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Fighter - Spiritsworn - GM Binder

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45 views5 pages

Fighter - Spiritsworn - GM Binder

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will
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If the spirit manifests as a ranged weapon, it manifests

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.

1d6 Spirit Type Bonded Fighting Style


When you gain your Spirit Weapon, your ability and prowess
A manifestation of your own mystical aura, it at fighting becomes linked to it. Whenever you manifest your
1
represents your will to fight. spirit, you can change your Fighting Style to apply to the
A fey spirit that has become inseparably weapon type it has formed as (for example, if you form it as a
2 rapier, you can gain the Dueling Fighting Style). You may
bonded to you.
revert your Fighting Style to its original choice when you
A celestial entity that chose you dismiss your Spirit Weapon.
3
for a destiny or task.

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.

Spirit's Aspect Spell Slots


The spirit's primary power is that of a weapon, but it is a The Spiritsworn table shows how many spell slots you have
magical entity and the bond with the fighter is mystical in to cast your spells of 1st level and higher. To cast one of these
nature; it grants the fighter unique powers. You can roll on spells, you must expend a slot of the spell’s level or higher.
the following table for the primordial aspect, or select one You regain all expended spell slots when you finish a long
that suits the character. The selection expands the subclass rest.
spell list, found at the end of the subclass.
Spells Known of 1st-Level and Higher
1d6 Spirit's Power
You learn two spells of your choice from the Spiritsworn spell
1 Fire list. You gain additional spells based on the spirit's aspect,
listed at the end of this class. The Spells known column
2 Ice
shows when you learn more spells of 1st level or higher.
3 Storm Whenever you gain a level in this class, you can replace one
of the spells you know with another spell of your choice from
4 Illusion
the Spiritsworn spell list. Spells gained from the spirit's
5 Gravity aspect cannot be replaced. The new spell must be of a level
for which you have spell slots.
6 Nature
Spellcasting Ability
Spirit Weapon Your spell casting ability is Wisdom, with your spells being an
Starting at 3rd level when you select this archetype, you expression of bond with a spirit. You use your Wisdom
become permanently bonded to a special spirit that can whenever a spell refers to your spellcasting ability. In
manifest into the form of any weapon you are proficient with. addition, you use your Wisdom modifier when setting the
You can manifest the spirit as a bonus action, and it lasts until saving throw DC for spells you can cast, and when you make
you spend a bonus action to return it to its intangible form. an attack roll with one.
The spirit is typically intangible and imperceptible to anyone
other than you when not manifested. Spell Save DC = 8 + your proficiency bonus + your Wisdom
While it is manifested, you can change its form as a bonus modifier
action. If you are ever more than 300 feet from the weapon,
or enter a different plane, the spirit returns to you in Spell Attack Modifier = your proficiency bonus + your
intangible form, its weapon form vanishing. Wisdom modifier

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).

6th 3 3 — — — Second Senses


Starting at 10th level, your spirit's ability to share your senses
7th 4 4 2 — —
allows it to forewarn and assist you. You gain proficiency in
8th 4 4 2 — — the Perception skill. If you are already proficient, you gain
9th 5 4 2 — — expertise in the Perception skill, meaning you can add twice
your proficiency bonus to Perception ability checks.
10th 5 4 3 — — Additionally, this heightened awareness gives you
11th 6 4 3 — — proficiency with Dexterity saving throws against effects you
can see.
12th 6 4 3 — —
13th 7 4 3 2 — Shared Concentration
Starting at 15th level, when you cast a spell that requires
14th 7 4 3 2 — concentration that targets your Spirit Weapon (either a range
15th 8 4 3 2 — Touch spell targeting it or a range Self effect which uses it as
a material component), your concentration can’t be broken as
16th 8 4 3 3 — a result of taking damage.
17th 9 4 3 3 —
Synchronized Assault
18th 9 4 3 3 — Starting at 18th level, manifesting or changing the form of
19th 10 4 3 3 1 your Spirit Weapon no longer requires a bonus action. You
can cause it to take any form it could normally take at will
20th 10 4 3 3 1 during your turn, no action required. Once per turn, when
manifesting the weapon or changing the form of your
weapon, you can gain advantage on the next attack you make
before the end of your turn.

Advanced Weapon Formation


Starting at 7th level, when you manifest or morph your Spirit
Weapon, you can take advantage of its unique nature to grant
it exotic properties that would otherwise be impossible. You
can select one of the following properties when you manifest
or change its form:

Enlarged Form. The Spirit Weapon grows one size larger,


but your bond with it allows you to wield it effortlessly. It
deals an additional 1d4 damage on hit.

Extended Form. The weapon narrows and extends, gaining


the Reach property. If it already has the reach property, its
reach increases by 5 feet.

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.
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