapon attack after you teleport at a creature within your weapon's reach. On hit, your weapon deals an additional 1d8 force damage.
At Higher Levels. When you cast this spell using a spell slot of 4th level, you may target an additional creature, and can swap positions as you like between the three. The additional damage increases by 1d8.
Classes: Spirit Blade
Dream Warden
4th level abjuration
- Casting Time: 1 minute
- Range: touch
- Components: V, S, M (a bit of sand, and sheep wool)
- Duration: 8 hours
You touch a creature and grant them a protective ward from those who would invade your dreams. Creatures that don't sleep, such as elves, can't be targeted by this spell.
for the duration, any creature who would attempt to invade your dreams or contact your through them. Such as with the Dream spell, or other similar means is blocked from doing so unless you allow them into your dream. Whilst they are within your dream you can banish them from it at any moment (no action required). Additionally, for the duration of the spell creatures can't read your thoughts or communicate telepathically with you unless you allow it.
Classes: Spirit Blade
Spiritual Vortex
5th level necromancy
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Instantaneous
You conjure a vortex of spiritual beings as they violently flutter in a 30-foot-radius, 60-foot-high cylinder centered on a point within range
Each creature you choose within the radius of the whirlwind must make a Constitution saving throw or take 5d6 necrotic and 5d6 cold damage on a failure and they can't regain hit points until the start of your next turn, or half as much damage and suffer no other effects.
Classes: Spirit Blade
Spirit Techniques
Below are the spirit techniques available to the spirit blade. If a technique has a prerequisite, such as your Spirit Blade level, you can learn it at the same time that you meet the prerequisites.
Boundless Steps I
Prerequisite: Traveler Spirit Bond
Your long jump is up to 25 feet and your high jump is up to 15 feet, with or without a running start.
Boundless Steps II
Prerequisite: 3rd level Spirit Blade, Boundless Steps I
Creature's traveling with you ignore difficult terrain and may keep up a forced march for an additional amount of hours equal to your charisma modifier before needing to make a constitution saving throw to avoid exhaustion.
Boundless Steps III
Prerequisite: 6th level Spirit Blade, Boundless Steps II
Your steps are lighter and weightless, you can't trigger traps that would be triggered by you stepping on them. Additionally you gain proficiency in land and water vehicles as not even the seas and roads may stop your travel or deter you from reaching your destinations.
Contract of Senses
Prerequisite: 3rd level Spirit Blade,
You and another willing creature can enter into a contractual bond that you write with your calligrapher's supplies over a short or long rest. Until either party who signs the contract decides to end it. Either creature may speak through each other so long as you are within 120 feet of each other. Moreover, either party may use their action to see through each other's eyes. You may have only one such contract at a time.
Contract of Sacrifice
Prerequisite: 6th level Spirit Blade
You and another willing creature can enter into a contractual bond that you write with your calligrapher's supplies over a short or long rest. Until either party who signs the contract decides to end it. Whenever a creature in the contract takes damage, the other creature may use their reaction to spend on Hit Die to heal the damaged creature. Roll the die, add your Charisma modifier (minimum of 1), and that creature regains a number of hit points equal to the total. You may have only one such contract at a time.
Contract of Knowledge
You and another willing creature can enter into a contractual bond that you write with your calligrapher's supplies over a short or long rest. Until either party who signs the contract decides to end it. Until the contract in broken you and the other creature can exchange one of your skill proficiencies with each other. While you exchange skill proficiencies this way, you lose proficiency in the skill you let the other creature borrow, as you gain proficiency in the skill given to you. This applies to the other creature as well. You may have only one such contract at a time.
Contract of Protection
Prerequisite: 15th level Spirit Blade
You and a number of willing creatures equal to your charisma modifier enter into a contractual bond that you write with your calligrapher's supplies over a short or long rest. Until a creature who signs the contract decides to end it. As long as the creatures in the contract are within 60 feet of each other, whenever they would roll a saving throw they may use the saving throw of a creature under the contract instead of their own. You may have only one such contract at a time.
Contract of Obligation
Prerequisite: 12th level Spirit Blade
You bind a creature into a contractual bond that you write with your calligrapher's supplies over a short or long rest. Until you choose to end the contract or the creature accomplished their obligation. You may have only one such contract at a time. You choose a course of actions that the creature who signed the contract must take you can choose any course of action that a creature could realistically complete within an amount of days equal to your level in this class, short of an activity that would result in certain death. Should you write a suicidal contract, the contract has no effect. A creature does their best to pursue the course of actions you write to the best of its ability. Once they fulfill their obligation the contract ends.
Contract of Summoning
Prerequisite: 3rd level Spirit Blade
You enter into a contract with various small spirits within your realm. You learn the Flock of FamiliarsLLK spell. It counts as a spirit blade spell for you, but it doesn't count against the number of spirit blade spells you know.
Eyes of Karkos I
Prerequisite: Watcher Spirit Bond
You gain darkvision out to a range of 60 feet, if you already have darkvision your range is extended by 30 feet otherwise. Additionally you learn to read two languages of your choice.
Eyes of Karkos II
Prerequisite: 3rd level Spirit Blade, Eyes of Karkos I
Your darkvision is extended by an additional 30 feet. Additionally, once per day you can see invisible creatures and objects for 10 minutes
Eyes of Karkos III
Prerequisite: 15th level Spirit Blade, Eyes of Karkos II
You are immune to being blinded, and you can see a faint colorful aura around one of the following creatures of your choice: Aberration, Celestial, Dragon, Elemental, Fey, Fiend, or Undead when they are within your darkvision range. You may change and choose a different creature every time you gain a level in this class
Guiding Soul I
Prerequisite: Guide Spirit Bond
the creature you help gains a number of temporary hit points equal to twice your charisma modifier for 8 hours.
Guiding Soul II
Prerequisite: 3rd level Spirit Blade, Guiding Soul I
During a short rest you can restore a number of hit points equal to twice your level + your charisma modifier, divided as you choose among any number of creatures that you can see within 15 feet. Once you do this you can't do so again until you finish a long rest.
Guiding Soul III
Prerequisite: 6th level Spirit Blade, Guiding Soul II
During a long rest you can choose a number of creatures equal to your half your charisma modifier rounded down to alleviate their spirit for the day. Their hit point maximum increases by an amount equal to your charisma modifier until they take a long rest again.
Spirit Warden I
Prerequisite: Warrior Spirit Bond
You become proficient with heavy armors, and it only takes you half the time to don and doff armor.
Spirit Warden II
Prerequisite: 3rd level Spirit Blade, Spirit Warden I
While you are wearing heavy armor you can meet any strength requirements with your charisma modifier instead. Additionally, medium and heavy armors don't impose disadvantage on Dexterity (Stealth) checks for you.
Spirit Warden III
Prerequisite: 6th level Spirit Blade, Spirit Warden II
When you make a roll to avoid being moved, thrown prone, shoved, or a similar effect you may add a bonus equal to your charisma modifier to those rolls.
Spiritual Haven
Prerequisite: 12th level Spirit Blade
You designate a place of significance to the spirit you made a contract with over a long rest. You can cast Word of Recall once per long rest to return to that destination.
Spiritual Sanctuary
Prerequisite: 15th level Spirit Blade
You can cast the Magnificent Mansion spell once per long rest. When you cast the spell this way the extradimensional dwelling is design after what the spirit that you made a contract with prefers.
Veil Touched I
Prerequisite: Anchor Spirit Bond
The spirits sustain you. You no longer need to eat, or drink water. You may instead spend 10 minutes meditating to gain nourishment from the spirits around you.
Veil Touched II
Prerequisite: 3rd level Spirit Blade, Veil touched I
You grow closer to the spirits between the world of the living and the dead. You become immune to disease, and you have advantage against effects that would poison you.
Veil Touched III
Prerequisite: 6th level Spirit Blade, Veil touched II
When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can't use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit.
After the saving throw succeeds, you can't use this feature again until you finish a long rest.
Warrior's Charge
Prerequisite: Warrior Spirit Bond, 6th level Spirit Blade
When you take the dash action, you may target a creature within your path and attempt to shove or grapple that creature.
Changelog
A list of changes between versions of the class. Will update as things are changed for the class to keep things organized.
V0.5
- Formating changes for the levels on the base class abilities, and general formating .
- Spirit companions shouldn't refer to a beast anymore.
- Spirit Conduit now specifies that your AC bonus is rounded down.
- Guiding Soul III now specifies the number of creatures you select is rounded down.
- The Guide's bonus to skill checks is now equal to half your charisma modifier rounded down.
- Duplicitous Step now specifies that harming the charmed creature also ends the effect.
- Relentless Spirit no longer affects skill checks, this has been changed to attack rolls instead.
- Relentless Spirit no longer regains conduit charges in a short rest, it now regains a number of spiritual essence equal to your level.
- Added The Raven Spiritual Contract, a bond with a spirit of death and passing.
Spirit Blade
Make contracts with the spirits of the world with this new class. Complete your contractual obligations with various spiritual contracts including: The Wanderer, The Trickster, The Pathfinder, The Seraph, and The Raven.
Spirit Blade (v 0.5) by u/ArgenisDBarrios
Artist Credit
- 鬼之道 by KOHAKUNUSHI Cover
- 鬼门关 by KOHAKUNUSHI pg 5
- 魑魅魍魉 by KOHAKUNUSHI pg 7
- Light-Paws, Emperor’s Voice (Variant) MtG Art from Kamigawa: Neon Dynasty by Randy Vargas pg 8
- Arcanist by Fu Chenqi pg 9
- Circling Skies by Dominik Mayer pg 11
- Tazri, Stalwart Survivor by Dominik Mayer pg 12
- Defiant Strike by Dominik Mayer pg 13
- Raven Form by Ingram Schell pg 14
- Spiritual Chaos by Dominik Mayer pg 15
- The Wanderer by Dominik Mayer pg 18
- 龍年新皮肤t by KOHAKUNUSHI Back Cover
- Water Color Stains by u/flamableconcrete