Ancient Soul, Strength Variant (5e Class)
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- 1 Ancient Soul (Strength)
- 1.1 Creating an Ancient Soul of Strength
- 1.2 Class Features
- 1.2.1 Table: The Ancient Soul of Strength
- 1.2.2 Thick Muscles
- 1.2.3 Bonding Weaponry
- 1.2.4 Charge
- 1.2.5 Fighting Style
- 1.2.6 Ability Score Increase
- 1.2.7 Extra Attack
- 1.2.8 Increasing Soul Presence
- 1.2.9 Reckless Attack
- 1.2.10 Improved Weapon Bond
- 1.2.11 Indomitable
- 1.2.12 Soul Capacity 50%
- 1.2.13 Brutal Critical
- 1.2.14 Action Surge
- 1.2.15 Ruthless Attacking
- 1.2.16 True Strength Soul
- 1.2.17 Soul Recharge
- 1.2.18 Deific Form
- 1.3 Multiclassing
Ancient Soul (Strength)
Blessed by one of the six ancient souls, the strength soul embodies physicality like no other.
Creating an Ancient Soul of Strength
What caused you to be gifted this ability? What personalities do you link with this?
- Quick Build
You can make an Ancient Soul of Strength quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution. Second, choose the Soldier or Gladiator background. Third, choose a greataxe or greatsword, and grab two handaxes.
As a Ancient Soul of Strength you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Ancient Soul of Strength level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Ancient Soul of Strength level after 1st
Armor: Light and Medium Armor, Shields
Weapons: Simple Weapons, Greataxe, Greatsword, and Warhammer
Saving Throws: Strength, Constitution
Skills: choose two from Athletics, Animal Handling, Perception, or Survival
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A Greataxe or (b) A Greatsword or (c) A Warhammer and a Shield
- (a) Any two simple weapons or (b) One Martial Weapon
- (a) An explorer's pack or (b) a traveler's pack
- (a) Leather Armor or (b) Scale Mail
- If you are using starting wealth, you have 3d4x10 in funds.
|1st||+2||-||Thick Muscles, Bonding Weaponry|
|4th||+2||4||Ability Score Improvement, Ability Score Improvement|
|5th||+3||5||Extra Attack(1), Increasing Soul Presence|
|6th||+3||6||Ability Score Improvement, Charge Improvement|
|8th||+3||8||Ability Score Improvement, Ability Score Improvement|
|9th||+4||9||Improved Weapon Bond|
|11th||+4||11||Soul Capacity 50%, Charge Improvement|
|12th||+4||12||Ability Score Improvement, Ability Score Improvement|
|13th||+5||13||Brutal Critical, Action Surge|
|15th||+5||15||Soul Aura, Ruthless Attacking|
|16th||+5||16||Ability Score Improvement, Ability Score Improvement|
|17th||+6||17||True Strength Soul, Charge Improvement|
|19th||+6||19||Ability Score Improvement, Ability Score Improvement|
Your link with the spirit of strength has caused your own muscles to grow larger than most. Starting at 1st level you are able to add your strength modifier instead of your dexterity modifier to your AC, as long as you are not wearing heavy armor.
Your new soul connection has given you the power to bond to a weapon of your choice. After finishing a long rest, you can touch one melee weapon of your choice, that weapon is now bonded to you. While bonded you can't be disarmed of the weapon, and you can teleport it into your hands as a bonus action. Any weapon bonded to you counts as magical.
At second level you have learned how to store power for a large, more powerful attack. Once per round, if you took the attack action, or were attacked you can use your bonus action to expend one charge point(which can be seen in the charge point table) to add an extra 1d6 damage of the weapons type to the next damage roll you make with your bonded weapon. You regain all expended charge points after a long rest. This Increases to 1d8 at 6th level, 1d10 at 11th level, and 1d12 at 17th level
At 3rd level you have learned to combine your damage capabilities in with weapon training you may pick one of the fighting styles to imitate below:
You gain a +1 to AC
When Wielding a melee weapon in one hand, and no other weapons in the other, you gain a +2 to damage rolls with that weapon
- Great Weapon Fighting
When wielding a Two-handed weapon, you can reroll a roll of a 1 or 2, but must take the new roll, even if it is also a 1 or 2. The weapon must have the two-handed or versatile property
Ability Score Increase
When you reach 4th level, and again at 6th, 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.
At 5th level you can attack twice instead of once when you take the attack action on your turn. At 14th level you can attack three times when you take the attack action on your turn
Increasing Soul Presence
When you reach 5th level, you start to notice physical signs of the spirit within you, a red aura appears around your hands while in combat. When you use a rage point these physical signs start to show, you can expend 2 charge points to do an extra 1d4 to the damage of your weapon for 10 minutes.
When you take the attack action on your turn before rolling you can choose to attack recklessly, if you do so you gain advantage on the attack roll, but all attacks against you until your next turn also have advantage against you.
Improved Weapon Bond
Your bond with your weapon grows. Starting at 9th level you gain a +1 to attack rolls, damage rolls, and AC when wielding your bonded weapon.
Starting at 10th level, you can re-roll a saving throw that you failed, you cannot use this again until you finish a long rest.
Soul Capacity 50%
Starting at 11th level the soul of strength is pushing a large portion of power into your body. After you use your Charge feature, you can expend 4 charge points to create a powerful aura that effects you for 10 minutes. While this aura is active, your extra damage from Increased soul presence is active, and upgrades to 1d6, you have advantage on all strength saves and checks, and have advantage on Intimidation(Charisma) checks. Starting at 15th level you can use your action to spread this to any allies within 30ft of you, lasting for the same duration and acting as a soul aura.
Your attacks have become deadlier. When you score a critical hit with a melee weapon, you roll an extra damage die of the weapons type and add it to the total damage done
You have learned the ability to push past your natural limits to wipe out your opponents. You can use a second action on the turn you use this. You must finish a long rest in order to use this again
When you use your action to attack an enemy, if it doesn't die from your attack, you can spend 6 charge points in order to Make two melee attacks as a bonus action. These have a -5 to hit but a +10 to damage on a hit
True Strength Soul
You have reached the peak controllable point of your link with the strength soul. When you use your aura from soul capacity 50%, you can expend 4 more charge points in order to enter true combat mode for 1 minute. While in this form you shed a red light in a 30ft radius, you and any allies within 30ft of you gain the effects of your aura, your increasing soul presence die is active, and does 1d8. Finally while in this state you can double down on charge, using two for one bonus action to prepare 2 dice, and you gain the strength souls true weapon, the buster blade.
- Buster Blade
Magical, Counts as under the effects of your bonded weapon, and does 2d8 slashing damage
Starting at 18th level you can restore up to 5 charge points on a short rest. After using this, you can't use it again until you finish a long rest.
At 20th level you have master your soul bond to the point where you can push past the controllable limit. As an action you can expend 10 Charge points to enter your deific form. While in this form you are a Huge monstrosity for purposes of damage and grappling. You temporarily have a strength score of 30 in this form. Your attacks in this form all do 2d8+2d12 damage. you have 5 attacks total with the same abilities. This lasts for 1 minute, and when it's over you exit the form and take three levels of exhastion, as well as 5d10 necrotic damage for pushing past your limits.
In order to multiclass into this class you need a strength of at least 17, and a constitution of at least 15
Proficiencies. When you multiclass into the Strength Soul class, you gain the following proficiencies: Athletics, Medium Armor, and Greataxe