Death and Dying
Denial: Willpower or Vigilance | DC 3; 0-1★- advance to Anger, 2★-remain at Denial, 3★-remove dying condition
Anger: Melee or Intimidate | DC 4; 0-1★- advance to Bargaining, 2★-remain at Anger, 3★-remove dying condition
Bargaining: Diplomacy or Divine | DC 5; 0-2★- advance to Depression, 3★-remain at Bargaining, 4★-remove dying condition
Depression: Endurance or Survival | DC 6; 0-2★- advance to Acceptance, 3★-remain at Depression, 4★-remove dying condition
Acceptance: You are dead, sorry.
The first time your character gains the dying condition you enter your spirit state. In this state you are able to move around the battle field helping your allies as they try to avenge and/or heal you!
Spirit State: While in your spirit state no one can see or interact with your spirit. Your spirit can only take move actions, has a move of 5, and cannot move more than 5 away from your physical body. When your spirit is in the same space as one of your allies, they gain a bonus +1d4 to their NAB. Inversely, if your spirit is in the space of an enemy attacks against that enemy deal +1d4 spirit damage.
Once per encounter, when you are revived from Dying, you gain 5sp.
Tier I (5sp)
Strong Spirit: Gain 1d4 Resistance to spirit damage
Powerful Tether: Your spirit can now move 10 away from your physical body.
Haunting Presence: If your spirit is in the same space as an enemy, you can make an Intimidation check against them.
Soothing Spirit: If your spirit is in the space of a dying character other than yourself, they gain an additional ★ to each dying check they make.
Peaceful Spirit: You spirit can make Diplomacy checks against a creature in its space.
Tier II (10sp)
Vengeful Spirit: Your allies gain advantage on attacks made against creatures whose space you share
Protective Spirit: Your allies gain advantage on defense checks when your spirit is in their space.
Malicious Spirit: You can make Athletics checks against creatures whose space you share.
Spirit Guide: Your allies gain advantage on Insight checks made on creatures whose space you share.
Improved Strong Spirit: Gain 1d4 Resistance to spirit damage, or increase your resistance to 1d6 if it was already 1d4.
Tier III (15sp)
Spirit Bond: When your spirit is in the same space as one of your allies increase all DC's against them by 1.
Malignant Spirit: When your spirit is in the same space as one of your enemies decrease the DC's to target them by 1.
Raging Spirit: You can make a melee attack against creatures you share a space with to deal 1d4 spirit damage.
Not on my watch: Immediately advance to the next stage of dying, end the dying condition on one creature and heal them 1d4 hp.
Tier IV (20sp)
Spirit Blast: You can make a Ranged attack dealing 1d4 spirit damage at a range of 5.
Improved Powerful Tether: Your spirit can now move 15 away from your physical body.
Mend the Soul: Immediately advance to the next stage of dying, in an aura 5 heal all allies 1d4/rank of Willpower.
Light spirit: You add fly to your movement
Teir V (25sp)
Free Spirit: Your spirit is no longer tethered to your body
Chakra's Aligned: In your spirit state the bonus NAB, or Damage is now +2d4. Also the damage from Raging Spirit and Spirit Blast also increase to 2d4 base.
Unstoppable Spirit: Your spirit can now move through magical barriers.
Finial Sacrifice: Heal all your allies to full hp and end any ongoing conditions or spell effect. You die and cannot be revived by any means.