1985 Games
Caption
Even the life of a spirit must come to an end.
Those who take on the moniker of a Spirit-Fused Fighter do not normally do so by choice but rather by circumstance. To become a Spirit-Fused Fighter, you must first become the vessel of a dying spirit—a process that can’t be sought after willingly, as no one truly understands how or why this occurs.
All that is known is that the spirit’s mind and body have passed on, and its essence now coexists within the Fighter, granting them abilities beyond those of a normal spirit. Those who harness this power can channel its latent energy into objects, which produce a magical quirk or powerful attacks. These arcane tricks are how these unconventional warriors fight and are the reason they have garnered so much attention and interest on the island.
Level 3: Arcane Quirk
As the host of a powerful spirit, the magic within you can be strange and unruly. Though you’ve learned to control your powers, the arcane energy can still spark to life, often creating strange effects.
Choose one or more of the Arcane Quirks listed below:
- When activating any feature from this subclass, First Age technology around you begins to go haywire.
- Whenever you make an attack roll with a weapon or an Unarmed Strike, a radio or cassette player on your person plays a snippet of a song.
- Whenever you take damage, you cough bubbles.
- Spirits find your odor to be incredibly off-putting.
- Spirits find your odor to be incredibly attractive.
- While you have the Unconscious condition, your body floats 1 foot off the ground and can be carried by the wind.
- Whenever you score a Critical Hit against a creature, your head randomly transforms into a strange visage (such as an anthropomorphic pig head, a crimson-skinned version of yourself with flaming locks, the face of an Urugama, or a CRT TV). This transformation lasts until you transform again or finish a Long Rest.
Level 3: Channel Essence
You gain the ability to channel spirit energy into your attacks. You have four Essence Dice, which are d6s. When you make an attack roll using a weapon or an Unarmed Strike against a creature, you can expend an Essence Die and roll it. Add the number rolled to the attack roll or damage roll (your choice). You can choose to do this either before or after making the attack roll.
You regain all expended Essence Dice when you finish a Short or Long Rest. You gain an additional Essence Die when you reach Fighter levels 7 (five dice total), 10 (six dice total), 15 (seven dice total), and 18 (eight dice total).
Level 3: Object Channeling
You gain proficiency in the Salvage skill. In addition, you gain the ability to channel your internal spirit energy into objects, creating an array of effects. You learn one Channeling Option of your choice from the “Channeling Options” section later in this subclass’s description. You also gain an object of your choice that you can use to channel the option through.
Once you use this feature, you can’t do so again until you finish a Short or Long Rest.
Level 7: Spirit Battery
You also gain the Spirit creature type, and you learn the Jolt cantrip. Constitution is your spellcasting ability for it. When you target a machine with the spell, the machine is powered for 1 hour instead of 18 seconds. Additionally, once on each of your turns when you hit a target with an attack roll using a weapon or an Unarmed Strike as part of the Attack action, you can replace the attack’s damage with that of the Jolt cantrip. When you do so, you roll the Jolt cantrip’s damage dice (which deals Lightning damage) instead of the weapon’s damage dice; you don’t gain any additional benefits to the attack’s damage from other features or effects.
Level 7: Improved Object Channeling
You learn another Channeling Option of your choice. You can now use your Object Channeling feature a number of times equal to 1 plus your Constitution modifier (minimum of twice). You regain all expended uses when you finish a Short or Long Rest.
Level 10: Improvised Armor
You learn to channel your energy into objects you are wearing, causing them to become harder than steel for a brief moment. When you are hit by an attack roll, you can take a Reaction to expend one Essence Die and add the number rolled to your AC against that attack, potentially causing it to miss you.
Level 15: Backup Battery
You learn to draw on the spirit energy within you to gain a quick rush of energy. You gain an additional use of your Second Wind (5 uses total). In addition, when your Hit Points drop below a number equal to your Fighter level, you can use your Second Wind immediately (no action required).
Level 18: Junk Master
You learn another Channeling Option of your choice. In addition, when you roll Initiative, you regain expended uses of your Object Channeling feature until you have two if you have fewer than that.
Channeling Options
The channeling options are presented in alphabetical order.
Ballooning Bag. As a Bonus Action, you cause a bag you are wearing or carrying (such as a backpack, canvas sack, fanny pack, or satchel) to rapidly inflate with air. The bag then floats upward, lifting you off the ground and carrying you up to 30 feet straight into the air. You hover in place there until you let go of the bag (no action required) or until the start of your next turn, at which point the bag gently floats back to the ground.
Alternatively, while you’re falling, you can take a Reaction to cause the bag to inflate, granting you the benefits of the Feather Fall spell.
Entangling Cord. When you take the Attack action, you can choose to replace one of your attacks with an entangling strike. Choose an object that features tendril-like properties (such as a chain, extension cord, game controller, rope, or tape measure). The object must be on your person or within 30 feet of you, and you must be able to see it.
When you do so, the object springs to life, stretching out toward a creature you can see within 15 feet of it. Make a ranged attack using your Constitution modifier plus your Proficiency Bonus. On a hit, the target is pulled up to 15 feet toward the object.
Find the Thing. As a Magic action, you focus your energy through a navigational object you’re touching (such as a compass, GPS device, or map). When you do so, you cast the Locate Object spell with the following changes:
- It doesn’t require Concentration.
- It has a duration of 1 hour.
- It can detect an object within 1 mile of you, instead of 1,000 feet.
First Age Steed. You enact a ritual that creates a bond with a special vehicle of your choice that can’t fly (such as a bicycle, moped, or similar object you can sit on). This vehicle can only carry one creature and has a Speed of 60 feet. As a Magic action, you can summon that vehicle to your side. While summoned, the vehicle has Immunity to all damage. It disappears in a puff of smoke after 1 hour.
Goggled Vision. While wearing an ocular covering (such as ski goggles, spectacles, sunglasses, or a welding mask), you can take a Magic action to gain Darkvision with a range of 60 feet. Additionally, you have Advantage on Intelligence (Investigation) checks to determine whether something is an illusion. These effects on your covering last for 1 hour.
Leaping Sneakers. While wearing a pair of footwear (such as boots or shoes), you can take a Bonus Action to add a spring to your step. For 1 hour, you gain the benefits of the Jump spell.
Pocket Voice. You can spend 1 minute enacting a ritual that binds your voice to an object you can see that looks as if it would produce a sound (such as a boombox, jewelry box, pair of headphones, portrait of a person, radio, or statue with a mouth). Your voice remains bound to the object for 1 hour or until you dismiss the effect as a Bonus Action. While bound, everything you say can also be heard through the object, provided you’re on the same plane of existence as it.
Water Jettison. As a Bonus Action, you spray a misty stream of water from a container on your person (such as a soda can, spray bottle, squirt water bottle, or waterskin). When you do so, you gain the benefits of the Disengage action and are pushed 10 feet in a direction of your choice.
