Fallen Soldier (5e Subclass)

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Fallen Soldier[edit]

Fighter Subclass

Stuck between life and death, these warriors go by a simple name with a simple mission. The Fallen Warriors roam the world searching for what is keeping them alive, well, half alive anyway, and to close whatever debts remaining owed.

With their existence being split between life and death, the material and ethereal, Fallen Warriors can harness the Power Astral. This strange power is the negative energy that flows parallel to existence. Where there is life and growth, there is death and decay. Two opposite forces that both have their own energies flowing through all things in their domain. Fallen Soldiers can use the Power Astral to manifest special powers akin to specters and ghosts.

The Power Astral

At 3rd level, your split existence draws on the mysterious Power Astral. This power is represented by your Astral dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various astral powers you have, which are detailed below.

Some of your powers expend the Astral die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Astral dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Astral die, but you can't do so again until you finish a short or long rest.

When you reach certain levels in this class, the size of your Astral dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).

Some Astral powers require a target to make a saving throw to resist negative effects. The DC for these effects is 8 + your proficiency bonus + your Charisma modifier.

The powers below use your Astral dice.

Soul Slice. You attack the soul of your foes, rather than the body. When you hit a creature with a weapon attack or unarmed strike, you can expend an Astral die and roll it, changing the damage type of the attack to psychic and adding the number rolled to the total damage.

Undead Screech. As an action, you can release a horrifying wail. All creatures of your choice within 30ft must make Wisdom saving throws. On a failure, a creature takes psychic damage equal to two rolls of your Astral die or half as much on a success. This expends two Astral dice.

Whispers from Beyond. You can cast Speak with Dead, but you can only ask a single question. You can use this ability a number of times equal to your proficiency bonus, regaining all uses on a short or long rest. If you have no more uses, you can expend an Astral die to regain one.

Warborn Specter

By 7th level, you have gained greater control over the Power Astral and unlocked new capabilities.

Apparition. As a bonus action, you shift between planes and become invisible until the end of the current turn. You can become visible whenever you please during this time, no action required. Once you take this bonus action, you can't do so again until you finish a short or long rest, unless you expend an Astral die to take it again.

Banshee Wail. When you deal damage to a target with your Undead Screech, you can add your Charisma modifier to the damage. In addition, a creature that fails its save becomes frightened of you until the end of its next turn. At 17th level, this ability can frighten creatures who are immune to the condition, unless they have Legendary Actions.

Lost Tales. When you use Whispers from Beyond, you can cast Speak with Dead to its full effect.

Ghostly Influence

Starting at 10th level, you can briefly release your consciousness to infiltrate another's. As an action, you can choose a creature that you can see within 30ft to make a Charisma saving throw. On a failure, you possess their body for a moment, deciding what action they will take on their next turn. Once you take an action on their turn, you are immediately expelled and return to your body. Until this time, your body remains motionless and is stunned.

Once you take this action, you cannot do so again until you finish a long rest, unless you expend two Astral die to take it again.

Guide to the Other Side

At 15th level, you can pull the border of the Material and Astral planes together around yourself and others. As a bonus action, you can choose creatures, which can include you, that you can see within 30ft of you, up to a number of creatures equal to your Charisma modifier (minimum of one creature). Each of the chosen creatures has resistance to bludgeoning, piercing, and slashing damage, and cannot be frightened. In addition, while shrouded, you can move through creatures and objects, treating them as difficult terrain. You take 1d10 force damage if you end your turn inside an object or creature. Each of the chosen creatures are shrouded in this planar mesh for 1 minute or until you fall unconscious or die.

Once you take this bonus action, you can't do so again until you finish a long rest, unless you expend an Astral die to take it again.

Into the Beyond

By 18th level, the Material and Astral planes have become indistinguishable to you. This adjustment grants you the following benefits:

  • You can see and interact with creatures on the Astral Plane.
  • Once per turn, you can use Soul Slice without expending an Astral die.
  • You can cast Astral Projection on yourself. Once you cast the spell with this feature, you can't do so again until you finish a long rest, unless you expend two Astral die to cast it again.
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