Talents of the Warrior Spirit

Warrior Spirits vary from the agile bowmen to the armored juggernauts, their skills unmatched when it comes to battle. Appeasing a warrior spirit may be by defeating a foe that cheated in a duel to the death, finding forgiveness from the families of those they took loved ones, or ensuring their own loved ones are safe.

Armoured Soul

You gain proficiency in heavy armor, and use your Wisdom score for any Strength requirements a set of armor may have. As an action, you can touch a suit of armor that isn’t being worn or carried by anyone and instantly don it, provided you aren’t wearing armor already.

Combat Ready

You gain proficiency in martial weapons. When you attack with a weapon, unarmed strike, or with an improvised weapon, you can use your Wisdom modifier, instead of Strength or Dexterity, for the attack and damage rolls.

Spirit of War

You gain proficiency in the Athletics and Acrobatics skill. Whenever you use either skill, you can use your Wisdom modifier rather than your Strength or Dexterity modifier.

Spirit Guardian

You can cast the Shield spell without expending a spell slot a number of times equal to your proficiency bonus, regaining all expended uses upon finishing a long rest. Casting the spell in this way only provides the bonus until the end of the attacker's turn.

Guided Swings

Prerequisites: 5th level
You can attack twice, instead of once, whenever you take the Attack action on your turn. If one of these attacks misses, you can make an extra attack at the end of you action towards the target you missed. When doing so, you do not add your proficiency bonus to this attack roll.

Spiritual Smite

Prerequisites: 5th level
When you hit a creature with a weapon attack, you can expend a spell slot to deal an extra 1d6 psychic damage to the target, plus another 1d6 per level of the spell slot (maximum of 7d6).

Soul-Imbued Weapon

Prerequisites: 5th level
Any weapon you wield is considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You can also use it as a spellcasting focus for your soul-seer spells.

Ethereal Recreation

Prerequisites: 9th level
While wielding a ranged weapon, you can create your own ammunition for it. Ammunition used in this way fade away after being used (regardless of a hit or miss), and deal psychic damage on a hit.

Furthermore, any melee weapon you use gains a throwing range of 20/60, or 30/90 if they already had one. You create an ethereal copy of your weapon when making a ranged attack in this way, to which it deals psychic damage and fades away after a hit or miss.

Ranged attacks made in these ways ignore cover created by organic matter, such as creatures or plants.

Spirit's Shield

Prerequisites: 9th level
As a bonus action, your spirit manifests a floating ethereal shield. For the next minute, you gain the benefits of half-cover.

You can use this talent a number of times equal to your proficiency bonus, and you regain all expended uses after a long rest.

Undeath Enhancement

Prerequisites: 9th level
Any weapon you wield gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls.

Improved Undeath Enhancement

Prerequisites: 13th level
Any weapon you wield gains a +2 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls.

Maneuver Expert

Prerequisites: 13th level
You learn four maneuvers of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Wisdom.

You gain four superiority dice, which are d6s (this die is added to any superiority dice you have from another source). These dice is used to fuel your maneuvers. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.

Arcane Warrior

Prerequisites: 17th level
Choose the Bigby's Hand, Conjure Volley, Steel Wind Strike or Tenser's Transformation spell. Once per day, you can cast this spell, and damage can't break your concentration with it.

Greater Undeath Enhancement

Prerequisites: 17th level
Any weapon you wield gains a +3 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls.