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The Spirit Sentinel is a magical warrior who has unlocked the secrets of the ethereal realm, allowing them

to harness spiritual energy to enhance their combat abilities. By forging a deep connection with the spirit
world, these warriors use their connection with the spirits to unleash the magic of the world and maintain
the balance between the two realms.

Class Features
Hit Points
 Hit Dice: 1d10 per samurai level
 Hit Points at 1st Level: 10 + your Constitution modifier
 Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per samurai level
after 1st
Proficiencies
 Armor: Light and medium armor, shields
 Weapons: Simple weapons, martial weapons
 Tools: Choose one type of artisan's tools or musical instrument
 Saving Throws: Intelligence, Wisdom
 Skills: Choose two from Athletics, Arcana, Investigation, Insight, Intimidation, Perception
and Survival

LVL1 Battle Focus: As a bonus action you can enter a focused state that lasts for 1 minute, until you are
unconscious or until you dismiss it as a free action. While in this state you gain the following:

While in this state, your critical hit range expands by 1(2 on lvl9, 3 on lvl16, 4 on lvl20)

You gain an extra reaction

Your speed increases by 10ft(15ft on lvl6, 20ft on lvl11, 25ft on lvl16)

You can enter this state equal times to your PB per long rest(Unlimited on lvl20).

LVL1 Fighting Style: Choose from:


Archery
Defense
Dueling
Great Weapon Fighting
Two-Weapon Fighting

LVL2 Spellcasting: Half-caster, WISDOM casting, Prepare Caster


Cantrips like the Artificer, Wizard Spell list, Can prepare spells equal to WIS+1/2 LVL

Spiritual Pacts: You gain 2 Pacts from the list. You gain one additional Pact on levels 5, 9, 13, 17. Each
time you gain an Ability Score increase you can change one Pact for another.

LVL3 Inner Will: Subclass choice. Choose between Wither , Bud , Blossom
LVL4 Ability Score Improvement: Also at lvls 8,12,16,19

LVL5 Spirit Wisdom: You gain proficiency with Wisdom saving throws.

LVL6 Spirit Warrior: Extra Attack. When you use the attack action you can cast one cantrip in
place of one of your attacks.

LVL15 Iaijutsu Strike: As a bonus action, you can make a single melee weapon attack at a
disadvantage against a creature within your reach. If the attack hits, it is a critical hit. Two uses
and then you can’t use it again until you take a long rest.

LVL17 Disciplined Strikes: When you make a weapon attack, you can add your Wisdom
modifier to the attack roll.

LVL17 Lone Wolf's Resolve: You have advantage on saving throws against being frightened,
and you can't be charmed.

Subclasses
Blossom

The Blossom Spirit Sentinels learn their techniques from the spirits of the wind,
using petal blossoms as a means to protect themselves and slice their enemies ti
pieces. A Blossom in the battlefield is a beautiful and terrifying sight to behold.

LVL3 Thousand Petals: You can summon magical petals to fly outwards and hit an enemy. Once
per turn you deal an extra 1d4 magical Slashing Damage. This Damage goes up one die in lvls 7,
11, 15,19.

LVL3 Petal Storm: While in your Focus state your Petal swirl around you creating a blade storm
in a sphere. Any creature that gets 5ft close to you or starts it’s turn there suffers damage equal
to your Petals dice.

LVL7 Parry and Riposte: When a creature makes a melee attack against you, you can use your reaction
to add your Wisdom to your AC for that attack. If the attack misses you can make a single attack back in
the same reaction.

LVL10 Leaf in the Wind: You gain a bonus to all your Dexterity saves and skill checks equal to
your Petals dice

LVL14 Petal Dance: As a bonus action or as part of entering your Focus start you can cause
your Petals to surround you and cause every range attack against you to be made at
disadvantage for the next minute. You can use this ability once per short rest.

LVL20 Full Bloom: As an action you can enter Full Bloom. Your Petals form a pair of beautiful
wings on your back and you gain the following benefits for 1 hour once per long rest:

You gain a flying speed equal to your walking speed +10.

All attacks against you have disadvantage.

You have advantage on all Wisdom and Dexterity saves.

If an ability causes to takes damage on a failed save, you instead take only half on a fail and no
damage on a success.

Your Petal Storm and Thousand Petals abilities cause maximum damage.
Bud

The Bud Spirit Sentinels are the guardians and bulwarks who adopt their style by the erath
and stone. Stalwart and strong. Unmoving and unbending. These warriors become a
shield and protector for their allies.

LVL3 Outer Shell: While in your Focus State at start of your turn you gain temporary hp equal
to your Wisdom.

LVL3 Guardian: As a protector you gain access to the clerics spell list.

LVL7 Unyielding: You have advantage against any effect that would cause you to fall prone or
be moved. Additionally when hit by an attack you can see you can as a rection reduce the
damage an amount equal to you Wisdom+ Your LVL.

LVL10 Grounded and Strong: As a bonus action you can cause the earth to rise and cover
every creature of your choice (including you) in a 15ft radius to have resistance to all damage
until your next turn. You can use this ability once per short rest.

LVL14 Unstoppable Force: Every time you hit with an attack you can choose to deal all the
damages as bludgeoning damage. If you do that then you can move the creature a number of
feet equal to 5xWisdom.

LVL20 Ultimate Defender: As an action your body becomes as strong as a meteorite for 1 hour
once per long rest. You gain the following features:

You gain resistance in all damage.

You gain resistance to spells and spell like abilities.

You are always under the effect of Freedom of Movement and cannot be restrained.

You regain 10hp at the start of your turn.


Wither

Spirit Sentinels that follow the Wither path draw the knowledge and power from spirits of
death and shadow. They are the assassins and scouts that keep the balance by eliminating
threats before those threats even arise.

LVL3 Always Ready: You add your Wisdom to your initiative as your senses are trained to sense
when it’s time to strike.

LVL3 Strikers Instinct: You enter your Focus state as a free action.

LVL7 Shadows Embrace: You gain resistance to necrotic damage. As a bonus action you can
teleport to any shadow you can see withing 60ft and the next attack you make that hits deals an
extra 2d8 necrotic damage.

LVL10 Death Touch: Whenever you deal necrotic damage the target loses maximum hp equal
to that damage. This hp can only be regained after a long rest or by casting Greater Restoration
on the target.

LVL14 Grave Calling: Once per short rest and as a rection you can cause one creature who is
not immune to necrotic damage to be vulnerable to it for one turn.

LVL20 Death Incarnate: As an action you get engulfed by shadow taking a ghostly unsettling
form for 1 hour once per long rest. You gain the following benefits:

You gain a flying speed equal to you walking speed.

All your damage becomes necrotic.

Whenever you bring a creature to 0 hp you gain half it’s health as healing.

Enemies that get withing a 20ft radius or start their turn there must succeed on a Wisdom save
or become frightened of you, at the end of their turn or when they receive damage they can roll
the save again.

Class Unique Spells:

Cantrips:

Silencing Blade
Enchantment cantrip

Casting Time: 1 action

Range: 5 feet

Components: V, M (a weapon)
Duration: 1 round

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the
spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and its mouth is covered by a violet
veil until the start of your next turn. If the target willingly speaks before then, it immediately takes 1d8 psychic damage, and the
spell ends.

This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 psychic damage
to the target, and the damage the target takes for speaking increases to 2d8. Both damage rolls increase by 1d8 at 11th level and
17th level.

1st Level:

 Casting Time: As part of an Attack Action


 Range: Self
 Duration: Instantaneous
 Effect: Infuse your weapon with a gust of wind. The target must succeed on a
Strength saving throw or be knocked prone.

2nd Level:

Spiritual Fusion:
 Casting Time: 1 action
 Range: Touch
 Duration: Concentration up to 1 minute
 Effect: Two creatures touched gain advantage on attack rolls or ability checks.
The caster can use a reaction to switch places with the other touched creature if
they are within 30 feet.

Pacts:

Otherworldly Skill: You double your proficiency bonus for two skills you are already proficient in.
Otherworldly Plunge: You can cast feather fall at will, without expending a spell slot

Spirit Crusader:(lvl 5) You learn two Battle Master Maneuvers and you gain two Superiority dice that
are d6s and replenish on a short or long rest.

Fade Away into Shadow: You can take the disengage action as a bonus action.
Silence of the Lamps: Your Silencing Blade silences an additional creature within 5ft of the target.

Cantrip Master:(lvl 10) Your Silencing Blade now costs either an action or bonus action.

Ancient Spirit's Favor:(lvl 5) You gain the druidcraft, guidance, and mold earth cantrips.

Knowing Gaze: You gain proficiency in the Insight and Perception skills.

Screaming Silence:(lvl 12) Your Silencing Blade deals extra Damage equal to your Wisdom modifier.

Spirit Smite:(lvl 7) Upon succeeding in an attack roll you can expend a spellslot and deal an extra 1d6
plus 1d6 per spellslot level Force Damage.

Speed of Shadows:(lvl 5) You can take the dash action as a bonus action.

Natures Hand: You can touch one weapon and bind it to your Spirits. This weapon uses your Wisdom for
attack and damage rolls.

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