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Soul Fighter[edit]

  • Soul Fighters

Soul Fighters are combatants who channel the energy of their soul to strengthen their attacks and protect their allies. Using a combination of close combat techniques and elemental powers, they are masters at facing both physical and spiritual challenges.

  • Relentless Training: Similar to boxers, Soul Fighters undergo rigorous training to enhance their endurance and combat skills. They are known for their ability to withstand attacks and keep pressing forward, much like a knight's determination to lead from the front.
  • Elemental Power: Like shadows and warriors wreathed in lightning, Soul Fighters can channel different forms of elemental energy to attack their enemies. They can engulf their fists in flames, unleash bursts of electricity, or manipulate shadows to confuse and weaken their opponents.
  • Healing and Protection: Similar to a knight with a healing aura, Soul Fighters also have the ability to heal themselves and their allies. Their soul energy can regenerate wounds and strengthen the resilience of their teammates.
  • Soul Strength: The primary feature of Soul Fighters is their ability to use the essence of their soul to enhance their attacks and abilities. They can sacrifice some of their life energy to temporarily increase their strength or protection, allowing them to face even the most powerful foes.

Creating a Soul Fighter[edit]

Soul Fighters are individuals who embrace a dangerous path in pursuit of glory, wealth, survival, or protection. Like boxers, they view combat as an art, seeking to refine their skills to become champions. However, their journey goes beyond mere physical effort; they channel elemental energy and the strength of their souls to excel on the battlefield.

These versatile fighters adapt to any challenge, using their fists as lethal weapons charged with the essence of their own souls. Whether competing for glory, fighting for survival, or protecting loved ones, Soul Fighters face their opponents with determination and courage. Their path is marked by dust, blood, and sacrifice, but also by the hope of achieving greatness and victory amidst adversity.

Quick Build

For a quick build of this soulful warrior, prioritize Strength for powerful attacks, Constitution for durability, and Wisdom to enhance their soul-channeling abilities. Equip yourself with gear that enhances your physical and elemental attacks, and focus on abilities that improve your unarmed strikes and elemental manipulation.

Class Features

As a Soul Fighter you gain the following class features.

Hit Points

Hit Dice: 1d10 per Soul Fighter level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Soul Fighter level after 1st

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial gloves
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Athletics, History, Insight, Intimidation, Perception, and Survival.

Equipment

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

Table: The Soul Fighter

Level Proficiency
Bonus
Features Soul Pool
1st +2 Soulful Boxing, Spiritual Rhythmic 5
2nd +2 Athletic Mastery, Soul Power 5
3rd +2 Soul Knuckle 9
4th +2 Ability Score Improvement 9
5th +3 Momentum Strike 15
6th +3 Empowered Strike: Soul's Knockout 15
7th +3 Soulful Dodge: Ethereal Evade 19
8th +3 Ability Score Improvement 19
9th +4 Soulful Insight: Aura of Soul's Wisdom 28
10th +4 Soulful Recovery: Insightful Resurgence 28
11th +4 Empowered Soul Aura: Prowess Infusion 34
12th +4 Ability Score Improvement 34
13th +5 Soul Cushion 39
14th +5 Soulful Retaliation 39
15th +5 Unwavering Soul 48
16th +5 Ability Score Improvement 48
17th +6 59
18th +6 Soul's Lasting Vigor, Soul Charge 59
19th +6 Ability Score Improvement 68
20th +6 Eternal Soul Mastery 68

Soulful Boxing[edit]

At 1st level, you start to master the art of boxing, infusing your strikes with the essence of your soul. Your punches are powerful weapons, considered magical for the purpose of overcoming resistance and immunity to non-magical attacks. If you aren't wielding any weapons or a shield, you can roll a d6 instead of the normal damage for unarmed strikes. In addition, you can choose to use either Dexterity or Strength for attacks and damage rolls with your punches. Finally, you can throw a punch using your bonus action.

Soul Essences

Choose from the following soul essences. Some soul essences have a level pre-requisite, that refers to your levels in this class. Additionally, your soul manifests in a physical form, as an aura, visible to others and taking on a color of your choosing or as determined by the GM. You also choose an element which defines the essence of your soul, known as your Primal Essence. Your soul faintly manifests around you and the equipment you wear, effectively making it weightless; you no longer include wielded equipment in your carry weight.

As you gain more levels in this class, you learn how to change the essence of your soul, unlocking new powers. At 7th level, you learn an Enhanced Essence, and at 14th level, you unlock your True Essence. Finally, at 20th level, you awaken your Quintessence, allowing your aura to be active but invisible should you wish it.

It should be noted only 1 essence is active at a time.

When you finish a short or a long rest, you can choose what type of soul essence is active, from those you have learned.

Primal Essences:

  • Fiery Essence. Your damage type is fire damage.
  • Decaying Essence. Your damage type is poison damage.
  • Cold Essence. Your damage type is cold damage.

Enhanced Essences:

  • Electric Essence. Your damage type is lighting damage.
  • Vitriolic Essence. Your damage type is acid damage.

True Essences:

  • Thunderous Essence. Your damage type is thunder damage.
  • Corrupt Essence. Your damage type is necrotic damage.
  • Pure Essence. Your damage type is radiant damage.
  • Awakened Essence. Your damage type is psychic damage.

Quintessence:

Your damage type is force damage. In addition, the quintessence allow you to use your bonus action and spend 7 soul points to change your active essence by any other essence you know.

Spiritual Rhythmic[edit]

At 1st level, you begin to understand the rhythm of life around you. Whenever you connect your punches, you can build a consistent rhythm of strikes. When you roll initiative, you gain a number of rhythm points equal to your proficiency bonus. You can spend your rhythm points to fuel Rhythm abilities. Activating a Rhythm ability of a subclass costs 1 rhythm point.

Once you spend a Rhythm point, you can regain 1 point when you hit a creature with an unarmed strike, a glove weapon, or by using your bonus action to recover 2 rhythm points. You recover 2 points if your attack scores a critical hit.

When you hit a creature with an unarmed strike or glove weapon, you can spend any amount of rhythm points. If you do, you deal additional damage equal to 1d6 x the amount of points spent.

Additionally, your insight into living beings deepens. You gain proficiency in either Wisdom (Insight) checks, Wisdom (Animal Handling) checks, or Charisma (Persuasion) checks. When you interact with creatures you have insight into, you feel like you can glimpse their soul, see who they truly are. This insight enhances your ability to interact with them, even if it's only for a moment.

Athletic Mastery[edit]

At 1st level, you exhibit remarkable athleticism and agility. You can add half your proficiency bonus, rounded up, to any Strength, Dexterity check you make that doesn't already use your proficiency bonus.

Additionally, your athleticism extends to your physical feats. When you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.

You also gain proficiency in the Acrobatics and Athletics skills at 1st level. If you are already proficient in these skills, your proficiency bonus is doubled.

Soul Fighter Techniques[edit]

At 2nd level, you master a set of techniques that blend your boxing prowess with the power of your soul, enabling you to perform extraordinary feats.

Soulful Tricks

You learn three soulful tricks: Quick Footwork, Feint, and Lunge. You can use these tricks as a bonus action, and you recover 1 Soul Pool point when you do so.

  • Quick Footwork: You can dance quickly through the battlefield, taking the Disengage action as a bonus action.
  • Feint: You can make a Dexterity (Sleight of Hand) check, contested by your target's Wisdom (Insight) check. On a success, you gain advantage on the next unarmed strike or glove weapon attack you make.
  • Lunge: Your unarmed strikes gain the benefits of reach until the end of your turn.
Soul Power

Starting at 2nd level, you can draw power from your vital energy, your soul, represented by a pool of soul points. Your Soul Fighter level determines the number of soul points you have. You can spend these points to fuel various soul features, such as Soul Infusion.

When you spend a soul point, it is unavailable until you finish a long rest, at the end of which you let your body restore its vitality.

Some of your soul features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows

Soul save DC = 8 + your proficiency bonus + your Constitution modifier

Soul Infusion

You learn how to imbue your soul energy into your weapon. When you hit a creature with a weapon attack, you can expend soul points to deal elemental damage to the target, in addition to the weapon's damage. The type of damage done is the same as the essence currently active, determined by your Soul Enlightenment feature. The number of points determines the additional damage dealt, according to a table (not provided here). At 9th level, your Soul Infusion damage die becomes a d8, as you understand how to better utilize your soul.

At the 9th level In addition, your Soul Infusion damage die is now a d8 from understanding how to better utilize your soul.

Soul Infusion table
Damage Soul Cost
2d6 2
3d6 3
4d6 5
5d6 6
6d6 7

Soul Knuckle[edit]

Power Punch

3rd Level: When you hit a creature with an unarmed strike on your turn, you can use your bonus action to make a Power Punch. On a hit, your power punch causes its normal damage, plus additional damage equal to 1d6 per Soul Pool point you currently have. Doing so doesn't spend your rhythm.

School of Fighting

3rd Level:You learn and follow one of two distinct soul Schools, enhancing your combat abilities. Choose between the following schools of combat for the Soul Knuckle: Soul Striker-Puncher and Soulful Saint's Boxing. You gain features from your chosen school at 3rd, 7th, 14th, and 17th levels.

Soul Aura

3rd Level:Your soul manifests in an aura around you, giving off a faint glow in the elemental color you chose. Enemies and allies can see this aura and are aware of it. You can choose to activate it or turn it off, which takes a bonus action. The aura extends 10 feet from you in every direction, but not through total cover.

reaction : You can spend 2 Soul Pool points to generate one of the following effects:

14th Level: Spend 7 Soul Pool points and use your reaction to empower all allies within your aura or cause dismay for all enemies. 18th Level: The range of your aura increases to 30 feet, and you can activate it without spending an action.

Ability Score Increase[edit]

When you reach 4th level, and again at 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.

Momentum Strike[edit]

5th Level: You can throw punches in quick succession by spending your rhythm points. When you take the Attack action, you can throw one additional punch for each 3 rhythm points you spend. Additionally, whenever you are hit by a melee weapon attack, you can use your reaction and 1 rhythm point to halve the damage. If the attack deals bludgeoning damage, you can spend 2 Soul Pool points and use your reaction to reduce the damage to 0.

Empowered Strike: Soul's Knockout[edit]

6th Level: Your Power Punch, you can choose to spend 2 Soul Pool point to force the target to make a Constitution saving throw (DC 8 + your proficiency bonus + your Strength or Dexterity modifier). On a failed save, the target is stunned until the end of your next turn.

Your soul begins to empower you and your allies. Whenever you or a friendly creature within your soul aura must make a saving throw, the creature gains a bonus to the saving throw equal to your Constitution modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. This bonus is not cumulative with any other type of bonus to saving throw granted by other similar features, like the paladin's aura of protection feature.

Soulful Dodge: Ethereal Evade[edit]

Starting at 7th level, when a creature within 5 feet makes a melee weapon attack against you, you can spend 1 rhythm as a reaction to make a Dexterity saving throw against the result of the attack.

On a success, you manage to avoid the attack, causing the attack to miss.

Soulful Insight: Aura of Soul's Wisdom[edit]

At 9th level, your grasp of the soul grows, you’ve come to understand yourself, and others, even more.

Creatures in your aura cannot conceal from you their true intentions and you have some limited sway over their soul. When attempting to gain insight into a creature, you can read their soul. You gain advantage when making Wisdom (Insight), or Charisma (Persuasion), checks on humanoids inside your aura range.

Furthermore this extends to animals and other creatures as well, should you attempt to interact with them you have some ability to manipulate their soul, giving you advantage on Wisdom (Animal Handling) rolls against creatures inside your aura range.

Making a check in this way Uses 2 Soul Pool Points

Soulful Recovery: Insightful Resurgence[edit]

10th Level: When you are reduced to 0 hit points, you are not incapacitated. You still must make Death saving throw and still die if you fail three times. Additionally, you have advantage on saving throws against the stunned condition.

You begin to see the world for what it truly is. You automatically know the location of anything that has a soul within your soul area, gaining blindsight within your Soul Aura area.

You can also see the manifestations of others' souls. You use your bonus action to make a Wisdom (Insight) check against a creature within your aura range, resisted by the creature's Charisma (Deception) check, to gain insight into its reasoning, its emotional state, and something that looms large in its mind.

At 20th level, you also gain truesight inside your Soul Aura area.

Empowered Soul Aura: Prowess Infusion[edit]

11th Level: You can use your action and spend 5 soul points to empower your soul aura. You must spend 1 soul point for each turn you keep your aura empowered after the first. Any hostile creature that starts its turn within your aura area or moves towards it takes damage equal to your Constitution modifier, from the damage type determined by your elemental damage. You can also use this feature to cause all friendly creatures that start their turn within your aura area (except you) or move towards it to regain a number of hit points equal to your Constitution modifier. Swapping the aura from attack to healing or vice versa requires an action and an additional 6 soul points. You cannot add the damage of soul infusions to this damage.

Whenever you make a Strength, Dexterity, or Constitution check, you can treat a d20 roll of 9 or lower as a 10.

In addition, when you make a Strength, Dexterity, or Constitution saving throw, you can use your reaction to reroll that save, using the new result. Doing so spends all your Soul pool, and you can't do it again until you finish a short or a long rest

Soul Cushion[edit]

At the 13th level, your soul begins to envelop you providing you with a shield from effects you can see. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can instead take no damage on a success, and only half damage if you fail.

Soulful Retaliation[edit]

Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee attack against that creature.

You can use Momentum Strike and Counter as part of the same reaction.

Unwavering Soul[edit]

At the 15th level Your Soul can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're your Soul Aura is active and don't die outright, you drop to 1 hit point instead and you gain proficiency in Constitution saving throw in addition, you add your proficiency bonus to Death Saving Throws. If your roll is a total of 20 or higher (adding the proficiency) you regain 1 hit point.

Once you use this feature, you can't use it again until you finish a long rest, alternatively you may spend 12 soul points should you need to use it again if you have not completed a long rest.

Soul's Lasting Vigor[edit]

18th Level: You have mastered the art of soul manipulation and survival. When a creature with a CR3 or higher is reduced to 0 hit points within 30 feet of you, you regain 4 soul point. A piece of their soul lives on within you, honoring their memory.

Additionally, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.

Soul Charge[edit]

At 18th level, you can use your action and spend 8 soul points to have your soul aura become elementally charged. All Creatures other than yourself in your aura take damage equal to 7d8 + your Constitution modifier. The damage type is the same of your Soul Infusion feature. A success on a saving throw against your soul save DC reduces this damage to half. Allies who make this save do not gain the benefit of your Soul Empowerment to the save.

Alternatively you can use your bonus action and spend 14 Soul points to heal all allies with if range by 3d8 + your Constitution modifier.

If you charge your aura you lose the benefit of empowering it.

Eternal Soul Mastery[edit]

20th Level: You have achieved the pinnacle of your soul fighting abilities. You can use a bonus action to Siphon your enemies' souls. For 1 minute, enemies within your aura have a penalty to their saving throws equal to your aura bonus from Empowered Strike: Soul's Knockout. Once you use this feature, you can't do it again until you finish a long rest.

Additionally, the souls of those you have siphoned have granted you the additional benefit of keeping you youthful, making you immune to the effects of aging and to spells and effects that would age you until you complete a long rest.

When you reach the 20th level, you can choose two abilities from Strength, Dexterity, or Constitution to increase by 4. Your ability score maximums for Strength, Dexterity, and Constitution increase to 24.

Soul Striker-Puncher[edit]

Soulful Pugilists combine the strategic mindset and tactical prowess of boxer-punchers with the soul-infused combat techniques of Soul Warriors. They see combat as a dance of calculated moves, blending physical strikes with soulful empowerment.

Soulful Tactics

When you choose this style at 3rd level, you gain access to a unique set of maneuvers and soul actions, blending the techniques of both the boxer-puncher and the Soul Warrior.

  • Maneuvers: You learn three maneuvers of your choice, blending the tactical strikes of a boxer-puncher with the soul-infused techniques of a Soul Warrior. These maneuvers enhance your melee attacks in various ways. You can use only one maneuver per melee attack, and the attacks you enhance with maneuvers must be melee attacks. You learn two additional maneuvers of your choice at 9th, 13th, and 17th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
  • Superiority Dice: You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 9th level and one more at 17th level. The size of the dice also increases, becoming a d10 at 9th level and a d12 at 17th level.
  • saving throw: Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows: Maneuver save :;Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
Soulful Energy

At 3rd level, you gain the ability to infuse your attacks with soulful energy, granting you temporary hit points equal to your level in this class when you finish a long rest. This represents your ability to channel your soul's power into your physical form, enhancing your combat capabilities.

Enhanced Soul Actions

You have learned to harness your soul and use it in a variety of different forms, much like a Soul Warrior. The range of your soul actions increases with each empowerment, and each Soul Actions has your Strength modifier added to the damage. Allies hit by your Soul Actions that deal damage cannot benefit from your Soul Empowerment to help succeed on the saving throw. At 3rd level, you learn Soul Bullet and one additional Soul Action of your choice at 7th (2), 14th (3), and 17th (4) levels. At 20th level, you can replace two actions you know after a long rest. Additionally, you can use your bonus action to apply the effects of Soul Infusion to soul attacks, except for soul bullets.

Bravery Aura

Starting at 7th level, you and any creature within your aura range have advantage on checks against the frightened condition.

In addition, you can use your bonus action and spend 2 soul points to end the frightened effect on a creature within your aura.

Tactical Punches

At 9th level, you have advantage on attack rolls with unarmed strikes and glove weapons against a creature affected by a maneuver.

Soulful Dominance

At 14th level, you master the art of merging physical prowess with your soul's essence, creating a powerful combination of resilience and battlefield control. Whenever you deal damage to a creature with a melee attack enhanced by a maneuver, you gain temporary hit points equal to half your Soul Fighter level + your con modifier. You can use this feature a number of times equal to your con modifier (minimum of once), and you regain all expended uses when you finish a short or long rest.

Additionally, as a bonus action on your turn, you can issue a challenge to your enemies, compelling them to focus their attacks on you. Every hostile creature within your aura range must make a wis saving throw against your Soul save DC. On a failure, a creature cannot target anyone other than you with its attacks, spells, and abilities until the start of your next turn.

Note If so deemed, by your Game Master, then you may attempt to purify the object. The specifics of that can be worked out between you and them.

Soulful Resilience

At 17th level, Soul Fighters enhance their endurance and protective abilities, combining relentless perseverance with soul-infused defenses.*

When you roll initiative and have fewer than your maximum number of superiority dice remaining, you regain 1 superiority die. This reflects your indomitable spirit and tactical adaptability in combat. Additionally, you gain resistance to the essence types you have chosen.*

As a bonus action, you can spend 5 soul points to gain resistance to slashing, bludgeoning, and piercing damage from non-magical sources for 1 minute. Furthermore, you can spend 8 soul points to extend your resistances. Doing so grants you resistance to both magical and non-magical slashing, bludgeoning, and piercing damage, plus one additional damage type of your choice. This extended resistance also grants immunity to poison damage to any creature of your choice within your aura.*

Soulful Saint's Boxing[edit]

At 3rd level, Soulful Saint's Boxing are agile healers, using their speed to evade attacks while channeling their soul’s energy to aid allies. They excel at maintaining distance from enemies and quickly responding to the needs of their comrades on the battlefield.*

  • Step Out: Starting at 3rd level, when you are targeted by a melee attack, you can move up to 10 feet without using an action or provoking opportunity attacks, potentially causing that attack to miss. You can use this feature a number of times equal to your Dexterity modifier (a minimum of once) and regain all expended uses when you complete a long rest.
Rhythm Abilities
  • Fast Retreat:** You can force a target within 5 feet to make a Dexterity saving throw. On a failed save, your movement doesn't provoke opportunity attacks, and you can move up to 10 feet.
  • Elusive Movement: You can force a target within 5 feet to make a Wisdom saving throw. On a failed save, your movement speed increases by 15 feet until the end of this turn, and until the end of your next turn, the target has disadvantage on their next attack roll or saving throw against one of your boxer features.
Soul Healing

At 3rd level, you learn to channel your soul's energy to mend wounds. As a reaction when any creature within your aura range is reduced to 0 hit points, you can automatically stabilize that creature. Additionally, you can spend 1 soul point to restore 1d4 + your Constitution modifier hit points to a creature as an action. You can spend additional soul points to restore an extra 1d4 hit points per point spent, up to a maximum of 10d4.

  • Bonus Proficiencies: When you choose this path at 3rd level, you gain proficiency with the Herbalism kit, the Medicine skill, and Heavy Armor. If you already have these proficiencies, you can add twice your proficiency bonus on checks made with them.
Bound to Live

At 7th level, on your first turn of combat, you can use your bonus action and spend 6 soul points to choose one creature within your aura's range to protect from death. While the chosen creature remains within range, it cannot suffer instant death from taking damage exceeding its hit point maximum. In addition, instead of falling unconscious when it is reduced to 0 hit points, the creature is instead reduced to a single hit point. This ability cannot target the Soul Knight.

Quick Retreat

At 9th level, you have advantage on Dexterity (Sleight of Hand) checks to use your Feint feature.

Additionally, as long as you aren't incapacitated and your speed is not 0, you have resistance against non-magical bludgeoning damage from melee attacks.

Soulful Skirmisher

At 14th level, you master the art of agile combat and the purifying power of your soul, blending evasive maneuvers with potent healing and cleansing abilities. Soulful Skirmishers are adept at combining swift movements with the ability to cleanse and heal, making them invaluable in both combat and support roles. Their agility allows them to dance around enemies, while their soul's power ensures their allies remain healthy and free from harmful effects.

Ethereal Movement

Starting at 14th level, your movement no longer provokes opportunity attacks. Additionally, whenever you leave the reach of a creature, you can use your reaction to make an opportunity attack against it with an unarmed strike or a glove weapon.

Soul Purification

At 14th level, you gain immunity to poison damage and the poisoned condition. You can use your action and spend 1 soul point to cure any poison or disease affecting an allied creature within your aura. The cured creature also gains advantage on saving throw to resist the effects of poison or disease for the next minute.

Furthermore, you can channel your soul’s energy to cleanse curses. You can use your action and spend 5 soul points to end a curse on any creature or object within your aura. If the object is a cursed magical item, its curse remains, but this ability breaks its owner’s attunement to the object, allowing it to be removed or discarded.

  • Note: If so deemed by your Game Master, you may attempt to purify the object entirely. The specifics of that can be worked out between you and them.
Soulful Reflexes

At 17th level, you have honed your reflexes and soul energy to perfection, allowing you to react swiftly and bolster your defenses with your soul’s power. Soulful Reflexes combine unparalleled agility with the protective power of your soul, allowing you to dominate the battlefield and safeguard your allies with swift, decisive actions.*

Dual Reflexes

If you aren't surprised, you can take two turns in the first round of any combat. The first turn is taken at your normal initiative, and the second turn is taken at your initiative minus 10. This allows you to react swiftly and seize the advantage at the start of battle.

Soul Shield

You gain resistance to the essence types you have chosen. As a bonus action, you can spend 4 soul points to gain resistance to slashing, bludgeoning, and piercing damage from non-magical sources for 1 minute.

Additionally, you can spend 8 soul points to enhance your resistances further. Doing so grants you resistance to both magical and non-magical slashing, bludgeoning, and piercing damage, plus one additional damage type of your choice. This also grants immunity to poison damage for any creature of your choice within the area of your aura.

Soul Action[edit]

Soul Actions deal damage of Your present active soul essence type. When mentioning elemental, it’s simply a place holder for said type.

Soul Wave

You can spend 5 soul points to project your soul in a way that allows it to cut through matter. Deals 5d6 elemental damage in a 30-foot cone. This increases to 5d8 at 14th level and a 45-foot cone. It changes again to 5d10 in a 60-foot cone at 17th level. Targets make a Dexterity saving throw against 8 + your proficiency bonus + your Strength modifier bonus with half damage on a success.

Soul Spikes

You can spend 5 soul points to create and project spikes of your soul, impaling a target within 10 feet of you. Causing 5d6 elemental damage and restrained. This increase to 5d8 at 14th level, with the target now being a stunned instead of restrained. This changes again to 5d10 and a stun at the 17th level and can target any target within your aura or beyond it by 15ft. Targets make a Dexterity saving throw against 8 + your proficiency bonus + your Strength modifier to avoid the damage. In addition, on a failed save, the target must make a Constitution saving throw against the same save DC or be stunned (Or Rooted) until the end of your next turn.

Soul Beam

You can spend 5 soul points to create a compressed beam of solidified elemental damage. Deals 6d8 damage in a line 5 foot wide and 30 foot long. At 14th level, this increase to 6d10 in a in a line 10 foot wide and 40 foot long. It increases again at 17th level to 6d12 in a in a line 15 foot wide and 60 foot long. Targets make a Dexterity saving throw against 8 + your proficiency bonus + your Strength modifier to avoid the damage.

Soul Bullet

You can spend 2 soul points to create 3 bullets of compressed energy (2 soul points per bullet). Each bullet deals 1d6 and can be directed at the same target or at different targets, each bullet is a separate attack roll. Each bullet has a range of 60 feet. This increased to 2d6 at 14th level. And 3d6 at the 17th level. You use your melee weapon attack modifier for the attacks made with the soul bullets. At 14th and again at 17th levels, you can produce an additional bullet for 3 soul points. The range also increases by 30 feet at each of the level upgrades.

Soul Movement

You can spend 8 points to teleport to a different point within your Aura as a reaction to you or your allies being attacked. At the 14th level you may extend this to another individual, if this individual is an enemy they make a Constitution save against your Soul DC, upon a failure they take the damage meant for you and you swap positions. At the 17th level you may swap any two targets, allies or enemies. Furthermore, at each increase you can extend this by 10 feet outside your aura.

Soul Shroud

You can use your soul as a shroud to create a magical darkness of sorts, which its appearance being determined by your essence It’s 6 points to create and 4 to maintain. It could be, for example, an illusionary cloud of smoke for fiery essence, or a thick blizzard for cold essence. While using this feature the area within your aura is treated as darkness, and all creatures within this area you cannot see one another by normal means, and must spend an action to make a Wisdom (Perception) check against your soul save DC to be able to see normally. At the 14th level, you are able to see through your own shroud normally. At the 17th level you can choose what creatures can see normally within the aura.

Soul Rush

You can spend 10 points and use your action to make a weapon attack against a number of creatures in your aura equal to your Strength modifier (minimum 1). At the 14th level it’s increased to your Strength modifier + 3. At the 17th level it’s your Strength modifier + your proficiency bonus. Using your Soul Infusion with this feature only affects the first target.

Soul Crush

You can use your action and spend 6 points to choose an enemy within range to make a Charisma saving throw against your soul save DC. On a failed save, the target is frightened of you for 1 minute. They can make a saving throw at the end of their turns to end the effect. At the 14th Level you can make all enemies within range make the effect.

At the 17th level enemies also make a Constitution saving throw. On a failed save, your soul crushes a piece of theirs incurring a level of exhaustion.

A success on the Charisma saving throw against the frightened condition make the creature immune to this effect for the next 24 hours. The exhaustion still applies.

Soul Stop

For 6 soul points, enemies within range of your aura must make a Dexterity saving throw against your soul save DC. On a failed save, the targets are restrained for 1 minute. A creature affected can make a Constitution saving throw at the end of each of its turns to end the effect. At the 14th level, two consecutive failures (failed both the initial save, and save on its turn) the target is also incapacitated for the duration. In each of its turns, the creature can make another saving throw to end the effect. At the 17th level three failed saves makes the target stunned .




Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the soul fighter class, you must meet these prerequisites: 14 Strength or Dexterity, 14 Constitution, 14 Wisdom.

Proficiencies. When you multiclass into the soul fighter class, you gain the following proficiencies: light armor, medium armor, heavy armor, shields, simple weapons, and martial weapons.

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