Rogue
Base Class: Rogue

 "The thrill the blade gives me when I call upon it, the sheer disbelief in my opponents eyes-It's exhilarating! I fight with my soul alone and my soul fights only for me!"

- Valpione, the Soulweaver

 Latest Update:

1.1 - Clarified Soul Conjuration damage modifier.

1.0 - This subclass has been repurposed from the Soulknife class by Vladmere.Labefactum.

Please do feel free to comment and let me know whether clarifications are needed or if there are any typos.

Bound Arsenal

Calling forth the unique soul bestowed upon them, Soulweavers use their powers to re-shape their soul into a tangible weapon. The Soul Blade, as it's named, is at the core of any Soulweaver and, with it, they are a force to be reckoned with. Fluid in it's use, mastery over the blade allows the Soulweaver to alter it to fit the situation, bringing power and versatility into any fight.

Features of the Soulweaver

Soul Conjuration

At 3rd level, as a bonus action on each of your turns you can conjure or dispel one blade of ethereal energy which sheds dim light in a 5 feet radius. The Soul Blade counts as a weightless Shortsword for the purposes of damage and receives the Finesse and Thrown attribute. When thrown, the Soul Blade dissipates whether it hits or not.

At 6th level, any Soul Blade you conjure gets a +1 damage bonus. As a bonus action while wielding a Soul Blade, you can conjure a 2nd one and attack with both. This feature's damage bonus increases to a +2 at 11th level and a +3 at 15th level.

Psychic Transmutation

At 3rd level, you gain the ability to infuse your Soul Blade strikes with destructive psychic energy. As a bonus action while wielding at least one Soul Blade, you can make your attacks gain an advantage on attack rolls and deal psychic damage. This effect lasts until the end of the turn.

Soultuning

At 3rd level, you manipulate the soul, attuning it to your liking and gaining new insights and creative ways to use your powers. You choose an archetype that you strive to emulate: Shaper or Seeker. Your choice grants you features at 3rd, 9th, 13th and 17th level.

Type: Seeker

At 3rd level, after throwing a Soul Blade, you can call for it to return to you instead of it dissipating.

At 6th level, your throwing range is increased to 120 feet.

At 9th level, as an action you can choose up to four creatures within 30 feet of you. Those creatures must make a Dexterity Saving Throw or be hit in succession. On a failed save, deal 1d6 damage.  You may use this feature a number of times equal to your Intelligence modifier before taking a long rest.

At 11th level, as an action you can choose up to six creatures within 60 feet of you. Those creatures must make a Dexterity Saving Throw or be hit in succession. On a failed save, deal 2d6 damage. You may use this feature a number of times equal to your Intelligence modifier before taking a long rest.

At 13th level, once per turn, when you make a ranged attack, targets hit by the attacks have their speed reduced to 0 feet. You can use this feature a number of times equal to your Intelligence modifier. You regain use of this feature after a long or short rest.

At 17th level, whenever you use a move action and end the move at least 15 feet away from where you started, you gain a bonus to thrown attack and damage rolls until the end of your turn. The bonus equals your Intelligence modifier. Your ranged attacks also do not have disadvantage while within 5 feet of an enemy.

Type: Shaper

 At 3rd level, when you conjure a Soul Blade you can choose for it to take the form of any of the following Base weapons: Blowgun, Club, Crossbow, hand, Dagger, Dart, Handaxe, Javelin, Light Hammer, Mace, Net, Quarterstaff, Scimitar, Shortsword, Sickle, Sling, Spear, Trident, Whip. The Soul Blade inherits the chosen weapon's damage type and properties in addition to the original ones. The damage roll is unchanged.

At 6th level, when you conjure a Soul Blade you can choose for it to take the form of any of the following Advance weapons: Battleaxe, Crossbow, heavy, Crossbow, light, Flail, Glaive, Greataxe, Greatclub, Greatsword, Halberd, Lance, Longbow, Longsword, Maul, Morningstar, Pike, Rapier, Shortbow, War Pick, Warhammer.The Soul Blade inherits the chosen weapon's damage type and properties in addition to the original properties and counts as 2 summoned weapons. You cannot conjure an Advance weapons if you are already wielding a Base or Advance weapon.

At 9th level, as a bonus action you can shape your soul into a suit of armor. While wearing this armor, you are considered proficient in it and your AC is equal to 10 + Intelligence Modifier.

At 11th level, when you conjure a 2nd Soul Blade you can choose for it to take the form of a shield.

At 13th level, once per turn, when you take the Attack action and an attack hits a creature, you may choose one of the following effects to add to your attack. You have an amount of uses equal to your Intelligence Modifier. You regain all spent usages of this feature when you recover at the end of a short or long rest.

  • Shock: The creature must make a Strength Saving Throw or drop a held item. On a failed save, choose an item that the creature is holding for it to drop. The creature may remake this save at the end of each of its turns until the effect has ended.
  • Ignite: The creature must make a Dexterity Saving Throw or be set on fire. On a failed save, the creature takes 1d10 fire damage at the start of their turn. The creature may remake this save at the end of each of its turns until the effect has ended.
  • Scare: The creature must make a Constitution Saving Throw or become frightened. On a failed save, every creature with fewer total hit dice than you within 30 feet who can see you becomes frightened of you for 1 turn. The creature may remake this save at the end of each of its turns until the effect has ended.
  • Blind: The creature must make a Intelligence Saving Throw or be blinded. One a failed save, the creature is blinded for 1 turn. The creature may remake this save at the end of each of its turns until the effect has ended.
  • Knock Out: The creature must make a Wisdom Saving Throw or be put to sleep. On a failed save, the creature is unable to take action for 1 turn. The creature may remake this save at the end of each of its turns until the effect has ended.
  • Anger: The creature must make a Charisma Saving Throw or become infuriated. On a failed save, the creature must move towards the nearest creature and attack it if possible for 1 turn. The creature may remake this save at the end of each of its turns until the effect has ended.

At 17th level, once per combat, you can attempt to destroy the soul of a creature within 5 feet of you. As an action, target a creature and it must make a Intelligence Saving Throw. On a failed save, the creature's alignment changes to Neutral, and becomes non-hostile. If the creature is attacked or damaged by your allies, or is forced to make a saving throw versus an effect created by an ally, it becomes hostile once more. You can only use this feature an amount of times equal to your Intelligence modifier, before taking a long rest. 

Psychic Assault

At 9th level, as an action, you may manifest a number of Soul Blades equal to your Intelligence modifier with Psychic Transmutation applied to them. As a bonus action, throw any number of them at any target creatures within 60 feet of you. For each hit, the target takes 1d6 piercing damage.

The Soul Blades made by this feature does not count towards the number of summoned weapons for Soul Blades. You regain all uses of this feature at the end of a long rest.

Soul Enhancement

At 9th level, you can take an hour during your long rest to fuse a magic weapon you are attuned to into your soul to enhance your soul with its properties. You loose the magic weapon after fusing it. You can only have one magic weapon fused at a time and if you were to attempt to fuse another, the properties from the previous are lost. 

Soul Shatter

At 13th level, your attacks critically hit on a 19-20. When you roll a critical hit, you may re-roll any damage dice that result in a 1. At 15th level, your weapon attacks score a critical hit on a roll of 18-20.

Soul Disruption

At 13th level, you may choose to attempt to temporarily sever the soul of a creature. As an bonus action, choose one target creature within 5 feet of you and it must make a Intelligence saving throw. On a failed save, the creature has disadvantage on all rolls for 1 turn. The creature may remake this save at the end of each of its turns until the effect has ended. You can only use this feature a number of times equal to your Intelligence modifier before taking a long rest.

Soulsight

Your eyes have become attuned with the ethereal world. While in darkness or at night, your eyes glow. You can see the glow of others souls which appear as glowing outlines around their body. You can see the glow of their soul in any lighting. You can see this glow even when they are obscured by thick walls or large objects as thick as 5 foot. This sight gives you the ability to discern if a creature is an illusion or not within 60 feet.

Psychic Distortion

At 17th level, when you hit a creature with a Soul Blade, you can choose to not do damage, and roll 1d6 instead. Reduce that creature's spellcasting ability score by the total roll, and if it would become negative, it becomes 0 instead. A creature affected by this feature is immune to it and regains its lost ability scores at the end of a Long Rest. You can use this feature a number of times equal to your Intelligence modifier. When you finish a long rest, you regain all expended uses.

Previous Versions

Name Date Modified Views Adds Version Actions
6/5/2022 11:31:24 AM
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