Witch Fighter
LV - ability
1 - Spirit Training, Wake up and fight me!
3 - Spirit Weapon, Spirit Warrior
Spirit Training - 1st LV, pick one of the following styles of training to go under, can change at long rest;
1. Berserker - +2 to your dmg rolls, if HP goes 50% or lower an additional +2 to your dmg rolls.
2. Mastery trainer - +1 mastery to one weapon and armor type.
Wake up and fight me! - At LV 1, You may go up to a dead body as a bonus action and declare, "wake up and fight me!" If you do so; the spirit comes from it's body and gains a +1 CR in difficulty to deal with when fighting.
If you win; you can gain a +1 LV = CR -1 of the creature that you learn. When you two fight; you are transported to an arena where no one can enter or leave unless one of you submits or dies. If you give up you cannot use this ability again until you perform a long rest and don't gain the spell. If you win, you are transported back.
Spirit Weapon - At 3rd LV, after meditating for 10 minutes your weapon is infused with a spirit and becomes a magical weapon. You may infuse a spirit to your armor instead. You can hit spirits with your weapon now. Your spirit weapon comes back to you whenever you recall it and will always be within a mile of you, you can detect where it is.
You can infuse your spirit into a different weapon and only one spirit weapon maybe active at a time for use, any other spirit weapons you use and or give away lose their abilities. You can inscribe the spirit weapon ability onto a non-weapon or armor.
At LV 7 you can apply another spirit weapon effect to the same item in use and or make it where you can have more than one spirit weapon item active at once.
One of the following effects is gained for weapons;
1. +1 to blocking
2. +1 ft of melee range
3. +2 dmg modifier or check modifier.
4. +1 to all attack rolls
5. weightless
6. Add one dmg type and this weapon deals that dmg type instead of physical dmg.
One of the following effects is gained for armor;
1. +1 AC
2. +2 PA or MA
3. +2 to one stat fate roll.
4. +10 ft to all movement types.
5. +20 ft to jump height
The following can apply to both armor and weapons;
1. Glow in the dark
Spirit Warrior - At 3rd level a spiritual warrior comes to your side; telling you the secrets of your weapon, warrior casters, choose 1 class and gain a LV 2 spell that you learn that's inscribed on your spirit item. You can use your weapon as a channeling and casting point now.
You can fight other spirits or warriors to gain more spells, however you only gain spells of the class you killed. If you killed a magic user, you can pick from a spell list, kill a physical user you pick from a physical user list.
Every time you level up your max spell stress goes up by +1.
Also note if you could've already channeled and or use weapons as casting points then you just gain a +1 advantage when doing so instead.
Spirit Combat Style - At 7TH LV, the last creature you killed you can combine their fighting style with yours, note only up to two so meaning your original fighting style and the style of the spirit.
Cast Strike - At 10TH LV, you can choose to store spells in your blade = to the last highest CR of the last creature you defeated + your wisdom modifier - the total spell LVs stored, in doing so you can cast a spell after performing a strike if you have the spell stress and or action points to do so with not having to worry about channeling your magic but only the casting point.
You can apply this to your armor instead to be used as a reaction and or defensive action against incoming actions for casting, meaning you let's say you have a healing spell stored in your armor, when hit by an attack that lands you can cast a healing spell as a defensive action against the damage then.
This including falling, hitting the floor going prone, etc.
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