Fighter
Base Class: Fighter

Unleashing the inner desire and battle spirit, a Soul Warrior augments their physical fighting abilities with a mystical power drawn from the willpower of the soul itself. 
Soul Warriors use this power to enhance their attacks, strengthen their bodies and to hold onto conciousness when any other would collapse.

Soul Power

3rd-level Soul Warrior feature

You harbor a wellspring of soul power within yourself. This energy is represented by your Soul Power dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various soul infusions you have, which are detailed below.

Some of your infusions expend the Soul Power die they use, as specified in a infusion’s description, and you can’t use an infusion if it requires you to use a die when your dice are all expended. You regain all your expended Soul Power dice when you finish a long rest.

When you reach certain levels in this class, the value of your Soul Power dice increases: at 5th level (d8), 11th level (d10), 17th level (d12), 18th level (2d12). The powers below use your Soul Power dice.

Hardened Body. When you take damage, you can use your reaction to expend one Soul Power die, roll the die, and reduce the damage taken by the number rolled plus your Charisma modifier (minimum reduction of 1), as you momentarily imbue your body with Soul Energy to harden your skin.

Soul Strike. You can enhance your weapons with soul power. Once on each of your turns, immediately after you hit a target with an attack and deal damage to it with a weapon, you can expend one Soul Power die, rolling it and dealing force damage to the target equal to the number rolled plus your Charisma modifier.
If you use your Action Surge feature, you can use this feature again during the extra Action.

Supernatural Speed. You can accelerate with the use of your willpower. Once per turn, you can expend a Soul Power die (no action required) to double your movement speed until the end of your turn.

Soul Energy Adept

7th-level Soul Warrior feature

You have mastered new ways to use your soul-powered abilities, detailed below.

Soul-Powered Leap. As a bonus action, you can propel your body with great force. You can jump a distance upto your walking speed until the end of the current turn even from a standing position. Once you take this bonus action, you can’t do so again until you finish a short or long rest, unless you expend a Soul Power die to take it again.

Soul Weapon. As a bonus action, you can expend a Soul Power die to imbue one weapon with your inner power for 1 minute. When you hit with an attack with this soul weapon, you deal an additional amount of damage equal to your Charisma modifier. The damage type is a magical damage type that represents your inner being. The damage type is not easily changed like emotions, but with the core being of the person.
A few examples are:
Fire - Hot-headed, flamboyant, passionate
Cold - Cold-hearted, calculating, relaxed
Necrotic - Bloodthirsty, cruel
Radiant - kind-hearted

Unwavering Will

10th-level Soul Warrior feature

Your unwavering will keeps you able to fight through sheer willpower, when others would have fallen already. Whenever you take damage that would reduce you to 0 Hit Points or lower, you can make a Charisma saving throw, the DC equals half the damage taken. On a success you don't fall unconcious and incapacitated, but you still have to roll death saving throws at the start of your turn and take death saving fails when hit.

In addition, you return to 1 Hit Point when rolling a 19 or 20 on a Death saving throw.

Unbreakable, Unstoppable, Untouchable

15th-level Soul Warrior feature

Your inner soul power makes you harder to affect by negatives effects, that are meant to control you, hold you down or damage you. All your saving throws gain a bonus equal to your Charisma modifier at a minimum of 0.

Soul Power Master

18th-level Soul Warrior feature

While you are concious, at the start of your turn you can expend one Soul Power die to end one negative condition on yourself, except grappled and exhaustion.
Your Soul Power die increases to 2d12.

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