Spirit Walker (5e Class)

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Spirit Walker

A hand-to-hand fighter with the ability to tap into his spirit energy in order to use 7 sacred beast stances. Inspired greatly by the League of Legends character Udyr

Spirit Walker

Spirit Walker's belong to a sole lineage of shamanistic monks, beginning with Jinn Messca the reincarnation of the ancient guardian Uther, Lord Of Beasts. His lineage keep the ways of nature much like druids but they do it by summoning the power of the seven sacred beasts gaining their powers. The Bears' Strength, The Tiger's Fury, The Horse's speed, The Turtle's Resilience, The Cobra's Poison, The Eagle's Wind, and The Phoenix's Flames.

Creating a Spirit Walker


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 Wisdom. Second, choose the Hermit background. Third, and this is merely a suggestion make him part of the long lineage of Spirit Walker, The Messcas, and make him/her worship Melora.

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: Gauntlets, Simple Weapons
Tools: Brewer's Kit
Saving Throws: Strength, Wisdom
Skills: Choose 3 from Athletics, Animal Handling, Nature, Intimidation, and Preception

Equipment

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

  • (a) Iron Gauntlets or (b) Quarterstaff
  • (a) dungeoneer's pack or (b) explorer's pack
  • a wool mat for meditation

Table: The Spirit Walker

LevelProficiency
Bonus
FeaturesHand-to-HandKi Points
1st+2Soul Of Beast, Hand-to-Hand1d6-
2nd+2Ki, Monkey's Agility1d62
3rd+2Shamanic Path Feature, Deflect Missiles1d63
4th+2Ability Score Improvement, Turtle Shell1d64
5th+3Bear Strike, Extra Attack1d65
6th+3Shamanic Path Feature, Ki Empowered Strikes1d86
7th+3Tiger Strike1d87
8th+3Ability Score Improvement, Snake's Poison1d88
9th+4Strength of Beasts1d89
10th+4Spirit Guard1d810
11th+4Shamanic Path Feature, Turtle's Resilience1d1011
12th+4Ability Score Improvement, Heightened Senses1d1012
13th+5Healing Roar1d1013
14th+5Horse Charge1d1014
15th+5Healing Factor1d1015
16th+5Ability Score Improvement, Flames of the Phoenix1d1216
17th+6Shamanic Path Feature1d1217
18th+6Lord Of Beasts1d1218
19th+6Ability Score Improvement, Eagle Strike1d1219
20th+6Spirit King1d1220

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Ability Score Increase

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.

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Path of The Drunken Monkey

You are able to harness the spirit of the monkey whilst drunk which gives you agility and striking power.

Drunken Monkey Technique

When you choose this path at 3rd level you gain the performance skill proficiency, as an action when you are knocked down you may spend 1 Ki points to get up with a spinning kick that deals your martial arts die in damage and cost no movement to get up. Only damages adjacent enemies.

Drunken Monkey Step

At 6th level, as a reaction , if an enemy misses a melee attack that targets you, you may redirect that attack against an enemy 10ft away from you. You need a short rest to do this again. You gain an extra use at 12th level.

Drunken Monkey Spit

At 11th level, as an action you may take a drink from your flask and spit your brew right into an adjacent enemy's eyes, they must perform a constitution check, if it fails they are blinded for 2 turns and take 4d8 acid damage, if it succeeds they take half of 4d8 Acid damage to their eyes, one use per rest. Gains one more use at levels 16 and 20. Short rests refund one use

Drunken Monkey Frenzy

At 17th level, you gain the ability to decimate one opponent, when you use flurry of blows, twice a day, you may perform 3 extra unarmed strikes on the same target. Recharges after a long rest.

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Multiclassing


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