Fighter
Base Class: Fighter

Soul Knights rely on their allies to fight, as a sword cannot swing itself, without a hand to wield it. They derive their power from the soul, to enhance the physical attack of another, guide their partner's hand or command it autonomously. They even learn to feed on other souls, by striking direcly at the soul, to enhance their own power. (More elaborate description to come)

Soulbound Weapon

You can perform an hour long ritual which can be performed over a long or short rest, binding your soul to one non-sentient weapon from the below list, using an attunement slot. Once you are Soulbound to a weapon, your physical form fades into your soul, and you become one with the weapon and it replaces your body. You can, over the course of an hour, focus on your bond to the weapon, severing the weapon from your soul, and reforming your physical form.

When you bind yourself to a weapon in this way, you still benefit from any equipment you had on your person, for example, armor, or a weapon of warning. This does not carry over to your wielder.

As a Soulbound Weapon, you are magical for the purpose of overcoming magical resistances, and you gain the use of Soul Points.

As a Soulbound Weapon, you gain a blindsight of 60ft, or if you are a ranged weapon with a maximum range greater then 60ft, your blindsight extends to that range. You are resistant to non-magical slashing, bludgeoning, and piercing damage, and are completely aware of and can hear your surroundings.

The only normal actions you can take as a Soulbound Weapon are the Attack and Help actions, by attacking from your wielder's space as you guide their hand and act autonomously, or by steadying their hand as they attack. When you use the Help action in this way, it can only be used to grant advantage to the wielder's attack.

You can take a bonus action to manifest an incorporeal projection of your true form that can travel up to 1 mile away from your body, and act autonomously. You can speak, see, and hear, but you cannot touch or smell. If you are beyond 1 mile, or choose to as a bonus action, you will return to your body. If a creature is not carrying your body, the Soulbound Weapon, you can carry it, as if it is stowed on your person, and fight with it. You can't use any other Soul Knight feature in this form.

You can communicate telepathically with any creature wielding you, as long as it's intelligence is at least 3.

A creature wielding you is, if you choose, proficient with you. Alternatively, you can impose disadvantage on any attack made with you, at will.

If you can cast spells, and if you are manifesting your incorporeal form, so long as you had the materials when you bound your soul, if required, you can cast as normal.

You can cast a spell that has no verbal or somatic components as normal in any form.

The weapons you can bind your soul to are as follows:

Swords
Axes
Daggers
Polearms
Bows
Crossbows
Firearms
Maces
Hammers

Soul Points

As a Soulbound Weapon you gain the use of Soul Points. These Soul Points fuel a number of actions, bonus actions and reactions that you can take. Your pool of Soul Points equals your proficiency modifier.

While being wielded, on your turn you can take a bonus action and expend 2 Soul Points to attempt to possess your wielder, if they are of hostile intent to you or your allies, or if they are not of sound mind (Affected by a mental Condition such as Charmed or Frightened). That creature must make a wisdom saving throw equal too 8 + your wisdom modifier + your proficiency bonus. On a failed save, you can control the creature on each of it's turns for the next minute, and you must use your bonus action to maintain control for it's next turn. You cannot lead the possessed creature to a situation that you know would harm it, nor cause it to harm itself. At the end of each of it's turns, it can make this save again to attempt to end this effect. If the save is made or you do not use your bonus action to maintain control, the effect ends prematurely.

As a reaction to being picked up while inside your Soulbound Weapon, and as a bonus action on your turn while being held, you can expend a Soul Point to deal 1d4 + your wisdom modifier in psychic damage.

As an action, you can expend any number of Soul Points to impose a wisdom saving throw on a creature within 30 ft of your attuned wielder, dealing 1d8 psychic damage per expended Soul Point on a faild save.

You can expend up to 3 Soul Points to add 1d6 psychic damage per expended Soul Point to the damage roll of a successful weapon attack once per turn.

After the end of a short rest, you recover all expended soul points.

Attuned Soul

If you are willing, another creature can attune to you to grant a +2 to hit to the wielder.

Additionally, if the weapon you are bound to is a magic weapon, the attuned wielder can now benefit from it as well.

In combat, you share the initiative of your attuned wielder, if they are wielding you. If they are not, you still roll your own initiative.

You can end the attunement at will at any given time.

Soul Reaper

At 7th level, when you take the attack action, you can forgo one weapon attack to strike at the soul. This appears the same as a normal weapon attack. This ignores your weapon attack and damage bonuses, and instead strikes magically at the soul, this attack uses your wisdom modifier to hit, dealing 1d8 psychic damage. You are proficient with this attack. If you roll an 8 on the damage dice, you recover an expended Soul Point.

At level 18, you instead recover 2 expended Soul Points on an 8.

Binding Recovery

At 10th level, while inside your Soulbound Weapon, you can take a bonus action to expend two Soul Points to recover 1d4 + your wisdom modifier in health. You can take this bonus action again on any of your turns for the next minute, at no Soul Point cost. If you do not take this bonus action on a turn, the effect ends.

At 15th level, the d4 becomes a d6, and at 18th level it becomes a d8.

Once you use this, it cannot be used again until a short rest.

Sacrificial Boon

Also at 10th level, you can take a reaction when your attuned wielder takes damage, to expend up to twice your fighter level in hit points, and restore that many hit points to a creature wielding you.

Enhanced Soul

At 15th level, you achieve additional ways to utilize soul points, and gain the following actions.

Soul Surge: You expend 4 Soul Points to take an extra action. Additionally, when you use Action Surge or this feature, you can give this action to your wielder on their next turn. Once you use this feature you cannot use it again untill a long rest.

Indomitable Soul: You can expend one use of Indomitable to cause your wielder to reroll a failed saving throw. You recover 1 Soul Point when used in this way.

You also expand your Soul Point pool, adding your attuned wielder's wisdom modifier to your maximum number of Soul Points.

Soul Unleashed

At 18th level, you can unleash all of the soul energies you have gathered, and expend 6 Soul Points to enhance yourself and your attuned wielder.

When you use this feature, you gain the following boons and limitations for a number of rounds equal to both of your wisdom modifiers.

You and your attuned wielder gain a bonus to attack and damage with your Soulbound Weapon attacks, equal to each other's wisdom modifier.
Your wielder gains a bonus to AC equal to your constitution modifier.
You and your wielder gain resistance to Psychic damage.
Each attack in this state does bonus Psychic damage equal to the rarity tier of the Soulbound Weapon, c1/u2/r3/vr4/l5/a6
You cannot recover Soul Points by any means during this state.

At the end of the effect, you are unable to recover Soul Points in any way, save for from your Indomitable feat, for 1d8 rounds.

When you use this feature, you cannot use it again untill you take a long rest.

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