Base Class: Fighter
Having been in many life or death situations you learn how to take the souls of other living beings and use them to your advantage. you consume the souls of your fallen enemies and use them to increase your strength in battle. But the longer one walks the path the more blurred the path becomes.
Soul Sense
At 3rd level you gain the ability to see the soul force of living creatures in 30ft sphere centered on you. 6th level(50ft Sphere), 12th level(90ft Sphere), 18th level(170ft Sphere)
Soul Glutton
At the 3rd level you gain a small understanding in soul's. When you kill an enemy or an enemy has been dead for less than a min you can absorb the soul. You have two chances to consume the soul.
If the CR/level rating of the enemy is lower the target makes a WIS Save throw with disadvantage. At equal CR/Level the target does a strait roll. If the CR/Level is higher target rolls with advantage.
The DC=8+your proficiency bones+ wisdom modifier.
On a fail save the target takes 1D12 +30 necrotic damage. when the target reaches 0 hp you can chose one of the following from the list below to absorb from the soul.
Necrotic damage increases by 1d12 every two levels.
on a successful save the soul is not consumed and becomes unstable leaving one more chance. On the second successful save the soul is destroyed blowing up dealing 2D10 force damage in a 10ft area.
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3rd level |
You gain the memories of the soul along with one spoken language the target knows (roll to see if you learn the language) 1-10(NO), 11-20(YES) |
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3rd level |
You gain a certain number of max hit points by rolling a D20(1-15 (1/4 of max hp), 16-20 (1/2 of max hp) |
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6th level |
If the target could fly, swim, climb, or burrow you gain that ability (roll a D20 to determine the MS) 1-5(10ft MS), 6-10(15ft MS), 11-15(20ft MS), 16-20(25ft MS) |
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9th level |
Can chose to increase a stat by 1 (roll a D20 to determine which stat) 3-5(CON), 6-8(INT), 9-11(STR), 12-14(DEX), 15-17(WIS), 18-20(CHA) |
Banshee Blessing
At 7th level you have consumed so many soul's a powerful banshee bestowed a blessing on you.
All creatures within range must make a Constitution saving throw or take 2d6 Necrotic + 2d8 Thunder damage on a failed save or half as much on a successful one. In addition, all creatures within 10 ft. that fail the saving throw fall prone for 1 round and are deafened for 1 minute.
The thunder damage die increases by 1d8 every 2 levels.
Necrotic Powers
At 10th level you gain access to 2 necrotic powers that can have many different abilities.
Amplify Damage
You choose a creature you can see within range. The target must succeed on a Wisdom saving throw or become cursed for the duration. While cursed, whenever the creature takes damage from a melee attack it takes an additional 1d6 necrotic damage.
Necrotic damage increases by 2d6 every four levels
Save DC=8+WIS Modifier+ Proficiency Bonus
Blood Sacrifice
You must expend four hit dice or it automatically fails. If you do, make a melee attack against a creature within 5 feet. On a hit, roll the hit dice expended plus an additional 4d8 and deal necrotic damage equal to the result. If this damage causes the creature to be reduced to 0 hit points, it immediately dies and you gain one of the following dark blessings of your choice.
- Unassailable. You have advantage on all saving throws.
- Unbreakable. Your size increases by one category (from Medium to Large, for example), you gain a number of temporary hit points equal to your Constitution modifier (minimum 1) at the start of each of your turns, and your weapon attacks deal an additional 1d4 damage.
- Unerring. Your proficiency bonus increases by 2.
Your dark blessing ends after 10 minutes or when you are reduced to 0 hit points, whichever happens first. When you take radiant damage while you have a dark blessing, you take an additional 1d4 damage.
Life Drain
You coat your blade in dark necrotic power. On a hit, the target suffers the attack's normal effects, and suffers an additional 2d8 of necrotic damage. You regain hit points equal to half the amount of necrotic damage inflicted, rounded down
Increase by 2d8 every five levels
Sacrificial Heal
When you touch a friendly creature the target regains a number of hit points equal to 1d4+ WIS modifier. This surge of magical energy depletes your own hit points equal to half the amount healed to the target creature.
Hit point regen is increased by 2d4 every three levels
Spirit Arrow
A pale blue arrow streaks toward a target within range and bursts in a flash of soul energy. On a hit, the target takes 4d4 force damage, and must make a wisdom saving throw. On a fail, the target takes 2d4 necrotic damage, and any saving throws the target makes to maintain concentration are made with disadvantage until your next turn. On a success, nothing happens. Soulless creatures automatically succeed.
Every level the necrotic damage increase by 2d4 every three levels.
Weapon Soul
At 15th level you can use your action to summon your soul as a weapon.
When you summon your soul into a weapon you summon your soul into the shape of a sword within 30 feet of you, after you do this you can make a melee spell attack against a target of your choice within 5 feet of the sword. On a hit, the target takes 1d10+10 necrotic damage. Until the spell ends, you can use a bonus action on each of your turns to move the sword up to 30 feet to a spot you can see and repeat this attack against the same target or a different one.
This spells damage increases by 1d10 at 17th level.
Domination Soul
At the 18th level you become so proficient in the way of souls you can dominate almost any soul.
The target makes a WIS save, on a fail the target does what ever you command for two of there turns. On the targets second turn they can make another throw to resist the command. On a success the target can not be targeted a second time.
DC=8+WIS Modifier+ Proficiency Bonus
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