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Thread: Spirit

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    Colossus in the Playground
     
    JNAProductions's Avatar

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    Jul 2014
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    Default Spirit

    HIT POINTS
    Hit Dice: d8
    Hit Points at 1st Level: 8+Con mod
    Hit Points at Higher Levels: 1d8 (5)+Con mod

    PROFICIENCIES
    Armor: Light and Medium, Shields
    Weapons: All Simple
    Tools: Any one artisan tool of choice

    Saving Throws: Charisma, Wisdom
    Skills: Pick any two from Athletics, Acrobatics, Stealth, Arcana, Investigation, Religion, Insight, Medicine, Perception, Deception, Intimidation, and Persuasion

    EQUIPMENT
    You start with the following equipment, in addition to the equipment granted by your background:
    -Any two weapons you are proficient in (and 20 pieces of ammo per weapon, if appropriate)
    -(a) A simple melee weapon or (b) a shield
    -(a) An Explorer's pack or (b) a Dungeoneer's pack
    -(a) Scale Mail, (b) Leather Armor, or (c) Chain Mail, if you are proficient in it
    -A Spiritual Focus

    Spirit
    —Spell Slots per Spell Level—
    Level Proficiency Bonus Features 1st 2nd 3rd 4th 5th
    1st +2 Spiritual Archetype — — — — —
    2nd +2 Spellcasting 2 — — — —
    3rd +2 Self Restoration, Turn Undead (1/Rest) 3 — — — —
    4th +2 Ability Score Improvement 3 — — — —
    5th +3 Extra Attack 4 2 — — —
    6th +3 Object Possession 4 2 — — —
    7th +3 Archetype Feature 4 3 — — —
    8th +3 Ability Score Improvement 4 3 — — —
    9th +4 Turn Undead (2/Rest) 4 3 2 — —
    10th +4 Humanoid Possession 4 3 2 — —
    11th +4 Archetype Feature 4 3 3 — —
    12th +4 Ability Score Improvement 4 3 3 — —
    13th +5 - 4 3 3 1 —
    14th +5 Turn Undead (3/Rest) 4 3 3 1 —
    15th +5 Archetype Feature 4 3 3 2 —
    16th +5 Ability Score Improvement 4 3 3 2 —
    17th +6 - 4 3 3 3 1
    18th +6 Any Possession 4 3 3 3 1
    19th +6 Ability Score Improvement 4 3 3 3 2
    20th +6 Archetype Feature 4 3 3 3 2

    Spiritual Archetype-At level one, choose whether you wish to be an Avenging Spirit or an Enduring Spirit.

    Spellcasting-At level two, you gain spellcasting. You prepare spells in the same manner as a Paladin, though you use a Spiritual Focus rather than a Holy Symbol.

    Self Restoration-At level three, you gain the ability to rejuvenate yourself with a mere thought. You gain a pool of healing equal to your proficiency bonus times your Charisma modifier. You may spend these points to heal yourself. Each point heals you for 1d4 HP at level three, increasing to 1d6 at level seven, 1d8 at level eleven, 1d10 at level fifteen, and 1d12 at level nineteen. Spending one point is a bonus action, spending a number up to your proficiency bonus is an action. These points recover on a long rest.

    Turn Undead-Also at level three, you gain the ability to Turn Undead as a Cleric does, once per short or long rest. At level nine, you may do so twice before resting, and at level fourteen, three times.

    Ability Score Improvement-Usual levels, usual deal.

    Extra Attack-At level five, usual deal.

    Possession-At level six, you may possess an object that is no larger than 10' in any dimension. To do so, you must be adjacent to and touching the object. As an action, you force yourself into the object. While inside an object, you can move any mobile parts of it (for instance, if you possess a piano, you may cause it to play itself, or cause a cart to move on its wheels) but you may not move parts that do not normally move (so you cannot possess a statue and cause it to move or talk). Leaving the object happens immediately when it is destroyed, or can be done at any time as a bonus action. Doing this consumes a first level or higher spell slot, but you may possess an object indefinitely.

    At level ten, you may now attempt to possess humanoids. You may touch them as an action, forcing them to make a Wisdom save against your spell DC. On a failure, they are possessed by you and you enter into them. While possessed, you are in complete control of their actions-however, causing them to do anything suicidal (such as leaping off a cliff) allows them an immediate new Wisdom save to expel you BEFORE the action is taken. In addition, they may make a new save to expel you every minute after being possessed, and any time they take damage. You may leave at any time as a bonus action, and the target may choose to voluntarily fail their saves should they wish. Doing this consumes a third level or higher spell slot.

    At level eighteen, you may possess anything animate. This operates exactly like possessing humanoids, save it takes a fifth level or higher slot to do so.

    While possessing something, you have full access to your class features, proficiencies, and skills, but do NOT have access to the body's abilities. You gain their physical ability scores, but not the mental ability scores, and may only perform features that the new form allows you to (for instance, you cannot cast spells as an immobile object). When you use Self Restoration while possessing something, you may choose to split the HP gained amongst yourself and the possessed. Finally, when you end a possession, you appear adjacent to it (or as near as possible) in any spot of your choosing.

    Spoiler: Avenging Spirit
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    Martial Spirit-At level one, you gain proficiency in all martial weapons. In addition, you may add your proficiency bonus to any weapon damage you deal.

    Relentless Hunter-At level seven, you may, once per short rest, declare a target you can see within 60' your quarry as a bonus action. For the next minute, you increase your crit range to 19-20 against them, and may continue to operate while at zero hit points while they are within line of sight. You still accrue failed death saves as normal, but you do not die until your quarry is out of line of sight or the minute passes.

    Endless Blows-At level eleven, if you take the attack action on your turn, you may make a single additional weapon attack as a bonus action.

    Improved Relentless Hunter-At level fifteen, you may nominate up to three targets to be your quarry at a time, you gain an 18-20 crit range against them, and you gain THP equal to the damage you deal against them every time you strike a quarry with a weapon.

    Vengeance Above All-At level twenty, you are an avatar of remorseless vengeance. You gain resistance to all damage dealt by your quarry and gain advantage on attacks against them.


    Spoiler: Enduring Spirit
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    Hale Spirit-At level one, you gain proficiency in heavy armor. In addition, you may add half your proficiency bonus to your AC.

    Feature-At level seven,

    Feature-At level eleven,

    Feature-At level fifteen,

    Feature-At level twenty,





    Enduring Spirit is a WIP. Overall, feel a little iffy on this class-would love some feedback. Also, spell list suggestions. :P
    I have a LOT of Homebrew!

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  2. - Top - End - #2
    Bugbear in the Playground
     
    Daemon

    Join Date
    Oct 2017

    Default Re: Spirit

    If you possess a commoner, does the commoner die at 5 damage? If they do, are you ejected or do you die as well? I may have just overlooked it in the text.

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