Puntos de Golpe
Competencias
Spiritual Swordsman
| Nivel | Bonificador de Competencia | Características | Spirit Awakening | Spiritual Manifestations | Spirit Awakening Damage |
|---|---|---|---|---|---|
| 1 | + 2 | Spiritual Weapon Spirit Awakening | 2 | - | 1d4 |
| 2 | + 2 | Spiritual Weapon Spirit Awakening | 2 | 1 | 1d4 |
| 3 | + 2 | Spiritual Weapon Spirit Awakening | 2 | 2 | 1d4 |
| 4 | + 2 | Spiritual Weapon Spirit Awakening | 2 | 2 | 1d4 |
| 5 | + 3 | Spiritual Weapon Spirit Awakening | 3 | 2 | 1d6 |
| 6 | + 3 | Spiritual Weapon Spirit Awakening | 3 | 2 | 1d6 |
| 7 | + 3 | Spiritual Weapon Spirit Awakening | 3 | 3 | 1d6 |
| 8 | + 3 | Spiritual Weapon Spirit Awakening | 3 | 3 | 1d6 |
| 9 | + 4 | Spiritual Weapon Spirit Awakening | 4 | 3 | 1d6 |
| 10 | + 4 | Spiritual Weapon Spirit Awakening | 4 | 3 | 1d6 |
| 11 | + 4 | Spiritual Weapon Spirit Awakening | 4 | 4 | 1d8 |
| 12 | + 4 | Spiritual Weapon Spirit Awakening | 4 | 4 | 1d8 |
| 13 | + 5 | Spiritual Weapon Spirit Awakening | 5 | 4 | 1d8 |
| 14 | + 5 | Spiritual Weapon Spirit Awakening | 5 | 4 | 1d8 |
| 15 | + 5 | Spiritual Weapon Spirit Awakening | 5 | 4 | 1d8 |
| 16 | + 5 | Spiritual Weapon Spirit Awakening | 5 | 5 | 1d8 |
| 17 | + 6 | Spiritual Weapon Spirit Awakening | 6 | 5 | 1d10 |
| 18 | + 6 | Spiritual Weapon Spirit Awakening | 6 | 5 | 1d10 |
| 19 | + 6 | Spiritual Weapon Spirit Awakening | 6 | 5 | 1d10 |
| 20 | + 6 | Spiritual Weapon Spirit Awakening | Unlimited | 5 | 1d10 |
Características de Clase
Nivel 1
Nivel 10
Nivel 11
Nivel 12
Nivel 13
Nivel 14
Nivel 15
Nivel 16
Nivel 17
Nivel 18
Nivel 19
Nivel 2
Nivel 20
Nivel 3
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Nivel 5
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Nivel 8
Nivel 9
Competencias
light
medium
shield
melee simple
melee martial
Equipo Inicial
Características de Clase
Spiritual Weapon (Level 1)
At 1st level, your spirit manifests itself as the spirit of your own weapon. Choose a weapon from the list in which the spiritual swordsman is proficient. This weapon manifests physically and becomes your spiritual weapon.
You can materialize and dematerialize it as a bonus action, provided you have at least one free hand. You have a special bond with these weapons, who become your companions and may have their own desires. The personality of a spiritual weapon varies, but it's usually similar to the strongest personality traits of the swordsman.
You can create a new spiritual weapon by absorbing the spiritual shards from your soul and the environment. This process takes 4 hours in which you must be in concentration (as if you were concentrating in a spell). You may choose any weapon in the list in which the spiritual swordsman is proficient.
You can have up to two spiritual weapons. If you create a third one, the oldest weapon shatters and is destroyed. You may also turn an physical weapon, if it's a weapon from the list in which the spiritual swordsman is proficient, into a spiritual weapon, and in this case the process takes only 1 hour. Doing this also shatters your oldest spiritual weapon if you try to exceed your maximum.
Some features from the spiritual swordsman require its targets to make a saving throw to avoid its effects. The formula for the difficulty is:
Spiritual Weapon
Spirit Awakening (Level 1)
Your exposition to spiritual particles and your martial training let you unleash your hidden spiritual power.
As a bonus action on your turn, you can activate spirit awakening, gaining the following benefits:
Attacks with your spiritual weapons deal 1d4 extra damage. This damage increases as you level.
You have advantage on saving throws against being charmed or frightened.
Your transformation lasts for 1 minute. It ends early if you are knocked unconscious or if you die.
Once you have activated spirit awakening the maximum number of times for your spiritual swordsman level, you must finish a long rest before you can activate it again. You may activate spirit awakening 2 times at 1st level, 3 at 5th, 4 at 9th, 5 at 13th, and 6 at 17th.
Fighting Style (Level 2)
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.
Spiritual Manifestation (Level 2)
You discover peculiar spiritual manifestations beffiting yours your weapon's spirit.
At 2nd level, you gain one spiritual manifestation of your choice. A list of the available options can be found on the Optional Features page. When you gain certain spiritual swordsman levels, you gain additional manifestatons of your choice.
The manifestations are permanent, and after choosing one you won't be able to change it.
A level prerequisite in an manifestation refers to spiritual swordsman level, not character level.
Spiritual Path (Level 3)
When you reach the 3rd level, the spirit of your weapon completely reveals itself to you, showing you its powers and forging a more intimate bond. This revelatons grants the swordsman specific powers from his weapon.
Choose a path that shapes your weapon's spirit from the list of available paths. Your choice grants you features at 3rd level and again at 6th, 11th, and 17th levels.
Sincerity of the Soul (Level 3)
At 3rd level, your link with the ethereal plane and the spiritual world become strong enough for you to see people beyond their physical bodies.
As an action, you can sense the souls of living creatures within 60 feet from you until the start of your next turn. Each creature you can see in the area appears to you wrapped in a colored aura that symbolizes the strongest emotion in its spirit at the moment. The color of the aura may vary from red to anger, indigo for sadness, black for hate, yellow for joy, and so on. The DM chooses which colors represents each feeling.
You know each color's meaning and are able to sense the most superficial feelings of any individual wrapped inside an aura this way.
You can use this feature a number of times equal to 1 + your Wisdom modifier (minimum of 1). When you finish a long rest, you regain all expended uses.
Ability Score Improvement (Level 4)
When you reach 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.
If your DM allows the use of feats, you may instead take a feat.
Extra Attack (Level 5)
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Spiritual Fusion (Level 6)
At 6th level, your attacks with your spiritual weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Spiritual Path Feature (Level 6)
At 6th level, you gain a feature from your Spiritual Path.
Superior Manifestation (Level 7)
By 7th level, all your training with your spiritual weapons is rewarded by the strengthening of the bond between you, manifesting an even greater power.
When you choose a spiritual manifestation, you may choose a special spiritual manifestation called superior manifestation. The list of available options can be found at the Optional Features page
The superior manifestations become more powerful as you level, evolving to advanced superior manifestation at 14th level, and to perfect superior manifestation at 20th level. You can choose only one superior manifestation.
Ability Score Improvement (Level 8)
When you reach 8th 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.
If your DM uses the optional Feats, you can instead take a feat.
Spiritual Harvest (Level 9)
Beginning at 9th level, whenever you reduce a creature to 0 hit points in your turn with any of your spiritual weapons, you regain a number of hit points equal to your Wisdom modifier (minimum of 0), and your speed increases by 10 feet until the end of the turn. Additionaly, your movement doesn't provoke opportunity attacks this turn.
Spirit Sintony (Level 10)
At 10th level, you adquire the power to meditate and absorb the information the spirits around you can reveal.
Upon meditating for 10 minutes, you attune yourself with the place manifesting an aura of 60 feet around you, that lasts for 1 minute.
While the aura lasts, you gain the benefits of the detect magic spell, and gain truesight with a range of 20 feet. Additionaly, you have advantage on Wisdom (Perception) checks related to seeing things within the aura.
Your DM may also choose to reveal additional information within the aura, according to the history of the place, recent events and spiritual ambiance.
Spiritual Path Feature (Level 11)
At 11th level, you gain a feature from your Spiritual Path.
Ability Score Improvement (Level 12)
When you reach 12th 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.
If your DM uses the optional Feats, you can instead take a feat.
Soul Network (Level 13)
Beginning at 13th level, you learn how to touch the spirit of other creatures through your own soul, making your communication perfect.
You understand every spoken language, and any creature that can understand a language can understand what you say.
Advanced Superior Manifestation (Level 14)
At 14th level, you superior manifestation become advanced superior manifestation.
Eternal Spirit (Level 15)
Beginning at 15th level, your frequent absortion of spiritual shards grant you proximity to the timeless spiritual world.
You do not age, and you become immune to poison and disease. Also, while you are carrying any of your spiritual weapons, you don't need to eat or drink.
Ability Score Improvement (Level 16)
When you reach 16th 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.
If your DM uses the optional Feats, you can instead take a feat.
Spiritual Path Feature (Level 17)
At 17th level, you gain a feature from your Spiritual Path.
Spiritual Pressure (Level 18)
At 18th level, your spirit emanates a sensation of weight to all creatures that wish to do you harm when you are awakened.
While your spirit awakening is active, you emanate an aura up to 60 feet from you. A creature that enters the aura or starts its turn there must succeed in a Wisdom saving throw or become incapacitated. Creatures affected may repeat the saving throw at the end of each of their turns, ending the effect on a success. On a success, a creature is also immune to this effect for 24 hours. Constructs aren't affected by this feature.
Ability Score Improvement (Level 19)
When you reach 19th 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.
If your DM uses the optional Feats, you can instead take a feat.
Perfect Superior Manifestation (Level 20)
At 20th level, your superior manifestation becomes a perfect superior manifestation.
Multiclase
Requisitos de Multiclase
- DEX: 13 o STR: 13
Competencias Obtenidas
Subclases
Características de Subclase
Balance Protector
Balance Protector (Level 3)
During the journey and meditation of a swordsman, he contacts spirits and discovers much about the spiritual weave. When his weapon reveals itself to the swordsman, it may reveal a deep desire to keep the souls of the fallen and make sure they reach the other side, always regarding for the balance between planes
A Balance Protector worries about taking the souls of the dead safely to the other side, but is also capable of manipulating this spiritual energy to strengthen his or her martial skills.
Bonus Cantrip
When you choose this path at 3rd level, you learn the spare the dying cantrip. Wisdom is your spellcasting ability for it.
Keeper of Souls
When you choose this path at 3rd level, you discover the capacity of your spiritual weapons of storing spiritual shards and using them as fuel for your abilities. You gain 2 Soul Slots. These slots are spent to use some of the abilities of the Balance Protector. Whenever you finish a short or long rest, and also when you reduce a creature to 0 hit points, you regain a spent soul slot.
You have a maximum of two soul slots, that increases to three soul slots when you reach the 11th level.
While you have at least one soul slot, your spirit awakening damage becomes force damage.
Balance Manifest
Also at 3rd level, the protecting revelation of your spiritual weapons manifests some peculiarities.
You gain one spiritual manifestation of your choice. It doesn't count towards the number of spiritual manifestations you know, and must be a manifestation that requires the path of the Balance Protector.
You gain other manifestations this way at 7h and 14th level.
Beacon of Crossing (Level 6)
Beginning at 6th level, whenever a creature within 10 feet of you dies, you gain temporary hit points equal to half you spiritual swordsman level. At 14th level, the reach of this features becomes 30 feet.
Spectral Vitality (Level 11)
At 11th level, you become capable of using the shards of the souls you've crossed to strengthen yourself.
Whenever you fail a saving throw, you may spend a soul slot and repeat the saving throw. You must use the new result.
Bridge to the Beyond (Level 17)
Starting at 17th level, your spirit becomes the main way which souls use to cross to the other side.
When you activate your spirit awakening, you emit a spectral aura of 30 feet. Choose a number of creatures in the aura up to 1 + your Wisdom modifier (minimum of 1). While your spirit awakening remains active, the chosen creatures have resistance to bludgeoning, piercing and slashing damage if they are inside the aura. Also, whenever a creature within the aura is reduced to 0 hit points, you regain a soul slot.
Elemental Blade
Elemental Blade (Level 3)
There are swordsmen whose spirit can reach the foundations of other planes. The weapons of those swordsmen absorb the spiritual shards that wander from the elemental plane to the ethereal plane, and when their spirit reveals themself to the swordsmen, they show the ability to control the elemental energy of those planes.
The Elemental Blade is capable of using the spiritual energy from the elemental planes to control the spirits of the nature, manipulating the weather and releasing energies from the planes of air, earth, fire and water.
Elemental Attunement
When you choose this path at 3rd level, you become capable of attuning your spiritual weapons with the elemental planes. Whenever you finish a short or long rest, you must choose between Air, Earth, Fire or Water. Your spiritual weapon attunes with this element until the end of your next rest.
While you are carrying any of your spiritual weapons, you know a cantrip depending on the attuned element, and you can cast it through your spiritual weapons. Also, your spirit awakening damage changes according to your attuned element, as shown by the table below.
| Element | Cantrip | Awakening Damage |
|---|---|---|
Air | Electric | |
Earth | Acid | |
Fire | Fire | |
Water | Cold |
Elemental Manifest
Also at 3rd level, the elemental revelation of your spiritual weapons manifests some peculiarities.
You gain one spiritual manifestation of your choice. It doesn't count towards the number of spiritual manifestations you know, and must be a manifestation that requires the path of the Elemental Blade.
You gain other manifestations this way at 7h and 14th level.
Elemental Armor (Level 6)
Beginning at 6th level, whenever you take damage of your attuned element's type, you can use your reaction to gain resistance to that kind of damage until the start of your next turn.
In addition, while your spirit awakening is active, whenever a creature hits you with a melee attack, you can make it take damage of your attuned element's type equal to your spirit awakening damage. After dealing this damage, you can deal it again only after the end of your next turn.
Amplified Power (Level 11)
At 11th level, your attacks and spells ignore resistance to acid, cold, electric and fire damage.
Spirit of the Elements (Level 17)
At 17th level, you gain resistance to the damage of your attuned element's type, and your Elemental Armor feature now grants you immunity to that damage instead of resistance.
Also, while your spirit awakening is active, you can connect your soul to another creature's spirit to overcome it's resistances. As a bonus action on your turn, you can mark a creature up to 30 feet from you that you can see, or that you sensed with your Sincerity of the Soul feature.
As long as your spirit awakening lasts, your damage rolls against the marked creature treat immunity from the damage of your attuned element's type as if it was resistance to that damage. In addition, whenever the marked creature you receive damage from your Elemental Armor, it receives maximum damage.
After you use mark a creature this way, you can do so again only after you finish a short or long rest.
Guided Spirit
Guided Spirit (Level 3)
Spiritual swordsmen generally become masters of melee combat, focused on dueling against their opponents in the distance of their blades. However, there are those who discover that their bond with their spiritual weapons exceed the physical barriers, and gain strenght in this distant connection.
The Guided Spirit swordsman focus his or her spiritual training in the ability to manipulate his weapon through his bond with it, being able to control it and manipulate its energy without the need for direct contact.
Spiritual Thrower
At 3d level when you choose this path, you discover in your spiritual weapons the potential to bend the spiritual weave around them, making them able to hover or be thrown at some distance.
Provided your spiritual weapon doesn't have the heavy or two-handed properties, it gains the thrown property with a range of 20/60 feet. Additionaly, your weapon is able to hover and accompany you without the need for you to carry or hold it with one hand.
Also, while your spirit awakening is active, whenever you make a ranged attack with your spiritual weapon, the attack range is doubled.
Precise Manifest
Also at 3rd level, the revelation of the distant bond with your spiritual weapons manifest some peculiarities.
You gain one spiritual manifestation of your choice. It doesn't count towards the number of spiritual manifestations you know, and must be a manifestation that requires the path of the Guided Spirit.
You gain other manifestations this way at 7h and 14th level.
Keep at Distance (Level 6)
Beginning at 6th level, whenever a creature finish its turn at 5 feet from you, you can immediatly use your reaction to move up to half your speed without provoking opportunity attacks.
Eagle Eyes (Level 11)
Beginning at 11th level, your sintony with the spiritual world allows you to be always alert, able to perceive the danger from a distance.
You have advantage on initiative rolls, and can't be surprised as long as you are not blinded or deafened. In addition, you have a +5 bonus to your passive Wisdom (Perception) while any of your spiritual weapon is at least 5 feet from you.
Master of Guided Manipulation (Level 17)
At 17th level, you sintony with your spiritual weapons makes your ranged attacks even more lethal and powerful.
You no longer have disadvantage in ranged attacks with your spiritual weapons if a hostile creature is within 5 feet from you. In addition, while your spirit awakening is active, the first attack hit against a creature after rolling initiative is considered a critical hit.
Soul Reaper
Soul Reaper (Level 3)
Sometimes, when the swordsman's bond with its weapon becomes stronger, the weapon can reveal itself as a Soul Reaper, burdened with taking the souls to the afterlife itself.
The Soul Reaper has the goal to harvest and purify the souls of the fallen, strengthening himself in the proccess and also balancing the spiritual weave. Reapers do it precisely, using the shadowing energy from the spirits and the darkness itself to plan fierce ambushes and attacks that chill the most fearless creatures.
Shadowed Spirit
Starting when you choose this path at 3rd level, your spirit becomes able to use the environment shadows to alter your presence in the world, hiding you from your preys.
While you are under dim light or darkness, you can use an action to become invisible until you make an attack, cast a spell or interact with an object that is not being carried by you. If you leave the area of dim light or darkness, the invisibility ends at the end of your turn.
Dark Manifest
Also at 3rd level, the dark revelation of your spiritual weapons manifests some peculiarities. While your spirit awakening is active, your spirit awakening damage becomes necrotic damage.
You also gain one spiritual manifestation of your choice. It doesn't count towards the number of spiritual manifestations you know, and must be a manifestation that requires the path of the Soul Reaper.
You gain other manifestations this way at 7h and 14th level.
Vital Drain (Level 6)
Beginning at 6th level, whenever you hit a creature with a melee attack made by any of your spiritual weapons, you can force it to make a Constitution saving throw. On a failed save, it takes 3d6 necrotic damage, or half as much on a successful one. You regain hit points equal to half the damage done this way. If the hit points gained this way exceed your hit point maximum, you gain the difference in temporary hit points. The damage increases to 4d6 at 10th level, and to 5d6 at 16th level.
After you use this feature, you must finish a short or long rest to use it again.
Shadow Door (Level 11)
At 11th level, through the intimacy of your spiritual weapons with darkness, you become able to travel through shadows.
While your spirit awakening is active, you can use an action to be envolted by shadows and enter the ethereal plane. You gain the benefits of the etherealness spell, but see the material plane in shades of green instead of gray, and light sources become much brighter than usual. Your speed is also doubled while in the ethereal plane. The benefits last until the end of your turn.
Marked for Death (Level 17)
At 17th level, you can mark a creature to be reaped by your spiritual weapons, revealing its weak spots.
As an action, choose a hostile creature you can see or feel. The creature is marked by your spiritual weapons. While the mark is active, you have advantage in Wisdom (Perception) and Wisdom (Survival) checks to locate the creature and advantage on attack rolls with your spiritual weapon against it. Also, once per turn when you hit the marked creature with an attack with your spiritual weapon, you deal additional necrotic damage equal to your Wisdom modifier (minimum of 0).
If you reduce a marked creature to 0 hit points with any of your spiritual weapons, the creature's body shatters in spiritual remains that are absorbed by you, making you regain hit points equal to your spiritual swordsman level. If the hit points gained this way exceed you hit points maximum, you gain the difference in temporary hit points.
The mark ends when the marked creature dies, when you mark another creature or when you use an action to end it early. This feature has no effect in constructs.