Character Creation (Soul Eater)

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Meister[edit]

A Meister is a group of fighters who work together with their demon weapons to fight and destroy those who possess a Kishin egg or have the intent to release the Kishin.

Creating a Meister[edit]

If you play a Meister, your highest ability score should be Constitution, and your second highest ability score should be Dexterity.

Class Features

As a Meister you gain the following class features.

Hit Points

Hit Dice: 1d12 per Meister level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Meister level after 1st

Proficiencies

Armor: Light, Medium
Weapons: Simple and Martial weapons
Tools: Choose one type of artisan’s tools or one musical Instrument
Saving Throws: Constitution, Dexterity
Skills: Choose three from Acrobatics, Athletics, History, Investigation, Perception, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Martial Weapon or (b) Simple weapons and Shield
  • (a) Explorer's Pack or (b) Dungeoneer's Pack
  • If you are using starting wealth, you have 5d4 x 10 gp in funds.

Table: The Meister

Level Proficiency
Bonus
Features Soul Points Unarmored Movement Martial Arts
1st +2 Unarmored Movement, Unarmored Defense, Weapon Bond 2 + Con +10ft -
2nd +2 Fighting style, Martial Art, Hand to Hand Combat 4 + Con +10ft 1d4
3rd +2 Soul Perception, Resonance of the Soul 6 + Con +10ft 1d4
4th +2 Ability Score Improvement 8 + Com +15ft 1d4
5th +3 Extra Attack 10 + Con +15ft 1d6
6th +3 Improved weapon bond, Fighting style feature 12 + Con +15ft 1d6
7th +3 Evasion 14 + Con +20ft 1d6
8th +3 Ability Score Improvement 16 + Con +20ft 1d8
9th +4 Wavelength compression 18 + Con +20ft 1d8
10th +4 Fight style feature 20 + Con +25ft 1d8
11th +4 extra attack, Weapon improvement 22 + Con +25ft 1d10
12th +4 Ability Score Improvement 24 + Con +25ft 1d10
13th +5 Super soul perception, 26 + Con +30ft 1d10
14th +5 Anti-Demon Wavelength 28 + Con +30ft 1d12
15th +5 Fighting style feature 30 + Con +30ft 1d12
16th +5 Ability Score Improvement 32 + Con +35ft 1d12
17th +6 Weapon improvement 34 + Con +35ft 2d8
18th +6 One in the same 36 + Con +35ft 2d8
19th +6 Ability Score Improvement 38 + Con +40ft 2d8
20th +6 Fighting style feature 40 + Con +40ft 2d10

Wavelength[edit]

Also known simply as the rhythm of one's soul, it is the part of the soul that is invisible to both the naked eye and that of soul perception visually. It is important for all Meisters and weapons who are paired to have compatible soul wavelengths. Each soul wavelength is unique, with no one person's having the same wavelength as another.

Soul Energy[edit]

Your training has allowed you to control your soul and transform it into energy. You can use this energy to amplify and project your soul, causing a variety of different effects. You have a number of soul energy points equal to twice your Meister level + your Constitution modifier, as shown in the Meister table. You can spend these points to fuel various soul abilities.

When you spend soul points, they become unavailable until you finish a long rest. At the end of the long rest, you regain all your soul points.

Some of your soul abilities require the target to make a saving throw to resist the effect. The saving throw DC is calculated as follows:

Soul Energy Saving DC = 8 + proficiency bonus + your Constitution modifier Soul Energy Attack Roll = proficiency bonus + your Constitution modifier

Unarmored Defense[edit]

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution modifier.

Unarmored Movement[edit]

At 1st level, your movement speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain levels in Meister. At level 7, you gain the ability to run on water and walls without falling during your turn.

Weapon Bond[edit]

At 1st level, a meister forms a bond with their weapon, allowing them to communicate telepathically as long as they are in contact with each other or within 5 feet of the weapon when it is not in weapon form.

Fighting Style[edit]

At 2nd level, you can choose a fighting style. You gain improvements at the 6th, 10th, 15th, and 20th levels.

  • Gun Fu is a special close-range fighting style involving the use of guns.
  • Stein Fighting Style: A meister-related battle discipline used by Franken Stein.
  • Way of Assassination: A fighting style employed by assassins.
  • Art of Sword: A weapon-related fighting style.
  • Art of Reaper: A weapon-related fighting style.
  • Black Blood Manipulation: A fighting style related to manipulating black blood.
  • Art of Axe: A weapon-related fighting style.

Martial Arts[edit]

At 2nd level, your martial arts practice gives you mastery over combat styles that use unarmed strikes. You gain the following benefits while you are unarmed and not wearing armor or wielding a shield:

  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.
  • You can roll a d4 in place of the normal damage for your unarmed strike. This die changes as you gain Meister levels, as shown in the Martial Arts column of the Meister table.
  • When you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike or attack with a one-handed weapon as a bonus action.

Hand-to-Hand Combat[edit]

At 2nd level, your training has made you proficient in advanced martial techniques. You can now do the following:

  • Flurry of Blows: Immediately after you take the Attack action on your turn, you can spend 1 soul energy to make two unarmed strikes as a bonus action.
  • Patient Defense: You can spend 1 soul energy to take the Dodge action as a bonus action on your turn.
  • Step of the Wind: You can spend 1 soul energy to take the Disengage or Dash action as a bonus action on your turn. Your jump distance is also doubled for the turn.

Soul Perception[edit]

At 3rd level, you gain Soul Perception—a technique that allows you to perceive the souls of others. This technique was originally developed by humans to track down evil witches.

You gain proficiency in Perception. If you already have proficiency, you gain expertise in it. You can perceive souls, seeing blue souls of the innocent and red souls of the evil. You can also sense the sins attached to each soul.

Soul Resonance[edit]

At 3rd level, as a bonus action, you can achieve resonance with your weapon and connect your wavelength, allowing you to empower yourself with supernatural feats. This lasts for one minute and can be used a number of times equal to your proficiency bonus. You must be in contact with your partner to use this ability. If you and your partner are in disagreement or not working together, you cannot use this ability.

  • Your walking speed increase by 10ft
  • During Resonance, you use your partner’s ability score for calculating Unarmored Defense and attack modifiers when in contact with the weapon.
  • You gain proficiency in Acrobatics and Athletics ability checks, and if you are already proficient, you gain expertise in them.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 15th, and 17th levels, you can increase one ability score of your choice by 2, or you can increase two ability scores by 1 each. You can’t increase an ability score above 20 using this feature.

Alternatively, you can ignore this increase and instead gain a feat.

Extra Attack[edit]

Starting at 5th level, you can attack twice, instead of once, when you take the Attack action during your turn. The number of attacks increases to three when you reach 11th level.

Improved Weapon[edit]

At 6th level, you add +1 to attack and damage rolls made with your weapons. Additionally, when you are in contact with your weapon, you may add +1 to any ability check and saving throw equal to your proficiency bonus. This effect also applies to recharge during a long rest.

This value changes at level 11 (+2) and at level 17 (+3).

Evasion[edit]

At 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Wavelength Compression[edit]

At 9th level, you gain the ability to compress your wavelength through your weapon, allowing you to create high-density attacks. Before you make a melee or ranged attack, you can spend up to your proficiency bonus in soul energy to empower your next strike. This enhancement lasts until you hit a creature with your next attack or until a minute passes. On a hit, you deal additional weapon damage dice equal to the number of points spent.

Additionally, when you make a ranged attack, you don’t use ammunition because your soul powers the ammo through your weapon. This effect ends when you're below half of your max ammo (or if you use a weapon with the reload property, the effect ends until reloaded)

Adjust[edit]

At 10th level, once per turn, when you make a melee attack against a creature, you can spend 4 soul points to remove the damage roll and instead target the creature's soul. If you hit the soul, you cause it to adjust the size and weight of the soul, causing a breakdown in the creature’s body. The creature must make a Constitution saving throw with a DC equal to your Soul Energy DC or lose twice your proficiency modifier in soul energy points.

Super Soul Perception[edit]

At 13th level, when using Soul Perception, you can read a creature's intentions and surface thoughts. For example, if a creature lies to you, you can see a spike in the soul. (Similar to the zone of truth spell you know when a creatures lying and lesser Verizon of read thoughts spells)

Anti-Demon Wavelength[edit]

At 14th level, as an action, you can spend 8 soul energy to cast an Anti-magic barrier around a 30-foot sphere centered on you. The sphere moves with you and only affects evil souls or individuals with murderous intent, preventing their abilities. This lasts for one minute and requires concentration.

One in the Same[edit]

At 18th level, when you are in contact with your weapon, you gain your partner's ability score modifiers on top of your own for attack rolls, saving throws, and ability checks. (Example: If you are level 20 with a Strength modifier of +4 and a proficiency bonus of +6, your attack roll to hit would normally be +10. However, when in contact with your weapon, you also add your partner’s Strength modifier, which could be +5, making your new attack roll +15.)

Fighting Style[edit]

Stein Fighting Style[edit]

A fighting style based on Dr. Franken Stein, who focused primarily on defensive techniques and then counterattacking with devastating blows using Soul Menace.

Electrostatic Strike

You have learned to manipulate electrical energy, using it in combat. As a bonus action, you can charge a weapon with electrical energy. For the next attack with that weapon, you deal an extra 1d6 lightning damage. This damage increases by 1d6 at level 5 (2d6), level 11 (3d6), and level 17 (4d6).

Best offense is a good defense

At 6th level, you adopt a defensive style of fighting, using your weapon to block attacks and then counterattacking with powerful blows that directly target the enemy's soul. You gain the Soul Menace feat.

When an opponent makes a melee or ranged projectile attack, you may attempt to block the attack with your weapon. As a reaction, for two soul points, you may add your weapon's Constitution modifier to your AC. If you successfully block the attack, you can counterattack using Soul Menace as a free action, making one attack. However, if you fail to block the attack, the opponent adds an additional damage die against you. (You must make this roll before knowing if the attack hits or not.)

Surgeon's precision

You have mastered the art of precise strikes with your weapons. When you make a weapon attack, you can choose to deal normal damage or deal half damage but impose a status condition for 1 minute. The creature can make a saving throw at the end of each of its turns to end the condition early. You can use this feature a number of times equal to your Constitution modifier per long rest.

Soul Menace advanced techniques

Twin Palms Soul Menace - Twin Spears Instead of making an attack with Soul Menace, you gain the ability to replace that attack with Twin Spears, allowing you to double the damage of the attack. At the cost of doubling the cost of Soul Menace, you also need both hands free of anything, and you cannot be concentrating during the attack, as it requires full concentration.

Consecutive Soul Menace - Three-Fold! "Gi," "Go," "Shoku" As an action, you can make three quick attacks against a single target using Soul Menace for 12 soul points. For each successful attack in a row, the damage dice of Soul Menace increases by two additional damage dice (for example, the first attack will deal normal Soul Menace damage, the second will deal two additional damage dice, and the final attack will deal four additional damage dice). However, if any of the attacks miss, you will not gain the increased bonus damage dice. Also, because of the speed of these attacks, the creatures you are attacking cannot use any of their reactions due to how quickly the attacks are made.

Madness Frenzy

After falling below half of your maximum hit points or as an action for 15 soul points, you enter a Madness Frenzy for up to 1 minute. While in this state, you gain the following benefits:

You have advantage on attack rolls, saving throws, and ability checks.

All soul-based attacks now do double damage.

You become vulnerable to all psychic damage.

After using this feature, you must make a DC 15 Wisdom saving throw, plus 1 for every additional round you are in this mode. On a failure, you suffer the effects of Black Blood The blood appears to be black when seen outside the vessels as opposed to red. It is not much different from that of ordinary blood and can be affected by herbal medicine that improves circulation.

Black Blood Manipulation[edit]

The Black blood, unlike regular blood, is weaponized and can either harden or soften depending on the user who is controlling the Black Blood. The hardness and durability of an individual with the black blood, however, vaires from individual to individual.

It gives powerful healing capabilities and can heal from grives injuries. In addition, it can grant an individual a great amount of strength, durability and speed

Black Blood Enchantments

You learn how to manipulate black blood in your body strengthening your body. You may choose one of the following benefits. May choose another one at the 8th and 16th level.

  • Enhanced Strength: You gain proficiency in athletics and strength based saving throw . You count one size larger when counting for grappling checks and you make use your strength modifier instead of dexterity modifier for calculating Unarmored Defense.
  • Regeneration: As a bonus action or as reaction to taking damage you make spend 3 soul points to regeneration xd10 dice where x is your half constitution modifier plus you meister level. This change to your constitution modifier at level 10th and your constitution modifier plus proficiency modifier at 17th level.
  • Natural resistance: Becoming a host of black blood your body almost became impenetrable wall. You gain immunity to poison and disease. You almost can be affected by any magic or status condition the can negative harm you by your blood( for example bleeding)

Black blood adept

At 6th level You are able to use your black blood to attack and harm your opponent's you can the following black blood ability

Bloody weapon- As action your are ability to created a weapon out of your own blood this weapons any martial or simply weapon however it uses constitution as both attack and damage modifier for the weapons and the gain the benefit weapon improved ability. However this weapons can’t stay outside body for long only for one minute. This ability can only be used equal to your proficiency bonus per long rest

Bloody Needle- A technique in which you can use split blood for one soul point and turn them into needles. You are able to create three blood needles as a bonus action they can place within 15 feet of you can be active as a reaction or bonus action. This needle will activate and skewer them dealing 2d6 piercing damage and the needles can hit multiple enemies at the same time.

Bloody slicer- A curved projected created after slitting their own wrist and throwing the blood and hardening it into a crude weapon make a dexterity saving throw dealing 3d6 and are poisoned condition and dealing additional 1d6 poison damage on the beginning of their turn and on a successful saving throw they take half damage and not poison. Poison enemies can make a constitution saving throw at the beginning of their turn to end the effect early


Blood artists

As a reaction for one soul point you gain the ability to cover your body in a bloody coats increase you AC by your constitution modifier for one attack

Bloody lance-as action for 3 soul energy you gain the ability to summon a large bloody lance the lance as a range of 90 feet it can pierced through targets that are lined up it deals 6d10 piercing damage and then the creatures must make a your soul energy saving throw or be gain the poison status effect dealing 2d10 of poison damage each turn