Fighter - Spiritsworn - GM Binder
Fighter - Spiritsworn - GM Binder
Fighter Archetype with one piece of ammunition already loaded. Further attacks
require ammunition (and loading, if applicable) as necessary.
Spiritsworn Each time you change the form of your Spirit Weapon, it
reforms in your hand.
A Spiritsworn fighter is one that masters their martial
As part of a long rest, the spirit can absorb a magic weapon
prowess in tandem with a special spirit weapon, forming an
as long as that weapon is not a sentient weapon. When it
unbreakable bond of shared growth and becoming a peerless
does so, the spirit gains any bonus to attack and damage rolls
martial team.
that weapon has, and can perfectly imitate that weapon
Spirit's Nature (though only gains any property other than a bonus to attack
and damage rolls when mimicking the absorbed weapon). It
The nature of the spirit that forms this archetype's spirit
can have one weapon absorbed in this way at a time, and
weapon is open ended. You can roll from the following table,
absorbing a new weapon returns the previously absorbed
pick one that suits the character, or invent an entirely unique
weapon.
relation between the spirit and fighter.
4
An heirloom weapon passed down through your Spirit Magic
family, inhabited by an ancestral spirit.
Additionally at 3rd level, your link to a mystical spirit grants
A fiendish spirit granted as part of an infernal you the ability to use certain magic through it. Your Spirit
5
contract paid at a terrible price. Weapon counts as an arcane focus, and is considered worth
the value of the weapon it takes the form of when being used
6 A mysterious piece of your shadow.
as a material component for spells.
1
Empowered Strike
Additionally at 7th level, you gain the ability to empower your
Spiritsworn Fighter weapon with its aspect. When you manifest or change the
form of your Spirit Weapon, you can expend a spell slot of 1st
Level Spells Known 1st 2nd 3rd 4th level or higher. When you do so, the first time you deal
damage with it before dismissing or changing its shape again,
3rd 2 2 — — —
it deals an additional 1d10 damage of a type matching it's
4th 2 3 — — — aspect (fire, cold, lightning, psychic, bludgeoning, or acid
5th 3 3 — — — respectively).
Shield Form. The spirit can take the form of a Shield, and
you can equip it as part of its manifestation or changing its
form. If the spirit's weapon form has a bonus to attack and
damage rolls, that bonus becomes a bonus to AC while in this
form.
2
Weapon Magic Ice
Fighter Level Spells
1st Level Spells 3rd arctic breathK
Aldricor’s elemental rebukeTAG
Arcane WeaponK 7th cold snapK
ElectrifyK 13th sleet storm
Explosive DeflectionSS
Gale BoltK 19th ice storm
Heavy BlowK
Infinite EdgeSS Storm
MultishotK Fighter Level Spells
Returning WeaponK
(PLACEHOLDER)
3rd gale boltK
7th hurricane slashK
2nd Level Spells
13th lightning bolt
AlacrityK
(PLACEHOLDER) 19th jumping joltK
Burning StrikeK
Iron Wind StrikeK Illusion
Magic Weapon
Fighter Level Spells
Spirit EchoSS
Wind CutterK 3rd disguise self
WindsenseK
7th mirror image
3rd Level Spells 13th major image
(PLACEHOLDER)
19th greater invisibility
Dispel Magic
(PLACEHOLDER)
Haste Gravity
(PLACEHOLDER) Fighter Level Spells
Whirling ConflagrationK
3rd feather fall
4th Level Spells 7th levitate
Dimension CutterK 13th fly
Fire Shield
Freedom of Movement 19th orbital stonesK
Stoneskin
Nature
Spirit Type Fighter Level Spells
Fire 3rd entangle
Fighter Level Spells 7th sprout treeK
3rd burning hands 13th plant growth
7th scorching ray 19th carnivorous gardenK
13th fireball
Spells Marked K come from the Casting Compendium.
19th wall of fire Spells marked SS are new spells that were created for the
Spiritsworn Fighter
3
Heavy Blow Explosive Deflection
1st-level transmutation 1st-level evocation
Classes: Druid, Occultist, Sorcerer, Wizard Classes: Sorcerer, Wizard
Casting Time: 1 bonus action Casting Time: 1 reaction, which you take when you are hit
Range: Self by an attack
Components: V Range: Self
Duration: Concentration, up to 1 minute Components: V, S
Duration: Instantaneous
You impart great heft to a weapon you are holding. The first
time you hit with a melee weapon attack with that weapon You release an explosive blast an energy to deflect an attack.
during the spell's duration, your blow strikes with great force, Roll 2d6. The damage of the attack is reduced by the amount
and the attack deals an extra 2d6 bludgeoning damage to the rolled. If the amount rolled is higher than attacks damage, the
target and must succeed a Constitution saving throw, or attack takes the remainder of the damage.
become stunned until the start of its next turn. At Higher Levels. When you cast this spell using a spell
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for
slot of 2nd level or higher, the extra damage increases by 1d6 each slot level above 2nd.
for each slot level above 2nd.
Infinite Edge
1st-level transmutation
Classes: Ranger, Wizard
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: 1 round
A weapon you are holding that deals slashing or piercing
damage gains magically sharpened edge or point. The next
attack roll roll you make with it before the start of your next
turn gains advantage, and if it hits it deals an additional 1d10
damage.
Spirit Echo
2nd-level conjuration
Classes: Occultist, Ranger, Wizard
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
You summon a ghostly echo of yourself. It shares your space
and acts automatically on your intents. For the duration of
the spell, the first time on your turn you make an attack, it
attacks the same target. It makes a separate attack roll, but
otherwise uses your statistics for the weapon attack and
damage roll, besides that on a hit the target takes force
damage equal to half the damage that it would have taken
from your attack.
This document was lovingly created
using GM Binder.