The Spectre
Stared down by giants, an aasimar clad in runic armour speaks to them in their own tongue. The surprised giants part ways and allow her group to pass, recognizing her as one of their own.
Wandering through the forest, a dwarf runs across a seemingly useless hole in the ground. Hearing the whispers of warriors long past, he directs his kin to the hole, using its rare metals to forge powerful weapons.
Facing a powerful red dragon alone, a warforged is engulfed in a massive blaze. When the flames disappear, he sees a spectral warrior covering him with its shield.
All these characters are spectres, warriors who hear the stories of extraordinary feats performed by legendary figures and take inspiration from them. They carry on the legacy of heroes by becoming one themselves.
A Soul, Completed
Despite what some may think, those that become spectres are not parasites leeching off of the souls of the dead. Instead, they are closer to mediums that can interpret the lingering echoes of thought made by those that have become legends.
Because of this interpretation, many spectres are shunned by divine circles, as they are seen as the worst form of necromancy. Even those that claim to know secrets that only the highest pontiffs would know does nothing to alleviate this, although that doesn't prevent many from trying.
The Weight Of Legends
Due to this shunning, many spectres aren't religious unless they channel the power of a holy figure. Instead, they gather with other spectres to share the knowledge and stories that are whispered into their minds. Those that attend these gatherings often see that the same story can be wildly different depending on circumstances, but extremely detailed. This makes spectres very convincing storytellers on some occasions. After these congregations, many spectres feel refreshed and focused, as though the stories themselves have given them sustenance.
There are many theories on how spectres do what they do, but none have been proven as of yet. For every scholar claiming that spectres are psychic children that have been possessed by powerful spirits, there's another that thinks all spectres are just bards with a flair for illusion magic. In truth, the origin of spectres is much less grandiose than many believe.
Stanced For Battle
The power that one accumulates in life is almost always lost upon death. Whether an eternal lich or a master of the martial arts, once they are gone, so is the power and knowledge they once held. But the power is never truly destroyed; it can often linger in a spot that held significance to the late creature. That power can seek new hosts to inhabit. While the person themselves are long gone once the power makes a spectre, some of their knowledge and traits pass on. A spectre holding the power of a mighty warrior might speak in more vulgar language than normal,
but be clever and ruthless in the midst of battle, whereas a spectre channeling the power of a great hunter might like their meat extremely rare and prefer to sleep outside whenever they get the chance. When these whisperings become too strong, a spectre can forget themselves and act in a haze, compelled by stories and legends. While the person is not manipulating their actions (they might not even be aware where their power has gone once they've reached the afterlife), their traits are often too ingrained in their essence to forget.
Making a Spectre
If you choose to make your character a spectre, there are a few questions you need to answer:
Whose power are you channeling? Is it from a warlord so ancient that they've been forgotten and remembered a dozen times over, or a recently deceased hero?
What effect does this power have on you? Do you hear voices in the back of your mind and always feel as though you're being watched, jumping at every shadow, or have you conquered that new part of your identity and rarely lose your sense of self?
What are your views on your power? Are you invoking stances reminiscent of your nation's enemies, hating calling upon that power, or do you embrace the knowledge and skills that come from the back of you mind?
Quick Build
You can make a Spectre quickly by following these suggestions. First, Strength or Dexterity should be your highest score, followed by Constitution. Second, choose the soldier background. Thirdly, choose the Archer and Warrior stances.
The Spectre
Level | Proficiency Bonus | Features | Stances Known |
---|---|---|---|
1st | +2 | Stances, Spiritual Manifestation, Stance Proficiencies | 2 |
2nd | +2 | Fighting Style, Stance Ability | 2 |
3rd | +2 | Ancient Legend, Forgotten Knowledge | 2 |
4th | +2 | Ability Score Increase | 2 |
5th | +3 | Extra Attack | 2 |
6th | +3 | Legend Feature | 2 |
7th | +3 | Ancestral Canopy, Forgotten Knowledge (2) | 2 |
8th | +3 | Ability Score Increase, Stance Ability | 2 |
9th | +4 | Curious Spirit | 3 |
10th | +4 | Stanced Shield, Undeniable Will | 3 |
11th | +4 | Forgotten Knowledge (3), Legend Feature | 3 |
12th | +4 | Ability Score Increase | 3 |
13th | +5 | Extra Attack (2) | 3 |
14th | +5 | Stance Ability | 3 |
15th | +5 | Forgotten Knowledge (Unlimited), Spectral Attunement | 3 |
16th | +5 | Ability Score Increase, Legend Feature | 3 |
17th | +6 | Passage of Experience | 4 |
18th | +6 | Soul of Legend | 4 |
19th | +6 | Ability Score Increase | 4 |
20th | +6 | Eternal Legend | 4 |
Class Features
As a spectre, you gain the following class features
Hit Points
- Hit Dice: 1d10 per spectre level
- Hit Points at 1st Level: 10 + your Constitution modifier
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per spectre level after 1st
Proficiencies
- Armor: all armour, shields
- Weapons: simple weapons, martial weapons
- Tools: none
- Saving Throws: Strength, Wisdom
- Skills: Choose one from Athletics, Acrobatics, Deception, Insight, Intimidation, Nature, Perception or Stealth
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) scale mail or (b) chain mail
- (a) two martial weapons or (b) a martial weapon and 20 pieces of ammunition
- (a) two simple weapons or (b) a shield
Alternatively, you may start with 5d4 × 10 gp to buy your own equipment
Multiclassing
Ability Score Minimum: Strength 13 or Dexterity 13, plus Constitution 13.
When you gain a level in this class other than your first, you gain only some of that class's starting proficiencies.
Armor: light armor, medium armor, shields
Weapons: simple weapons, martial weapons
Stances
At 1st level, you become able to channel the power of ancient heroes, long gone. Choose 2 stances from the stance list (found at the end of the class description) which provide certain benefits while active. You always have one of these stances active at all times, and you can swap between your known stances as a bonus action.
All stances come with spells. Once you meet the level prerequisite, you become able to cast that spell once without material components. Once you cast a spell using your stance, you can't cast a spell of that level using your stance again until you finish a short or long rest, even if you switch stances.
Stances also give you passive features at 2st, 8th and 14th levels that allow you to channel the power of your stance.
Starting at 1st level, you gain proficiency in two skills that are related to your stance.
Any proficiencies or features you gain from your stances are only available while you are in that stance; switching stances also changes some of your abilities.
You gain an additional stance at 9th level and another one at 17th level.
Wisdom is your spellcasting ability for your stance spells, as it draws upon knowledge and experience passed on from your stances.
Spell Save DC
Spell attack modifier
Spiritual Manifestation
Beginning at 1st level, you stance starts to affect your physical form. You gain a special benefit depending on your current stance. If you switch stances, the benefit changes.
Stance | Ability |
---|---|
Archer | You can percieve fine details on objects up to 60 feet away |
Stance | Ability |
---|---|
Assassin | Creatures can't have advantage on Perception checks against you relying on hearing or sight |
Dragon | You gain a +1 bonus to AC |
Oracle | You don't suffer the effects of extreme heat |
Shadow | You gain darkvision out to 30 feet, or your current darkvision range extends by 30 feet |
Magus | You have advantage on checks to detect illusions |
Tinkerer | Attuning to magic items takes half the time |
Titan | You have advantage on saving throws against being moved or knocked prone |
Warrior | You can don and doff shields as a bonus action, and donning armour takes half the normal time |
Wolf | Your speed increases by 5 feet |
Fighting Style
At 2nd level, you adopt a style of fighting as your specialty.
Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Blind Fighting
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Defense
While you are wearing armour, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon on one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
Interception
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
Protection
When a creature you can see attacks a target other than you that is with 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Unarmed Fighting
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
Ancient Legend
At 3rd level, you choose an archaic story to take inspiration from, listed further You gain features from your Legend at 3rd, 6th, 11th and 16th levels.
Forgotten Knowledge
Starting at 3rd level, your stances pass on knowledge that had been lost for eons. Whenever you switch stances, you can choose to learn a language or gain proficiency in a tool relating to the stance you switch to for 3 hours. If you switch stances, the tool or language remains the same.
Stance | Tool | Language |
---|---|---|
Archer | Woodcarver's Tools | Elvish |
Assassin | Thieves' Tools | Thieves' Cant |
Dragon | Jeweler's Tools | Draconic |
Oracle | Cook's Utensils | Celestial |
Shadow | Weaver's Tools | Abyssal |
Magus | Alchemist's Supplies | Primordial |
Tinkerer | Tinker's Tools | Modron |
Stance | Tool | Language |
---|---|---|
Titan | Mason's Tools | Giant |
Warrior | Land Vehicles | Dwarf |
Wolf | Herbalism Kit | Druidic |
You can use this ability two times, regaining all expended uses upon finishing a short or long rest. At 5th, 9th and 13th levels, you gain an additional use between rests. At 15th level, these benefits become permanent.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th and 19th levels, 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
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 13th level.
Ancestral Canopy
Starting at 7th level, the power of your stance protects all under your wing. When you switch stances, you can give all friendly creatures within 10 feet of you gain a +1 to AC until the start of your next turn.
Once you use this ability, you can't use it again until 1 minute passes.
Curious Spirit
Beginning at 9th level, you can draw upon the boundless knowledge of your stance to enlighten yourself. If you spend 10 minutes in meditation, you can gain knowledge on your current area that depends on your current stance.
Stance | Recommended Knowledge |
---|---|
Archer | Feywild influence, presence of fey |
Assassin | Significant people that have been killed, notable nearby poisons |
Dragon | Dragon lairs, presence of dragons |
Shadow | Shadowfell influence, presence of undead |
Oracle | Holy locations, presence of celestials |
Magus | Significant magical events, homes of spellcasters |
Tinkerer | Nearby construction projects, presence of constructs |
Titan | Giant strongholds, nearby mines |
Warrior | Major battles, unusual tactics used |
Wolf | Presence of druids, safe paths through hazards |
Once you use this ability, you can't do so again until you finish a short or long rest.
Stanced Shield
Starting at 10th level, your stances can give you a surge of defensive power. Whenever you cast one of your stance spells, you gain resistance to nonmagical bludgeoning, slashing and piercing damage until the end of your next turn.
Undeniable Will
At 10th level, your steel will becomes reinforced by the power of your stances, giving you proficiency in Charisma saving throws.
Spectral Attunement
Beginning at 15th level, you can temporarily sacrifice your stance to better defend yourself. When you are targeted by an attack or forced to make a saving throw, you can choose to give the attack disadvantage or give yourself advantage on the saving throw. If you do so, you can't gain the benefit of a stance until the end of your next turn.
In addition, your connection to legend strengthens your soul. You can attune to up to four magic items at once.
Passage of Experience
Starting at 17th level, you stance can increase your reactions in certain conditions. Depending on your current stance, you gain advantage on all saving throws for a specific ability.
Stance | Ability |
---|---|
Archer | Wisdom |
Assassin | Dexterity |
Dragon | Strength |
Shadow | Charisma |
Oracle | Wisdom |
Magus | Intelligence |
Tinkerer | Intelligence |
Titan | Strength |
Warrior | Constitution |
Wolf | Dexterity |
Soul of Legend
At 18th level, you have deepened your knowledge thanks to your stances. You now add double your proficiency bonus to any skill proficiencies you get from your stances.
Eternal Legend
At 20th level, your stances have become so in tune with you that they augment your mind and body. For each of your stances, one of your ability scores, as well as their maximum increases by 2, to a maximum of 24.
The ability score that increases is the same as the ability you have advantage in saving throws on, as described in your Passage of Experience ability.
Ancient Legends
Legend of the Scorned
You are inspired by a figure that was betrayed by the system, a person, or a cause that they trusted. You feel their pain and you have the methods to make things right.
Unstoppable Morals
Starting at 3rd level when you choose this class option, if a spell or effect forces you to make an attack against a creature, you can give that attack disadvantage, as you cannot bring yourself to harm your allies.
Legend of the Martyr
You have heard tales of great figures sacrificing something, whether their lives or power, for the people, and have taken their message to heart.
March of the Deceased
Beginning at 3rd level, when an effect would cause one of your ability scores to decrease, you can use your reaction to halve the reduction.
Agonizing Accuracy
Starting at 3rd level, when you make an attack roll, you can treat a 3 or lower on the d20 as a 4. You still automatically miss if you roll a 1, however.
Armoured Might
Beginning at 6th level, your knowledge of physical strength lets you help the weak become tougher. As an action you can touch a friendly creature and give it proficiency in light armour, medium armour, or shields for 1 hour or until you use this ability again.
Phalanx's Blessing
Starting at 11th level, when you use your Ancestral Canopy feature, you can also cause the affected creatures to gain temporary hit points equal to your Wisdom modifier (a minimum of 1).
Knight's Onslaught
Beginning at 16th level, when you take the Attack action and target different creatures for each attack, you can make an additional attack as a bonus action.
Stance List
Archer Stance
You channel the power of the deadliest ranged fighters in the world. No matter the range, you will find your target.
Archer Spells
Spectre Level | Spell |
---|---|
3rd | expeditious retreat |
5th | cordon of arrows |
9th | lightning arrow |
13th | dimension door |
17th | conjure volley |
Archer Skills
While in this stance, you gain proficiency in Wisdom (Perception) and Dexterity (Sleight of Hand) checks.
Fighting From Range
Starting at 2th level, when you make a ranged attack while at least 30 feet away from the target while in this stance, you gain a +1 to the attack's damage roll.
Distant Assault
Starting at 8th level, when you use your action to make at least one ranged attack while in this stance, you can use your bonus action to make another one.
Prolonged Siege
At 14th level, you can make two ranged attacks as a bonus action whenever you cast one of your stance spells while in this stance.
Assassin Stance
You channel the power of the most efficient killers in history, walking around a location undetected and always finding your mark.
Assassin Spells
Spectre Level | Spell |
---|---|
3rd | dissonant whispers |
5th | pass without trace |
9th | enemies abound |
13th | greater invisibility |
17th | modify memory |
Assassin Skills
While in this stance, you gain proficiency in Dexterity (Acrobatics) and Dexterity (Stealth) checks.
Slip Away
Beginning at 2nd level, when you hit a creature with an attack while in this stance, you can use your reaction to move up to 10 feet.
Opportunity attacks have disadvantage against you during this movement.
Track the Target
Starting at 8th level, you can use an action to touch an object. While in this stance, and as long as you and the object are on the same plane of existence, you are aware of whenever a creature uses the object and are able to distinguish between different creatures.
This ability lasts until you use it again or the object is destroyed.
Stay Dead
At 14th level, when you reduce a creature to 0 hit points while in this stance, you can choose to make the creature unable to come back from death via resurrection. This ability doesn't work on creatures with innate rejuvenation abilities, such as liches and revenants.
Dragon Stance
You channel the power of the most savage dragons in legend. You feel an allure to gold and jewels and feel the need to demonstrate your power.
Stance Spells
Spectre Level | Spell |
---|---|
3rd | absorb elements |
5th | dragon's breath |
9th | fear |
13th | elemental bane |
17th | dominate person |
Dragon Skills
While in this stance, you gain proficiency in Charisma (Intimidation) and Strength (Athletics) checks.
Roaring Fury
Starting at 2nd level, whenever you take damage while in this stance, you become immune to being charmed or frightened until the end of your next turn.
Covetous Combat
Beginning at 8th level, if you start your turn with a diamond, jewel or other valuable material on your hand, you gain temporary hit points equal to your spectre level. The item can't be a magic item and can't have any function other than being used as a material component for spells.
Bellowing Wrath
At 14th level, whenever you take damage while in this stance, you become immune to all conditions until the end of your next turn.
Oracle Stance
You channel the energy of a powerful divine agent, renowned for their faith and perseverance.
Stance Spells
Spectre Level | Spell |
---|---|
3rd | bless |
5th | spiritual weapon |
9th | aura of vitality |
13th | guardian of faith |
17th | holy weapon |
Oracle Skills
While in this stance, you gain proficiency in Intelligence (Religion) and Wisdom (Medicine) checks.
Holy Mandate
Starting at 2nd level, you have advantage on Charisma (Persuasion) and Wisdom (Insight) checks when you are standing in natural bright light while in this stance.
Radiant Faith
Beginning at 8th level, whenever a creature hits you with a melee attack while in this stance, it takes radiant damage equal to your Wisdom modifier (a minimum of 1).
Ascendant Cause
At 14th level, your creature type becomes celestial while in this stance.
Shadow Stance
You channel the world's darkest creatures. Using the darkness is a necessary evil for your cause, and you must not allow it to consume you.
Stance Spells
Spectre Level | Spell |
---|---|
3rd | disguise self |
5th | shadow blade |
Spectre Level | Spell |
---|---|
9th | phantom steed |
13th | hallucinatory terrain |
17th | danse macabre |
Shadow Skills
While in this stance, you gain proficiency in Charisma (Deception) and Dexterity (Stealth) checks.
Dark Path
Starting at 2nd level, whenever you take damage from a single attack equal to or greater than three times your spectre level while in this stance, you can use your reaction to become invisible until the end of your next turn.
Shadow Fade
Beginning at 8th level, whenever you are concentrating on one of your stance spells while in this stance, opportunity attacks against you have disadvantage.
Umbral Desolation
At 14th level, when you hit a creature with an attack while it is unaware of you while in this stance, you deal extra damage equal to your spectre level.
Magus Stance
You channel the magical might of the world's most distinguished spellcasters. Knowledge and power awaits for those that can discover the hidden secrets of magic.
Stance Spells
Spectre Level | Spell |
---|---|
3rd | detect magic |
5th | detect thoughts |
9th | dispel magic |
13th | polymorph |
17th | bigby's hand |
Magus Skills
While in this stance, you gain proficiency in Intelligence (Arcana) and Intelligence (History) checks.
Integral Comprehension
Starting at 2nd level, whenever you see a spell of 1st level being cast within 30 feet of you while you are in this stance, you can use your reaction to make a DC 10 Intelligence (Arcana) check. On a pass, that spell replaces your current 1st level stance spell for 7 days or until you use this ability again.
Intrinsic Understanding
Beginning at 8th level, you can also attempt to replace your 2nd level stance spell. The DC is 14 for this ability.
Innate Disempowerment
At 14th level, whenever you hit a creature with a weapon attack while in this stance, you can expend a use of one of your stance spells to make that creature unable to cast spells until the end of its next turn.
Tinkerer Stance
Your ancestry makes you a prodigy in using and repairing the smallest of mechanics.
Stance Spells
Spectre Level | Spell |
---|---|
3rd | faerie fire |
5th | heat metal |
9th | counterspell |
13th | polymorph |
17th | creation |
Tinkerer Skills
While in this stance, you gain proficiency in Dexterity (Sleight of Hand) and Intelligence (Investigation) checks.
Echoing Energy
Starting at 2nd level, whenever you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your spectre level.
Efficient Equipment
Starting at 8th level, you cannot be disarmed of a weapon of object you are holding, and armour you are wearing can't be removed against your will.
Enhanced Extermination
At 14th level, you can spend 1 minute in silence and make an Intelligence (Investigation) check. Depending on the result, you can regain an expended stance spell.
Check Result | Stance Spell Regained |
---|---|
4 or lower | No result |
5-9 | 1st level |
10-14 | 2nd level |
15-19 | 3rd level |
20-24 | 4th level |
25+ | 5th level |
Titan Stance
You channel the unstoppable power of creatures so vast they appear to be mountains. Their strength and perseverance is now yours.
Stance Spells
Spectre Level | Spell |
---|---|
3rd | jump |
5th | enlarge/reduce |
9th | serrated stone* |
13th | stoneskin |
17th | wall of stone |
Titan Skills
While in this stance, you gain proficiency in Strength (Athletics) and Dexterity (Acrobatics) checks.
Inconsequential Might
Starting at 2nd level, whenever you are forced to make a Dexterity saving throw, you can choose to use Strength instead of Dexterity.
Eternal Force
Starting at 8th level, whenever you fail a Constitution or Strength saving throw, you gain a +2 bonus to all rolls for that ability score until the end of your next turn.
Undisciplined Power
At 14th level, when you hit a creature with an attack roll using Strength while in this stance, you can expend a use of one of your stance spells to deal an additional 2d10 damage.
Warrior Stance
You channel the strength of endless wars raged. Every blood spilled in battle passes its knowledge onto you.
Stance Spells
Spectre Level | Spell |
---|---|
3rd | compelled duel |
5th | blade tether* |
9th | blinding smite |
13th | staggering smite |
17th | steel wind strike |
Warrior Skills
While in this stance, you gain proficiency in Strength (Athletics) and Wisdom (Insight) checks.
Advance the Line
Beginning at 2nd level, whenever you reduce a creature to 0 hit points while in this stance, you can use your reaction to move up to half your speed.
Swirling Blades
Starting at 8th level, you gain an additional reaction that can only be used to make opportunity attacks.
Opening Assault
At 14th level, casting your stance spells doesn't consume a use for the first turn in combat while in this stance.
Wolf Stance
You channel the savage nature of the wolf, always hungering for more prey and always ready to tear out the throat of anything that threatens you.
Stance Spells
Spectre Level | Spell |
---|---|
3rd | hunter's mark |
5th | beast sense |
9th | haste |
13th | dominate beast |
17th | far step |
Wolf Skills
While in this stance, you gain proficiency in Wisdom (Nature) and Wisdom (Survival) checks.
Locate Prey
Beginning at 2nd level, when you hit a creature with an attack but don't kill it, you can choose to know its direction and distance from you for 1 hour or until you use this ability again. The ability ends early if the creature travels to a different plane of existence.
Sustain Hunt
Starting at 8th level, when you reduce a creature to 0 hit points, you gain enough sustenance for one day.
Destroy Vermin
At 14th level, when you reduce a creature to hit points equal to or lower than your spectre level, you can choose to instantly reduce it to 0 hit points.
Note: The spells blade tether and serrated stone are homebrew spells and can be found here Page 1 - "Color Knight" by Jeff Chen Page 3 - "The Warrior" by Kudos Productions Page 5 - "Monk Soldier Mark II" by Hui Zou Page 7 - "Fantasy Knight" by Hue Teo Page 9 - "Moon Knight" by wu shenyou
Art Credit