Spirit Sentinel

Spirit Sentinel, Subclass

Base Class: Fighter

A Spirit Sentinel is a warrior whose martial prowess is augmented by an ancient bond. Whether through a haunted ancestral weapon, a sacred relic, or a suit of battle-worn armor, the warrior’s soul is tethered to the lingering spirit of a long-dead hero. In battle, this lingering martial soul projects outward as a spectral phantom, striking foes from afar, absorbing deadly blows, and pulling its host across the battlefield in a flash of silver light.

Manifest Spirit; You can call forth a spectral manifestation of the long-dead hero bound to your armor or weapon. As a bonus action, you magically manifest a translucent, silver-hued phantom in an unoccupied space you can see within 15 feet of you. This phantom lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another spirit, or until you are incapacitated.

The manifested spirit has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus. It is the same size as you, and it occupies its space. On your turn, you can mentally command the spirit to move up to 30 feet in any direction (no action required). If your spirit is ever more than 30 feet away from you at the end of your turn, it shatters into dust.

You can use the manifested spirit in the following ways:

  • Phantom Strike: When you take the Attack action on your turn, any attack you make with that action can originate from your space or the spirit’s space. You make this choice for each attack.
  • Tethered Transposition: As a bonus action, you can teleport, magically swapping places with your spirit at a cost of 15 feet of your movement, regardless of the distance between you.
  • Spirit Interception: When a creature that you can see within 5 feet of your spirit moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature, originating from the spirit’s space.

Unleash Incarnation; You can channel the raw, lingering combat instinct of the dead hero. Whenever you take the Attack action, you can make one additional melee attack from the spirit’s space. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Spirit Sight; You can temporarily transfer your consciousness to your manifested spirit, using it for reconnaissance. As an action, you can see through your spirit’s eyes and hear through its ears. During this time, you are deafened and blinded with regard to your own senses. This effect lasts for up to 10 minutes, and it ends early if you dismiss it (no action required), if the spirit is destroyed, or if you are incapacitated. While using this feature, your spirit can move up to 1,000 feet away from you without being destroyed.

Guardian’s Sacrifice: You can make your manifested spirit step into harm’s way to protect an ally. Before an attack roll is made against a creature you can see within 5 feet of your manifested spirit, you can use your reaction to interpose the spirit. The spirit teleports to an unoccupied space within 5 feet of the targeted creature. The attack roll that triggered the reaction is instead made against your spirit. Once you use this feature, you can’t use it again until you finish a short or long rest.

Spiritual Resonance; You have learned to absorb the lingering energy when your manifested spirit is shattered. Whenever your spirit is destroyed by taking damage, you gain temporary hit points equal to 2d6 + your Constitution modifier, provided you don’t already have temporary hit points. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Legion of One; You have attained peak mastery over your spectral bond, allowing you to manifest two spirits simultaneously. Whenever you use Manifest Spirit, you can create two spirits instead of one, summoning both with the same bonus action. You can determine where each spirit appears within range. If you try to create a third spirit, the previous two spirits instantly shatter into dust. Anything you can do through one spirit—attacking, swapping places, or delivering reactions—can be done through either spirit on your turn. If you swap places with a spirit using Tethered Transposition, you choose which spirit to swap with. In addition, when you roll initiative and have no uses of Unleash Incarnation remaining, you automatically regain one use of that feature.

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