Ancient tales of the struggle between light and dark have been told since the beginning of time. The balance between light and darkness is a fickle one, and only those deemed worthy can protect this balance. These chosen few inherit a mystical weapon, known as the spirit weapon in order to protect the light, or, seek out the darkness.

For thousands of years, Spirit Wards have been tasked with protecting the world with the aids of spirits of old. Whether that be through upholding the light and all it's virtues, or by seeking out the power of darkness. Spirit Wards align themselves with these spirits and strive to bring out the good or evil of not only themselves, but those around them.

Starting at 3rd level, you gain the ability to summon a spirit weapon. As an action you may chose a simple or martial weapon you have proficiency with and possess and make it your spirit weapon. The spirit weapon adopts whatever look you choose. As a bonus action, you can make the spirit weapon disappear into a pocket dimension, and use a bonus action to retrieve it. Your spirit weapon counts as a spellcasting focus for your Ranger spells, and attacks made with your spirit weapon count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Spirit Wards align themselves with spirits, using the energy of their memories and lives to fuel their magic and powers. You call upon these spirits in the forms of weapons and abilities.

Spirit Attunement

Your spirit has many directions it can go, through the path of Light, Dark, or Dawn, and this choice determine your destiny. You gain one of the following features of your choice below.

Light. Your heart strives for good and to push back darkness. When a creature within 60 ft. of you is damaged by an attack or a spell, you can use your reaction to subtract an amount of damage equal to your Wisdom modifier from the damage.

Dark. You have allowed darkness to consume you, seeking to swallow light itself. You gain darkvision out to 30 ft., and when you make a stealth check, you may add your Wisdom modifier to the total.

Dawn. You have taken the path between dark and light, where balance of each lie. You gain proficiency in Wisdom saving throws. If you already have proficiency in Wisdom saves, you can gain proficiency in Charisma saves instead.

Spirit Ward Magic Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Spirit Ward Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. Your spells depend on what you chose for Spirit Attunement. Spirit Ward Spells Level Light Dark Dawn 3rd healing word bane sleep 5th warding bond darkness calm emotions 9th beacon of hope summon aberrations speak with dead 13th gurdian of faith shadow of moil banishment 17th commune contact other plane teleportation circle