Spirit Walker, 2nd Variant (5e Class)

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Spirit Walker, 2nd Variant[edit]

A bare-fisted stance-dancer, Spirit Walkers walk through four unique forms in combat to overcome their enemies. Inspired by the League of Legends character, Udyr.

One with the Spirits[edit]

Voices scream in the mind, while years of training and meditation do little to ease the din. Born under a Blood Moon, Spirit Walkers hear the voices of animals and spirits naturally and can do little to block out such intrusive thoughts. While veteran Spirit Walkers have learned how to block out and focus their thoughts, fledgling Spirit Walkers must endure years, if not decades, of harsh meditation to even think like a normal human. However, being so in tune with nature has its benefits. Spirit Walkers can harness the strength of some of the stronger beings to aid them in their time of need. Some Spirit Walkers grow claws and fangs in battle, while others gain a hardened hide and have defensive tusks to protect themselves. Spirit Walkers walk the veil between bestial instinct and human reasoning, and only the strongest survive long enough to see another of their kind.

Creating a Spirit Walker[edit]

Spirit Walkers are born rather than made. Under the light of a Blood Moon, Spirit Walkers enter the world and are immediately placed under the tutelage of other senior Spirit Walkers since a blood moon is usually an ill omen. When creating your character, consider the following. How did your family/tribe react when you were born? At what age did you start to display the signs of a Spirit Walker? Were you trained by another Spirit Walker or were you raised by the wild? How deep is the connection between you and nature? Does your character get overwhelmed by the cacophony of voices? If not, how do they deal with it?

Quick Build

You can make a Spirit Walker quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution and Dexterity. Second, choose between the Lone Survivor or Feral Child background.

Class Features

As a Spirit Walker you gain the following class features.

Hit Points

Hit Dice: 1d10 per Spirit Walker level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Spirit Walker level after 1st

Proficiencies

Armor: Light Armor
Weapons:
Tools: Brewer's Supplies, Herbalism Kit, Leatherworker's Tools, Smith's Tools, one simple instrument of your choice
Saving Throws: Strength, Constitution
Skills: Choose Animal Handling and 3 others from Athletics, Insight, Medicine, Nature, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • handwraps
  • leather armor
  • (a) dungeoneer's pack or (b) explorer's pack
  • a lamp with a full flask of oil

Table: The Spirit Walker

Level Proficiency
Bonus
Features
1st +2 Unarmed Strikes, Stance Swap
2nd +2 Call of the Wild
3rd +2 Way of the Spirit Walker
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Spirit Detachment
7th +3
8th +3 Ability Score Improvement
9th +4 Blessing of Simia Rex
10th +4 Battle Scars
11th +4 Extra Attack
12th +4 Ability Score Improvement
13th +5 Old Gods, Old Ways, New Spirits, New Cycles
14th +5 Spiritual Defense
15th +5
16th +5 Ability Score Improvement
17th +6 Extra Attack
18th +6
19th +6 Ability Score Improvement
20th +6 Awaken


Unarmed Strikes[edit]

Spirit Walkers fight with nothing but their hands, growing features as they tap into the power of the spirits. You cannot gain any benefits from the Spirit Walker class while wielding weapons. Your Unarmed Strikes deal 1d6 + your STR modifier as Bludgeoning damage. The damage die is increased to 1d8, 1d10, and 1d12 at levels 6, 11, and 18 respectively. Your Unarmed Strikes are modified by your Stances, but the damage die is always the same.


Stance Swap[edit]

Stance swapping is a core mechanic as a Spirit Walker. Starting from 1st level, you can swap into a Stance as a bonus action. Bonuses granted by Stances last until the end of your next turn. You may choose to refresh the bonuses by re-entering the stance you were already in. Starting from 5th level, you begin combat in a Stance. Starting from 11th level, swapping Stances no longer requires an action, though you can only swap Stances once per round on your turn.

Tiger Stance

While you are in Tiger Stance, your Unarmed Strikes become Tiger Claws.

Tiger Claws: Your Unarmed Strikes deal an additional 1d4 bonus Slashing damage.

Turtle Stance

While you are in Turtle Stance, your Unarmed Strikes become Turtle Stomp.

Turtle Stomp: Your Unarmed Strikes grant you temporary Hit Points equal to up to half the damage you dealt, lasting until the end of your next turn.

Bear Stance

While you are in Bear Stance, your Unarmed Strikes become Bear Swipe.

Bear Swipe: Your Unarmed Strikes force the target to make a CON saving throw against a DC of 8 + your proficiency + your STR modifier. On a failed save, the target is knocked prone. On a success, they are pushed back 5 feet.

Phoenix Stance

While you are in Phoenix Stance, your Unarmed Strikes become Phoenix Fire.

Phoenix Fire: Your Unarmed Strikes deal its damage in a 10-foot cone in front of you and is considered Fire damage.


Call of the Wild[edit]

Beginning at 2nd level, you can transmit simple emotions and commands to beasts of all kinds. Your proficiency bonus is doubled for all Animal Handling checks, and beasts are only hostile to you if you prove to be an enemy first.


Way of the Spirit Walker[edit]

Starting at 3rd level, you begin to feel the pull of the natural order. The Old Gods and New Spirits have been vying for control and as a Spirit Walker, you must choose a side and fight for it. You must choose to ally yourself with a side. Once chosen, you cannot reverse this decision. More information on the Old Gods and New Spirits will be listed below.


Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 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.


Extra Attack[edit]

Beginning at 5th level, you Attack twice instead of once whenever you take the Attack Action. You Attack thrice at level 11, and four times at level 17.


Spirit Detachment[edit]

Beginning at 6th level, you learn to detach your spirit from your physical body. You gain resistance against all mental attacks and have advantage on WIS saving throws. Once per Long Rest, you may detach from your physical body. Your physical body goes limp as if you were asleep, and any damage that your physical body takes will instantly snap you back to it. While detached, you can move through solid objects and can possess Medium beasts or smaller. The detachment can last for as long as 24 hours, after which you are forcibly snapped back to your physical body. You cannot fight while detached and will also snap back if you take damage while in spirit form.


Blessing of Simia Rex[edit]

Starting at 9th level, you become blessed by Simia Rex, the Monkey God. Your Speed is permanently increased by 10 feet and you gain resistance against effects that would hinder your Movement.


Battle Scars[edit]

Starting at 10th level, you begin to master the art of combat, and you wear your scars as a badge of honour and glory. While wearing light armor, your AC is increased by 1. As a Bonus Action, you can force any creature that catches a glimpse of your scars to make a WIS saving throw against a DC of 12 + your STR modifier + your proficiency modifier, becoming Frightened on a failed save. Creatures who pass the check become immune to Battle Scars for the next 24 hours. Frightened creatures can make the same saving throw at the end of their turn, ending the effect if they succeed, and becoming immune to the effects for the next 24 hours. If your STR stat is at least 5 points above the creature's, they immediately fail the save.


Spiritual Defense[edit]

Beginning at 14th level, your spirit strengthens, granting you additional defenses against those who would do you harm. If you would take a Critical Hit, you may instead choose to negate the bonus die. You then receive temporary Hit Points equal to the damage you would have taken from that die that last until the end of your next turn. You may only use this feature once per Long Rest.


Awaken[edit]

Beginning at 20th level, you begin to Awaken. Your hardships have taught you that as a Spirit Walker, you can never know true peace. Old Ones fight for dominance within the din while New Walkers seek to understand rather than to quell. Through either drowning out the voices with your own, or meditating through the voices, your mental fortitude has grown considerably. You are no longer affected by mental negative conditions such as Charmed or Frightened. While out of combat, beasts of all kinds will never attack you, and you can command them to do simple things, though they will not fight for you.

In combat, you can spend an Action to Awaken, creating different effects depending on your allegiance.

Old Gods

Awaken the Old Gods: You call forth all four of the Old Gods by their ancient name: Valhir, the Stormbringer; Ildhaurg, the Earthbreaker; Ornn, the Lavaforger; and Anivia, the Frostcaller. You may choose up to four enemies within 30 feet of you. You may select the same enemy more than once. A lightning bolt strikes each of the enemies, dealing up to half the amount an Unarmed Strike would do in Stormbringer Stance (include the bonus damage from Old Gods, Old Ways) as Lightning damage per bolt. An earthquake then ripples out from you, forcing all enemies within 30 feet of you to make a CON saving throw against a DC of 12 + your proficiency + your STR modifier. Failing the save knocks them prone and deals up to half the amount an Unarmed Strike would do in Earthbreaker Stance. A successful save will cause them to avoid the damage and be knocked back 5 feet. All enemies within 40 feet must then make a DEX saving throw against the same DC as lava erupts from beneath them. A failed save deals up to half an Unarmed Strike would do in Lavaforger Stance and creates a ring that only encompasses them. A successful save causes them to move back 5 feet, take no damage, and avoid the ring being created around them. A blizzard then envelops the battlefield until the end of your next turn. While the blizzard lasts, all enemies are Blinded, Deafened, and have their Movement reduced to 10 feet. Flying enemies are forced aground. When the blizzard ends, it snaps, dealing the same amount an Unarmed Strike would do in Frostcaller Stance. You then suffer 1 level of exhaustion and may not make any Actions other than Moving for your next turn.

New Spirits

Awaken the New Spirits: You call forth all four of the nameless New Spirits. You may choose up to four targets, including allies but not yourself. Each target you select will be either cursed or blessed by the New Spirits, depending on if they were an enemy, or ally. For that combat, enemies have disadvantage on all their attacks, deal reduced damage equal to your CON modifier (damage cannot be reduced below 3 from this effect), have their Speed reduced by 10 feet (Speed cannot be reduced below 5 feet from this effect), and take 1d6 Fire damage on the start of each of their turns. Enemies can make a CON saving throw against a DC of 12 + your proficiency + your STR modifier to remove one of the effects at the start of their turns. Allies gain advantage on their first X attacks, where X is equal to your STR modifier, gain temporary Hit Points equal to your CON modifier, have their Speed increased by 10 feet, and gain the bonus die from Cleansing Wave. This die can stack with the one that you would give with Cleansing Wave for a total of 2 dice. You then suffer 1 level of exhaustion and may not make any Actions other than Moving for your next turn.

You can use this feature once per Long Rest.


Old Gods[edit]

Primal hunger and bestial instinct takes over the minds of lesser Spirit Walkers, leaving them consumed by their baser instincts. To draw breath is to fight, to claw your way from death, to earn your place amongst the living. Those who manage to stay human are as close to nature as one could be. Their shapes change, morphed by the ancient magic of the Old Gods. To be one of the Old Ones is to surrender your humanity for the raw power of the wild. Only those who would choose the path of the unbending will of nature follow the Old Gods.

Stances

Your four Stances are replaced by those of the Old Gods. You become more savage in nature, gaining much more in terms of raw power, but losing almost everything else in return.

Stormbringer Stance

While you are in Stormbringer Stance, your Unarmed Strikes become Storm Claws.

Storm Claws: Unarmed Strikes now call down a bolt of lightning to crackle through your fists. On a successful attack, the lightning bounces to another enemy within 10 feet, dealing damage to that enemy. The bolt bounces up to X times, where X is equal to your proficiency modifier, and, if possible, will always bounce to another enemy. If there isn't another enemy within range, the bolt bounces back to a target it has already hit and continues until it has bounced to its maximum count. The bolt of lightning deals 1d4 Lightning damage. If the bolt only strikes one enemy, it deals an additional 1d4 Lightning damage.

Earthbreaker Stance

While you are in Earthbreaker Stance, your Unarmed Strikes become Earth Tusks.

Earth Tusks: Unarmed Strikes now call upon fissures to break the enemy's stance. On a successful attack, you deal an additional 1d4 Earth damage and force the target to make CON saving throw against a DC of 12 + your proficiency + your STR modifier. On a failed save, they take an additional 1d4 Earth damage and are knocked prone. On a successful save, they are pushed back 5 feet. If you have advantage on this attack, the target will instantly fail the save. If you are attacking a prone enemy, you deal an additional 1d4 Earth damage and create difficult terrain in a 5-foot radius around them which lasts until either you or they leave the area. You are unaffected by this terrain.

Lavaforger Stance

While you are in Lavaforger Stance, your Unarmed Strikes become Lava Horns.

Lava Horns: Unarmed Strikes now call forth lava to burst from beneath the target. On a successful attack, the lava laps at the target, dealing 1d4 Fire damage. The lava then creates a ring around you and the target. The ring can have a maximum radius of 15 feet and must encompass both you and the target. The ring deals 1d4 Fire damage to enemies who start their turn in the ring or enter the ring for the first time on their turn. Enemies who leave the ring take 2d4 Fire damage. The ring lasts until the end of your next turn. If you leave the ring, the ring disappears.

Frostcaller Stance

While you are in Frostcaller Stance, your Unarmed Strikes become Frost Wings.

Frost Wings: Unarmed Strikes now call on a blizzard to zone off an area. On a successful attack, a blizzard is formed with the target as its centre. The blizzard has a 15-foot radius and deals 1d4 Cold damage to enemies who start their turn in the blizzard or enter the blizzard for the first time on their turn. Enemies within the blizzard are Blinded and have their Movement reduced by 5 feet. At the end of your next turn, the blizzard snaps, dealing 4d4 Cold damage to all enemies within it.


Old Gods, Old Ways[edit]

Beginning at 13th level, your features begin to distort into more animalistic ones when you swap Stances. The first time you enter a Stance in combat, you receive the following bonuses. These bonuses last until the end of combat.

Stormbringer Stance
You start to grow claws and fangs. All your attack rolls have +1. If you were to roll a 1 or 2 on a damage die, you may re-roll that die once, using the new roll regardless of the new result.
Earthbreaker Stance
You start to grow fur and carapace. Your AC is increased by up to half of your CON modifier.
Lavaforger Stance
You start to grow horns and hooves. Enemies who take damage from you must make a WIS saving throw against a DC of 12 + your proficiency + your STR modifier, becoming Frightened for 1 minute on a failed save. Enemies can make the same saving throw at the start of their turns to end this effect early. Once the effect wears off, enemies become immune to this effect for the next 24 hours.
Frostcaller Stance
You start to grow wings and feathers. You gain a flying speed of 30 feet. Your Cold damage ignores resistances.

You also gain proficiency in Intimidation, or expertise if you are already proficient.


New Spirits[edit]

Those who choose to live in harmony with nature follow the New Spirits. Unlike the Old Gods who believe in the strength of the wild, followers of the New Spirits choose to place their faith in the harmony that humanity can have with nature. New Walkers have come to terms with the voices in their minds and take their time to peacefully meditate, seeking balance within themselves. Although they prefer to seek a more peaceful resolution, New Walkers have not yet forgotten how to bare their fangs and claws, and use them with a controlled rage of a silent storm.

Stances

Your four Stances have been enhanced by the New Spirits. You become more peaceful, gaining more flexibility in your combat by being able to flow between defender of the weak, and executioner of the wicked.

Wilding Claw Stance

While you are in Alphaclaw Stance, your Unarmed Strikes become Wilding Claws.

Wilding Claws: Unarmed Strikes have +1 to the attack roll and deal an additional 1d4 bonus damage. The damage is considered magical for the purposes of overcoming resistances.

Iron Mantle Stance

While you are in Iron Mantle Stance, your Unarmed Strikes become Enduring Blows.

Enduring Blows: Unarmed Strikes grant you and all allies within 15 feet of you temporary Hit Points equal to up to half the damage you dealt + your CON modifier, lasting until the end of your next turn.

Raging Stampede Stance

While you are in Raging Stampede Stance, your Unarmed Strikes become Weighted Paws.

Weighted Paws: Unarmed Strikes force the target to make a CON saving throw against a DC of 12 + your proficiency + your STR modifier. On a failed save, the target is knocked prone and you can make an Unarmed Strike against it. This bonus attack cannot be modified by Stances. On a success, the target is pushed back up to 10 feet. If the target ends up adjacent to any of your allies, they may make an Opportunity Attack.

Wingborne Storm Stance

While you are in Wingborne Storm Stance, your Unarmed Strikes become Cleansing Wave.

Cleansing Wave: Unarmed Strikes now deal its damage in a 15-foot cone in front of you and is considered Fire damage. Allies who are within the range are invigorated, gaining a 1d4 that they can spend on any roll except for damage. Allies can only have one such die at a time and lose it after 1 minute. Each ally can only benefit from this effect as many times as your proficiency modifier per day.


New Spirits, New Cycles[edit]

Beginning at 13th level, you begin to sense the harmony and balance between the spirit world and the physical one.

When you swap to Wilding Claw Stance, your first two attacks have advantage.

When you swap to Iron Mantle Stance, the temporary Hit Points that allies gain matches yours.

When you swap to Raging Stampede Stance, you can Dash through creatures as a Bonus Action, making an Unarmed Strike as you pass. You can only damage as many creatures as your proficiency bonus. These Unarmed Strikes cannot be modified by your Stances.

When you swap to Wingborne Storm Stance, your cone sized is doubled (30-foot cone). The die allies receive is now a 1d6.

You gain proficiency in Persuasion, or expertise if you are already proficient.




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