The Spirit Blade

is an ancient order committed to defending the realm from the threat of the undead and of crazed spirits and ghosts. To commit to this order is a lifetime contract - once bound to this life, it follows them forever. The order tends to attract ex-convicts, the dishonored, and youngest sons with no prospects, as it provides a means to atone for past wrongs, regain lost honor, and gives a new purpose for life. Given their rougher pasts, Spirit Blades tend to be solitary, spread out across the land, taking on threats as they find them. Mental, emotional, and spiritual balance is key to their survival, keeping them centered as the supernatural forces they battle tear at their very soul.

Each Blade had a weapon forged out of a piece of his own soul. Through this weapon, spirits recognize Blades as a guardian of the living, a guide to the dead, and a supernatural enforcer of the veil that separates the two. Spirits of all kinds are drawn to them - the good want their help, the twisted want them gone.

Spirit Blade
Level Proficiency Bonus Features Spirit Points Soul Blade Dmg
1st +2 Soul Weapon 2 1d4
2nd +2 Soul Sheild, Fighting Style 2 1d4
3rd +2 Soul Bond 3 1d4
4th +2 Ability Score Improvement, Spirit Rebuke 3 1d4
5th +3 Extra Attack soul Weapon improvement 4 1d6
6th +3 Soul Stride 4 1d6
7th +3 Bond FEature 5 1d6
8th +3 Ability Score Improvement 5 1d6
9th +4 Balanced Soul 6 1d6
10th +4 Soul Weapon Improvement 6 1d8
11th +4 Spirit Strike 7 1d8
12th +4 Ability Score Improvement 7 1d8
13th +5 Soul Sight, Extra Attack 8 1d8
14th +5 Improved Soul Stride 8 1d8
15th +5 Bond Feature 9 1d8
16th +5 Ability Score Improvement, Divinatory Mineralogy 9 1d10
17th +6 Soul Weapon Improvement 10 1d10
18th +6 10 1d10
19th +6 Ability Score Improvement, Divinatory Mineralogy 11 1d10
20th +6 Bond Feature 11 1d10

Class Features

As a Spirit Blade, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per spirit Blade level
  • Hit Points at 1st Level: 8 + your Constituion modifier
  • Hit Points at Higher Levels: 1d8 (or 6) + your Constituion modifier per Spirit Blade level after 1st

    Proficiencies


  • Armor: Light Armor
  • Weapons: Simple
  • Tools: one musical instrument or artisans kit of your choice

  • Saving Throws: Constitution, Charisma
  • Skills: Choose two from Medicine, Acrobatics, History, Religion, Perception, Persuasion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Leather Armor,artisans kit
  • (a) Sling or (b) any simple melee weapon
SOUL WEAPON:

you create a weapon out of a piece of your soul. Choose any simple or martial weapon other than a bow or crossbow. The weapon looks like a mundane version of that weapon except for a black blade ( if it has one) You add your strength or dex bonus as normal depending on the weapons properties, attributes like finesse, versatile still apply. You are proficient with this weapon as long as you hold this weapon. If the weapon is lost or destroyed you may make a new one for a cost of 5 spirit points, the process takes 24 hrs.

SOUL SHEILD:

starting at lvl 2 as a bonus action you can spend 1 spirit point to create a shield of spirit energy equal to your con mod+ your cha mod plus your proficiency bonus. This shield absorbs dmg until its hp is spent. You gain this ability again after a long rest.

FIGHTING STYLES

Duelist, Defense, Great weapon fighting, Dual weapon fighting

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SPIRIT BOND

The Spirit Blade becomes acutely aware of his own soul, a piece of which is the embodiment of his desire to protect, or defend that wich is most dear to him. in other cases to exact vengence against those that wronged him. It is this intense desir that causes that piece to manifest into a weapon.

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BOND OF THE BLADE:

The spirit warden uses his soul to fuel their own combat prowess.The weapon they wield is a part of them, because of this it allows them to channel their spirit energy into the blade and manuipulate its form and function.<divstyle='margin-top:140px'>

Bond features:
RAIN OF BLADES:

at level three using 2 spirit points you swing your soul blade in a wide arc, from your blade an arc of 1d4 blades shoots forth with a range of 15 ft from your soul blade dealing 1d4 dmg each. targets within the abilities effect can make a dex save, the dc is 10+your charisma mod+ proficiency, on a successful save the targets take 1/2 damage

RAIN OF BLADES
level DMG NUMBER OF BLADES
7 1D6 1D6
15 1D8 1D8
20 1D10 1D10
CLEANSING STRIKE/ CORRUPTING STRIKE.

At level 7 as a bonus action you may spend two spirit points to add the radiant or necrotic dmage type to your next attack this turn.

LVL 15 FLURRY OF BLOWS:

as a bonus action spend 4 spirit points to add an additional melee attack to your turn. You regain the use of this after a long rest<divstyle='margin-top:140px'>

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Lvl 20: soul release:

once per day you can focus all your spirit energy and unleash a ranged melee attack that of pure radiant energy in a cone of 60 feet with a range of 200 feet dealing regular weapon damage with an additional 10d10 radiant damage. Anything caught within the dimensions of the blast must make a constitution saving throw dc 15, on a successful save they take half damage. On a critical roll of 19-20 ( 19 counts as critical for this ability) anything caught within the blast that fails its saving throw is instantly disintegrated. Your remaining spirit points are completely drained and all of your spirit points will not recover for 1d4 days afterwards<divstyle='margin-top:140px'>\

2. BOND OF PROTECTION :

the soul warden uses pieces of his own soul to protect others Lvl3: spirit ward: spend 2 spirit points to create an additional spirit shield around one living being you can see<divstyle='margin-top:140px'>

Lvl5: healing blade

spend three spirit points and cast a spirit mark on one friendly target. when you make an attack roll, a successful hit heals half that much damage to the marked target for the next minuet. concentration based ability. Being hit or otherwise distracted requires a save throw<divstyle='margin-top:140px'>

Lvl7 : aura of elemental protection.

Spend 2 spirit points to create an aura of 10 ft that grants you and anyone in the aura resistance to elemental dmg of your choice, fire, ice, lightning etc Lvl15: aura of healing spend 3 spirit points to create an aura of healing energy with a 10ft radius. For 1 min Any friendly being in the aura heals 2d10 hp for the auras duration<divstyle='margin-top:140px'>

Lvl20: mass restoration:

once per day you may focus your spirit energy to fully heal any friendly being within 30ft. additionally a spirit shield with hp equal to twice your current shield forms around any being within range. Any unconscious friendly being is brought to 1 hp instead of zero. All of your remaining spirit points are drained and none of Your spirit points do not return for 1d4 days afterwards<divstyle='margin-top:140px'>

3.BOND OF THE ARCANE SOUL
LVL 3:arcane soul:

choose any two can trips from the bard, sorcerer, or warlock spell list, additionally choose any first level spell from the same list, you may now spend 1 spirit point to cast that spell at its lowest level once per day. At each new level you may change your selected spells, the process takes 24 hours. at lvl 5,7,9,11,13you may choose two spells from the same list at level 2, 3,4,5,6 and six respectively. Ex: at fifth level you choose two spells at second, at level 7 you choose two spells at third lvl etc, additionally at levels 5,7,9,11,13 you add an additional cantrip from that same list<divstyle='margin-top:140px'>

lvl 7: arcane manipulation:

spend 3 spirit points as a bonus action, functions same as wizards spell shaping ability<divstyle='margin-top:140px'>

lvl 15: arcane redirection

, as reaction you may spend 4 spirit points, when you make a saving throw against a spell cast on or at you. if it succeeds the effect or damage from that spell is turned back to the caster of the spell.<divstyle='margin-top:140px'>

lvl 20: Arcane barrage:

you focus all your spirit into casting one spell of your highest available spell level an additional 1d6 times after the first casting , you may choose a new target for each spell and you may use your spell shaping ability at no cost for each spell. your remaining spirit points are drained and all of your spirit points do not recover for 1d4 days afterward.

spell casting ability is charisma, spell attack bonus to is your charisma bonus + proficiency spell save dc is 10+ your charisma bonus+ your proficiency urn for 1d4 days afterwards