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Spirit Blade

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0% found this document useful (0 votes)
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Spirit Blade

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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The Pathfinder

The spirits who traverse the realm or the vast infinite Pathfinder Spirit
possibilities within the many realms therein are many, and Medium Elemental, Unaligned
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 Armor Class 12 + PB (natural armor)
their steps towards the next goal, one by one, little by little, Hit Points 5 + five times your spirit blade level (the
they travel on. spirit has a number of Hit Dice [d8s] equal to your
spirit blade level)
Spirit of Travel Speed 40 ft
3rd level Pathfinder feature
The Pathfinder looks to see and travel the world, and learn STR DEX CON INT WIS CHA
new things as they do. When you activate your spirit conduit
feature you gain the following benefits: 10 (+0) 14 (+2) 14 (+2) 15 (+2) 12 (+1) 13 (+1)

As long as you're not incapacitated creatures have Condition Immunities Charmed, frightened
disadvantage on attacks of opportunity against you. Senses darkvision 60 ft., passive Perception 12
You can change your spirit die damage to be thunder. Languages understands the languages you speak
When a creature would grapple or incapacitate you, you Proficiency Bonus equals your bonus
may use your reaction to end the effect, and if the creature
that caused that effect is within 10 feet of you, you may Contractual Bond. You can add your proficiency
make an a melee weapon attack against them as part of bonus to any ability check or saving throw that the
that reaction. Additionally, if the attack hits, the creature spirit makes.
must make a Constitution saving throw or they may only
take an action, or move on their next turn. Winds of Freedom. So long as the Pathfinder spirit is
within 5 feet of you your movement speed
Traveling Companion increases by 10 feet.
3rd level Pathfinder feature
You can conjure a fragment of the pathfinder's spirit you've Actions
made a contract with. As an action, you can expend a conduit Hazardous Winds. Ranged Spell Attack: your spell
charge to summon your pathfinder spirit. The spirit appears attack modifier to hit, reach 30 ft., one target. Hit:
in an unoccupied space of your choice that you can see within spirit die + 2 + PB Bludgeoning damage. A creature
30 feet of you. The spirit is friendly to you and your hit by this attack must make a Strength saving throw
companions and obeys your commands. equal to your spell save DC or be pushed 10 feet
See this creature's game statistics in the Pathfinder Spirit back.
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 Voyager Spirit
its turn immediately after yours. It can move and use its 7th level Pathfinder feature
reaction on its own, but the only action it takes is the Dodge Your connection to the pathfinder spirit deepens as you
action, unless you take a bonus action on your turn to channel their energy. Choose one of the following benefits to
command it to take another action. That action can be one in give the pathfinder spirit when you gain this feature (you gain
its stat block or some other action. You can also sacrifice one an additional benefit at 15th, and 20th level):
of your attacks when you take the Attack action to command
the spirit to take the Attack action. If you are incapacitated, Amorphous Body. The spirit can move through a space
the spirit can take any action of its choice, not just Dodge. as narrow as 1 inch wide without squeezing.
If the spirit has died within the last hour, you can use your Boundless Movement. The spirit gains a swimming and
action to touch it and expend 3 spiritual essence. The spirit climbing speed equal to its walking speed. Additionally it
returns to life after 1 minute with all its hit points restored. 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.

11
Soul of Freedom Avatar of Pathfinders
15th level Pathfinder feature 20th level Pathfinder feature
The pathfinder spirit has traveled alongside you now for long You can assume the form of the pathfinder spirit itself. When
enough that you have started to exhibit some of its trait even you assume your spirit conduit form you can expend two
when youre not in your conduit form. spells and other conduit charges to take on a more powerful form. You and
magical effects can't reduce your movement speed, and you your pathfinder spirit become one. You dismiss your
have advantage against spells and other magical effects that pathfinder spirit and gain these additional following benefits
would paralyze or stun you. 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.

12
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 Seraph Spirit
3rd level Seraph feature Medium Celestial, Unaligned
The Seraph looks to heal and soothe the pain of those they
come across. When you activate your spirit conduit feature Armor Class 12 + PB (natural armor)
you gain the following benefits: Hit Points 5 + five times your spirit blade level (the
You gain resistance to radiant or necrotic damage (you spirit has a number of Hit Dice [d8s] equal to your
choose when you use your spirit conduit feature). spirit blade level)
You can change your spirit die damage to be radiant. Speed 30 ft
Once on each of your turns, one of your weapon attacks
can cause some of the seraph's power to splinter and STR DEX CON INT WIS CHA
target a creature within 30 feet of you. The target gains
temporary hit points equal to the roll of your extra spirit 14 (+2) 14 (+2) 12 (+1) 10 (+0) 13 (+1) 15 (+2)
conduit damage. The temporary hit points last for the
duration of your spirit conduit, and while a creature has Condition Immunities Charmed, frightened
these temporary hit points they gain a bonus to Wisdom Senses darkvision 60 ft., passive Perception 12
saving throws equal to your charisma modifier. Languages understands the languages you speak
Proficiency Bonus equals your bonus
Celestial Companion
3rd level Seraph feature Contractual Bond. You can add your proficiency
You can conjure a fragment of the Seraph's spirit you've made bonus to any ability check or saving throw that the
a contract with. As an action, you can expend a conduit spirit makes.
charge to summon your Seraph spirit. The spirit appears in
an unoccupied space of your choice that you can see within Actions
30 feet of you. The spirit is friendly to you and your Radiant Arrow. Ranged Spell Attack: your spell attack
companions and obeys your commands. modifier to hit, reach 60 ft., one target. Hit: spirit
See this creature's game statistics in the Seraph Spirit stat die + 2 + PB Radiant damage.
block, which uses your proficiency bonus (PB) in several
places. You determine the spirit's appearance. Healing Helix You can expend a conduit charge to
In combat, the spirit shares your initiative count, but it takes allow the spirit to create an area of radiant light in a
its turn immediately after yours. It can move and use its 10 foot radius sphere centered at a point within 30
reaction on its own, but the only action it takes is the Dodge feet that you can see. Creatures of your choice
action, unless you take a bonus action on your turn to within the light must make a Constitution saving
command it to take another action. That action can be one in throw against your spell save DC or take radiant
its stat block or some other action. You can also sacrifice one damage equal to twice your extra spiritual die
of your attacks when you take the Attack action to command damage. Additionally, one creature within the light
the spirit to take the Attack action. If you are incapacitated, regains hit points equal to your extra spiritual die
the spirit can take any action of its choice, not just Dodge. damage.
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.

13
Heavenly Spirit Light of Hope. Once during your transformation you
7th level Seraph feature radiate healing light to creatures within 60 feet of you. You
Your connection to the Seraph spirit deepens as you channel restore up to 80 hit points, divided as you choose among
their soothing energy. Choose one of the following benefits to creatures of your choice within range, and you end one of
give the Seraph spirit when you gain this feature (you gain an the following effects on them: Charmed, Petrified, one
additional benefit at 15th, and 20th level): curse, or any effect reducing their hit point maximum.
Aiding Soul The spirit's healing is empowered by your After you assume your avatar of the heavens you can't do so
again until you finish a long rest.
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).

14
Raven Spirit
The Raven Small Undead, Unaligned
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 Armor Class 12 + PB (natural armor)
the skies hued in indigos and auburns to see what transpires Hit Points 5 + five times your spirit blade level (the
below it's tireless wings. Not one life can passes without spirit has a number of Hit Dice [d8s] equal to your
meeting them, nor do they seldom travel through the realms spirit blade level)
of the living without the Raven taken notice. They will, from Speed 10 ft., fly 30 ft.
time to time, find a shoulder to perch themselves on. A
shoulder to take on their journey alongside. This is such a STR DEX CON INT WIS CHA
contract the spirit of the raven finds. Forevermore.
10 (+0) 14 (+2) 12 (+1) 14 (+2) 13 (+1) 15 (+2)
Spirit of Passing
3rd level Raven feature Condition Immunities Charmed, frightened
The Raven finds itself attracted to places plagued by death, Senses darkvision 60 ft., passive Perception 12
turns of fate, and the spirits that linger within them. When Languages understands the languages you speak
you activate your spirit conduit feature you gain the following Proficiency Bonus equals your bonus
benefits:
Contractual Bond. You can add your proficiency
When a hostile creature dies within 10 feet of you, you bonus to any ability check or saving throw that the
may use your reaction to grant a creature you can see spirit makes.
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 Mimicry. The raven can mimic simple sounds it has
rolled to one ability check, attack roll, or saving throw it heard, such as a person whispering, a baby crying, or
makes before your spirit conduit ends. an animal chittering. A creature that hears the
You can change your spirit die damage to be necrotic sounds can tell they are imitations with a successful
As a reaction when a creature you can see within 30 feet Wisdom (Insight) check against your spell save DC
of you suffers a critical hit, you can roll your spirit die Actions
damage and add it to the citical's total.
Sapping Sting Melee Attack: your spell attack
Death's Companion modifier to hit, reach 5 ft., one target. Hit: spirit die
3rd level Raven feature + 2 + PB Necrotic damage.
You can conjure a fragment of the Raven's spirit you've made Dreadful Caw You can expend a conduit charge to
a contract with. As an action, you can expend a conduit allow the spirit to emit a frightful shriek. Each
charge to summon your Raven spirit. The spirit appears in an creature of your choice within 30 feet of the spirit
unoccupied space of your choice that you can see within 30 must make a Wisdom saving throw against your
feet of you. The spirit is friendly to you and your companions spell save DC or become frightened of the raven for
and obeys your commands. 1 minute. A creature frightened this way can repeat
See this creature's game statistics in the Raven Spirit stat the save at the end of their turns, ending the effect
block, which uses your proficiency bonus (PB) in several on a success.
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.

15
Parting Spirit Soul of the Grave
7th level Raven feature 15th level Raven feature
Your connection to the Raven spirit deepens as you channel Your bond with the Raven spirit has changed you, and has
the energies of the dead. Choose one of the following benefits granted you a protective blessing over your own mortality.
to give the Raven spirit when you gain this feature (you gain You have advantage on death saving throws, and you can't
an additional benefit at 15th, and 20th level): suffer critical hits while you are unconscious.
Touch of Death. When the spirit hits a creature that is Avatar of Ravens
frightened of it, their sapping sting deals damage equal to 20th level Raven feature
two rolls of your spirit die. You can assume the form of the Raven spirit itself. When you
Voice of the Dead. The spirit can become a conduit assume your spirit conduit form you can expend two conduit
between the living and the dead. While the spirit is charges to take on a more powerful form. You and your Raven
touching a corpse that has a working mouth and is not spirit become one. You dismiss your Raven spirit and gain
undead. You can ask the corpse 3 questions. Once it has these additional following benefits for the duration:
answered those questions the lingering spirit of death is
expended and you can't ask it questions in this way again The Raven. You gain all your spirits features as if they
for 14 days. were your own.
Whispers of the Dead. When the spirit uses its Dreadful Necrosis. You ignore resistance to Necrotic damage.
Caw feature, creature frightened of it have their speed Dread Strikes. Once on each of your turn, when you hit a
reduced by half as the whispers of the linguering dead creature with an attack, you can force it to make a
assault their mind. Wisdom saving throw or become frightened of you for the
Shadow's from the Grave (15th level). When a creature duration of your spirit conduit. A creature can repeat this
dies within 10 feet of the spirit, it can use its reaction to save at the end of their turns, ending the condition on a
cause it's lingering spirit to rise from its corpse as a success. Additionally, you ignore immunity to the
Shadow. This lingering spirit uses the statistic of a frightened condition.
Shadow but it gain a number of temporary hit points Send to the Grave. Once during your transformation
equal to half your Spirit Blade level. The shadow shares when you hit a creature with an attack you can deal an
its initiative with you but it goes after you do. . It obeys amount of extra necrotic damage equal to twice your spirit
your verbal commands (no action required), and it gains a blade level. A creature reduced to 50 hit points or fewer,
special bonus to its attack rolls equal to your Charisma must succeed on a Constitution saving throw against your
modifier (minimum of +1). The Shadow remains until you Spell save DC or instantly be reduced to 0 hit points.
finish a long rest, at which point it vanishes. The spirit can After you assume your avatar of the Ravens you can't do so
take this action an amount of times equal to your again until you finish a long rest.
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.

16
The Accursed
Cursed spirits that contractually bind themselves to spirit Accursed Spirit
blades tend to linger due to something tethering them to the Medium Aberration, Unaligned
realm they belong to. Normally, one such a spirit can be
considered quite dangerous. However, at the hands of a
skilled spirit blade they can become tools that empower them Armor Class 13 + PB (natural armor)
through their attachments and wants. Hit Points 5 + five times your spirit blade level (the
spirit has a number of Hit Dice [d8s] equal to your
Spirit of Want spirit blade level)
3rd level Accursed feature Speed 30 ft.
The accursed spirit heavily seeks what they truly desire, they
will empower and protect the spirit blade in order to do so. STR DEX CON INT WIS CHA
When you activate your spirit conduit feature you gain the
following benefits: 14 (+2) 12 (+1) 14 (+2) 10 (+0) 13 (+1) 15 (+2)

When you take damage you can use your reaction to allow Condition Immunities Charmed, frightened
your accursed spirit to move up to their speed towards a Senses darkvision 60 ft., passive Perception 12
creature and make an attack against a target within range. Languages understands the languages you speak
You can change your spirit die damage to be cold Proficiency Bonus equals your bonus
You can use your Charisma modifier, instead of Strength
or Dexterity, for weapon attacks and damage rolls. Contractual Bond. You can add your proficiency
bonus to any ability check or saving throw that the
Attached Companion spirit makes.
3rd level Accursed feature
You can conjure a fragment of the Accursed spirit you've Actions
made a contract with. As an action, you can expend a conduit
charge to summon your Accursed spirit. The spirit appears in Cursed Strike Melee Attack: your spell attack
an unoccupied space of your choice that you can see within modifier to hit, reach 5 ft., one target. Hit: spirit die
30 feet of you. The spirit is friendly to you and your + 2 + PB Cold damage.
companions and obeys your commands. Defend Desire You can expend a conduit charge to
See this creature's game statistics in the Accursed Spirit stat allow the spirit to absorb some of the damage you
block, which uses your proficiency bonus (PB) in several or it takes. So long as the spirit is within 30 feet of
places. You determine the spirit's appearance. you, it can use its reaction to reduce an amount of
In combat, the spirit shares your initiative count, but it takes damage you or it takes equal to twice your extra
its turn immediately after yours. It can move and use its spiritual die damage.
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.
Lingering Spirit
7th level Accursed feature
Your connection to the Accursed spirit deepens as you
channel their desires. Choose one of the following benefits to
give the Accursed spirit when you gain this feature (you gain
an additional benefit at 15th, and 20th level):
Tough Hide. The spirit's AC increases by an amount
equal to half your Charisma modifier rounded down.
Brutal Finisher. When the spirit scores a critical hit it
deals an additional amount of damage equal to half your
level rounded down.
Glancing Blow. Once on each of the spirits turns, when it
misses with an attack, it can use it's reaction to force the
target to make a Strength save or be knocked prone.

17
Critical Onslaught (15th level). When the spirit scores a
critical hit, it can immediately make another attack
against the same creature.
Curse Creature (15th level). The spirit can curse a
creature it can see as a bonus action for 1 minute. For the
duration, attacks the spirit makes against that creature
have advantage. It can use this feature a number of times
equal to your charisma modifier.
Soul of Desire
15th level Accursed feature
The accursed spirit has tethered itself deeply with the
contract that you have written to bind yourself to it. Due to its
growing attachment it will do everything in its power to
protect you. You have resistance to bludgeoning, piercing, and
slashing damage as long as the spirit is within 30 feet of you.
Avatar of the Accursed
20th level Accursed feature
You can assume the form of the Accursed 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 Accursed spirit become one. You dismiss your Raven
spirit and gain these additional following benefits for the
duration:
The Accursed. You gain all your spirits features as if they
were your own.
Shield of Want. You have resistance to all damage.
Aura of Retribution. When a creature within 30 feet of
you deals damage to you it takes an amount of Cold
damage equal to your Charisma modifier.
Decimating Blow. Once during your transformation,
when you hit a creature with an attack you can cause the
target to become vulnerable to the damage.
After you assume your avatar of the Accursed you can't do so
again until you finish a long rest.

Talk with your Spirit


All the spirit companions do not actually know a
language, they just understand the languages you
speak as they are a fragment of the spirit you made
a contract with that you manifest. However, should
you find it more fun or thematic for the companion
to be able to speak to you feel free to make that
quick change as if the spirit you made a contract
with was inhabiting the companion while they are
summoned.

18
Spirit Blade Spell List & Spells
2nd Level 3rd Level Dream Warden*
1st Level SCC Dimension Door
Borrowed Knowledge Blinding Smite
Bane Branding Smite Bestow Curse Elemental BaneXGE
Command Earth BindXGE Dispel Magic Locate Creature
Compelled Duel Healing SpiritXGE Hypnotic Pattern Staggering Smite
Detect Evil and Good Hold Person Spirit Guardians
Detect Magic 5th Level
Magic Weapon Spirit Shroud
Detect Poison and Disease Banishing Smite
Misty Step Magic Circle
Heroism Circle of Power
Protection from Poison Remove Curse
Illusory Script Shatter Transposing Strike* Far StepXGE
Protection from Evil and Spider Climb Geas
Good Spirit Sense* 4th Level Hold Monster
Thunderous Smite Warding Bond Banishment Scrying
Wrathful Smite Zone of Truth Death Ward Spiritual Vortex*

Spirit Sense Dream Warden


2nd level divination 4th level abjuration
Casting Time: 1 action Casting Time: 1 minute
Range: Touch (a creature you've made a contract with) Range: touch
Components: V, S Components: V, S, M (a bit of sand, and sheep wool)
Duration: Concentration, up to 1 hour Duration: 8 hours
You touch a willing creature, and establish a link between you You touch a creature and grant them a protective ward from
and them. For the duration your senses are transfered to those who would invade your dreams. Creatures that don't
them. While within the creature you see and feel through sleep, such as elves, can't be targeted by this spell.
them as if you were in your own body. As an action you can for the duration, any creature who would attempt to invade
assume control of the creature and using their statistics, but your dreams or contact your through them. Such as with the
you use your mental scores rather than theirs (Intelligence, Dream spell, or other similar means is blocked from doing so
Wisdom, and Charisma). you gain the benefits of any special unless you allow them into your dream. Whilst they are
senses possessed by that creature, though you are blinded within your dream you can banish them from it at any
and deafened to your own surroundings. moment (no action required). Additionally, for the duration of
Classes: Spirit Blade the spell creatures can't read your thoughts or communicate
telepathically with you unless you allow it.
Transposing Strike Classes: Spirit Blade
3rd level conjuration
Casting Time: 1 action Spiritual Vortex
Range: 30 feet 5th level necromancy
Components: V, S Casting Time: 1 action
Duration: Instantaneous Range: 120 feet
you can choose two willing creatures you can see within Components: V, S
range and teleport them, swapping places with each other. If Duration: Instantaneous
you or your spirit are the target of this spell you may make a You conjure a vortex of spiritual beings as they violently
weapon attack after you teleport at a creature within your flutter in a 30-foot-radius, 60-foot-high cylinder centered on a
weapon's reach. On hit, your weapon deals an additional 1d8 point within range
force damage. Each creature you choose within the radius of the
At Higher Levels. When you cast this spell using a spell slot whirlwind must make a Constitution saving throw or take
of 4th level, you may target an additional creature, and can 5d6 necrotic and 5d6 cold damage on a failure and they can't
swap positions as you like between the three. The additional regain hit points until the start of your next turn, or half as
damage increases by 1d8. much damage and suffer no other effects.
Classes: Spirit Blade Classes: Spirit Blade

19
Contract of Protection
Spirit Techniques Prerequisite: 15th level Spirit Blade
Below are the spirit techniques available to the spirit blade. If You and a number of willing creatures equal to your charisma
a technique has a prerequisite, such as your Spirit Blade modifier enter into a contractual bond that you write with
level, you can learn it at the same time that you meet the your calligrapher's supplies over a short or long rest. Until a
prerequisites. creature who signs the contract decides to end it. As long as
the creatures in the contract are within 60 feet of each other,
Boundless Steps I whenever they would roll a saving throw they may use the
Prerequisite: Traveler Spirit Bond saving throw of a creature under the contract instead of their
Your long jump is up to 25 feet and your high jump is up to 15 own. You may have only one such contract at a time.
feet, with or without a running start.
Contract of Obligation
Boundless Steps II Prerequisite: 12th level Spirit Blade
Prerequisite: 3rd level Spirit Blade, Boundless Steps I You bind a creature into a contractual bond that you write
Creature's traveling with you ignore difficult terrain and may with your calligrapher's supplies over a short or long rest.
keep up a forced march for an additional amount of hours Until you choose to end the contract or the creature
equal to your charisma modifier before needing to make a accomplished their obligation. You may have only one such
constitution saving throw to avoid exhaustion. contract at a time. You choose a course of actions that the
creature who signed the contract must take you can choose
Boundless Steps III any course of action that a creature could realistically
Prerequisite: 6th level Spirit Blade, Boundless Steps II complete within an amount of days equal to your level in this
Your steps are lighter and weightless, you can't trigger traps class, short of an activity that would result in certain death.
that would be triggered by you stepping on them. Additionally Should you write a suicidal contract, the contract has no
you gain proficiency in land and water vehicles as not even effect. A creature does their best to pursue the course of
the seas and roads may stop your travel or deter you from actions you write to the best of its ability. Once they fulfill
reaching your destinations. their obligation the contract ends.
Contract of Senses Contract of Lesser Summoning
Prerequisite: 3rd level Spirit Blade, Prerequisite: 3rd level Spirit Blade
You and another willing creature can enter into a contractual You enter into a contract with various small spirits within
bond that you write with your calligrapher's supplies over a your realm. You learn the Flock of FamiliarsLLK spell. It
short or long rest. Until either party who signs the contract counts as a spirit blade spell for you, but it doesn't count
decides to end it. Either creature may speak through each against the number of spirit blade spells you know.
other so long as you are within 120 feet of each other.
Moreover, either party may use their action to see through Contract of Greater Summoning
each other's eyes. You may have only one such contract at a Prerequisite: 17th level Spirit Blade
time. You enter into a contract with a strong spirit you can call for.
You can cast one of the following spells: Summon Fey,
Contract of Sacrifice Summon Shadowspawn, Summon Undead, Summon
Prerequisite: 6th level Spirit Blade Aberration, Summon Elemental, or Summon Celestial. Once
You and another willing creature can enter into a contractual summoned this way, you can't summon them again until after
bond that you write with your calligrapher's supplies over a you finish a long rest.
short or long rest. Until either party who signs the contract
decides to end it. Whenever a creature in the contract takes Eyes of Karkos I
damage, the other creature may use their reaction to spend Prerequisite: Watcher Spirit Bond
on Hit Die to heal the damaged creature. Roll the die, add You gain darkvision out to a range of 60 feet, if you already
your Charisma modifier (minimum of 1), and that creature have darkvision your range is extended by 30 feet otherwise.
regains a number of hit points equal to the total. You may Additionally you learn to read two languages of your choice.
have only one such contract at a time.
Eyes of Karkos II
Contract of Knowledge Prerequisite: 3rd level Spirit Blade, Eyes of Karkos I
You and another willing creature can enter into a contractual Your darkvision is extended by an additional 30 feet.
bond that you write with your calligrapher's supplies over a Additionally, once per day you can see invisible creatures and
short or long rest. Until either party who signs the contract objects for 10 minutes
decides to end it. Until the contract in broken you and the
other creature can exchange one of your skill proficiencies Eyes of Karkos III
with each other. While you exchange skill proficiencies this Prerequisite: 6th level Spirit Blade, Eyes of Karkos II
way, you lose proficiency in the skill you let the other creature You are immune to being blinded, and you can see a faint
borrow, as you gain proficiency in the skill given to you. This colorful aura around one of the following creatures of your
applies to the other creature as well. You may have only one choice: Aberration, Celestial, Dragon, Elemental, Fey, Fiend,
such contract at a time. 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
20
Eyes of the Veil Spirit Warden III
Prerequisite: 15th level Spirit Blade Prerequisite: 6th level Spirit Blade, Spirit Warden II
You are able to pierce into the world of spirits and beyond. When you make a roll to avoid being moved, thrown prone,
You gain truesight out to 30 feet. shoved, or a similar effect you may add a bonus equal to your
charisma modifier to those rolls.
Guiding Soul I
Prerequisite: Guide Spirit Bond Spiritual Haven
the creature you help gains a number of temporary hit points Prerequisite: 12th level Spirit Blade
equal to twice your charisma modifier for 8 hours. You designate a place of significance to the spirit you made a
contract with over a long rest. You can cast Word of Recall
Guiding Soul II once per long rest to return to that destination.
Prerequisite: 3rd level Spirit Blade, Guiding Soul I
During a short rest you can restore a number of hit points Spiritual Sanctuary
equal to twice your level + your charisma modifier, divided as Prerequisite: 15th level Spirit Blade
you choose among any number of creatures that you can see You can cast the Magnificent Mansion spell once per long
within 15 feet. Once you do this you can't do so again until rest. When you cast the spell this way the extradimensional
you finish a long rest. dwelling is design after what the spirit that you made a
contract with prefers.
Guiding Soul III
Prerequisite: 6th level Spirit Blade, Guiding Soul II Soulsmith
During a long rest you can choose a number of creatures Prerequisite: 15th level Spirit Blade
equal to your half your charisma modifier rounded down to The derelict spirits of your realm constantly seek a new place
alleviate their spirit for the day. Their hit point maximum to call their home. You can cast Create MagenIDRotF once per
increases by an amount equal to your charisma modifier until long rest. It counts as a spirit blade spell for you, but it
they take a long rest again. doesn't count against the number of spirit blade spells you
know.
Spirit Curse: Haunt
Prerequisite: 3rd level Spirit Blade You learn to use your Trampling Charge
connection to the spirits to curse your foes in battle. Once per Prerequisite: 3rd level Spirit Blade
turn, when you hit a creature while your spirit conduit is When you take the dash action, you may target a creature
active you can place a Spirit Curse on them. For 1 hour, a within your path and attempt to shove or grapple that
spirit haunts the creature, and you know its exact location so creature.
long as the two of you are within the same realm of existence.
A remove curse, or greater restoration ends this effect. Once Token of the Spirits
you use this technique, you can't do so again until you take a During a long rest you can use your Calligrapher's Supplies
long rest. to write a number of tokens equal to your proficiency bonus.
These tokens are enchanted with a spiritual blessing. When a
Spirit Curse: Vex creature carrying the token makes an ability check it can
As a reaction when a creature misses you with an attack choose to use the token to add a d4 to the roll, expending the
within 60 feet of you. The target must make a Wisdom saving token. Any unused tokens lose their magical properties at the
throw. On a failure, the target takes psychic damage equal to end of 8 hours.
your spirit die, and they have disadvantage on the next ability
check they make before the end of its next turn. You can use Veil Touched I
this technique a number of times equal to your Charisma Prerequisite: Anchor Spirit Bond
modifier, and regain expended uses after a long rest. The spirits sustain you. You no longer need to eat, or drink
water. You may instead spend 10 minutes meditating to gain
Spirit Speech nourishment from the spirits around you.
You learn one of the following languages: Abyssal, Draconic,
Deep Speech, or Infernal. You may select this technique Veil Touched II
multiple times selecting a different language each time. Prerequisite: 3rd level Spirit Blade, Veil touched I
You grow closer to the spirits between the world of the living
Spirit Warden I and the dead. You become immune to disease, and you have
Prerequisite: Warrior Spirit Bond advantage against effects that would poison you.
You become proficient with heavy armors, and it only takes
you half the time to don and doff armor. Veil Touched III
Prerequisite: 6th level Spirit Blade, Veil touched II
Spirit Warden II When damage reduces you to 0 hit points, you can make a
Prerequisite: 3rd level Spirit Blade, Spirit Warden I Charisma saving throw (DC 5 + the damage taken). On a
While you are wearing heavy armor you can meet any success, you instead drop to 1 hit point. You can't use this
strength requirements with your charisma modifier instead. feature if you are reduced to 0 hit points by radiant damage
Additionally, medium and heavy armors don't impose or by a critical hit.
disadvantage on Dexterity (Stealth) checks for you. After the saving throw succeeds, you can't use this feature
again until you finish a long rest.
21
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 formatting .
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.
V1.0
Added introduction page with some lore about the class
Added The Accursed Spiritual Contract: Bind yourself to a
spirit who wants nothing more than to achieve its desires.
Added new 18th level benefit: See "True Bond".
Removed Restorative Spirit as part of the 18th level
benefits.
Added Primordial as an option for the extra language at
level 1.
Removed Infernal as an option for the extra language at
level 1.
Added the following Spiritual Techniques: Contract of
Greater Summoning, Eyes of the Veil, Spirit Speech,
Soulsmith, Token of the Spirits, Spirit Curse: Haunt,
Spirit Curse: Vex
Eyes of Karkos III now correctly shows prerequisite as
6th level Spirit blade.
Added the following spells to the Spirit Blade spell list:
Bane, Bestow Curse, Illusory Script, Healing Spirit,
Warding Bond, and Spirit Guardians.
Spiritual convergence's cost is now 5 spiritual essence
instead of 2.
Warrior's charge prerequisite is now 3rd level Spirit Blade
instead of 6th level and requiring the warrior spirit bond.
Renamed to Trampling Charge.

22
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, The Raven. and The
Accursed.

Spirit Blade (v 1.0) by u/ArgenisDBarrios

Artist Credit
鬼之道 by KOHAKUNUSHI Cover
月半与鬼哭 by KOHAKUNUSHI pg 2
鬼门关 by KOHAKUNUSHI pg 6
魑魅魍魉 by KOHAKUNUSHI pg 8
Light-Paws, Emperor’s Voice (Variant) MtG Art from
Kamigawa: Neon Dynasty by Randy Vargas pg 9
Arcanist by Fu Chenqi pg 10
Circling Skies by Dominik Mayer pg 12
Tazri, Stalwart Survivor by Dominik Mayer pg 13
Defiant Strike by Dominik Mayer pg 14
Raven Form by Ingram Schell pg 15
Spiritual Chaos by Dominik Mayer pg 16
Slobad, Iron Goblin by Dominik Mayer pg 17
Jin-Gitaxias by Dominik Mayer pg 18
The Wanderer by Dominik Mayer pg 22
龍年新皮肤t by KOHAKUNUSHI Back Cover
Water Color Stains by u/flamableconcrete

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