Fighter
Base Class: Fighter

A warrior attuned to the souls of beings living and dead. This attunement allows them the ability to manipulate these energies. 

Bonus Proficiency

When you choose this archetype at 3rd level, you gain proficiency in one of the following skills: Animal Handling and Persuasion. 

Soul-bound Steed

Starting at 3rd level, you can attempt to attune to the soul of a creature, living or dead, and create a tether with that beast making them your Soul Steed. You can only attune to one Soul Steed. Successfully attuning to a different creature breaks your tether to your previous steed. 

Successfully attuning to a dead creature causes it's soul to animate as a corporeal soul-being,. This form of Soul Steed may be hidden within your own body and called upon at will as an action and it can be summoned to an empty space within 30 feet of you. Failure to attune to a dead creature prevents any further attempts to do so. Failure to attune to a living creature prevents you from attempting the attunement for one day. 

Call Upon: As an action you summon your Soul-bound Steed to an empty space within 30 feet of you. The space must be large enough for your Soul-bound Steed to fit in or the summoning fails. A living Soul-Bound Steed is summoned to the space so long as it is in the same Plane as you. 

Soul Tether: You attempt to attune to an unwilling creature by attempting an Animal Handling or Persuasion Check as an action depending on whether the creature was intelligent or not, it succeeds if you roll Higher than 10 + the creatures CR + the creatures INT Mod - your fighter level. The DM may decide to require several roles for creatures with stronger souls. Attunement to a willing creature automatically succeeds. This requires 1 minute.

You can communicate to your Soul Steed telepathically regardless of location. Your Soul Steed shares your initiative and can make its own actions if it has Intelligence of 6 or higher, otherwise you must spend a bonus action to command it when not mounting it.

Finally, mounting or dismounting your Soul Steed costs you only no movement rather than half your speed.

Soul Mark

Starting at 3rd level, you can mark the soul of your foes. When you or your Soul-bound Steed hit a creature with an attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature.

While it is within sight of you, a creature marked by you has disadvantage on any attack roll that targets you or your Soul-bound Steed.

Soul Reap: In addition, if a creature marked by you deals damage to you or your Soul-Bound Steed, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attack deals extra damage to the target equal to half your fighter level and you and your Soul-bound steed heal HP equivalent to half your fighter level.

Your Soul-bound Steed can use Soul Reap, and its uses count to the expended uses of the skill. 

You can marked a number of creatures equivalent to your strength modifier (minimum of one), you can make this special attack a number of times equal to your Proficiency modifier, and you regain all expended uses of it when you finish a long rest.

Soul Manipulation

At 7th level, you learn to learn to manipulate the souls you have marked, weakening their defenses or making them falter. 

If a marked creature attempts an attack you can roll 1d8 as a reaction and add or subtract the number rolled to the result. If affecting an attack by the marked target and the attack hits, the attack does reduced damage equivalent to the roll. If affecting an attack against a marked target and the attack hits, the attack does extra damage equivalent to the roll.

You may also use this feature to empower your own attacks against marked targets, doing so expends your reaction. 

You can use this feature a number of times equal to your Proficiency Modifier, and you regain all expended uses of it when you finish a long rest.

Resurgent Consumption

At 10th level, you are able to consume the soul of a Marked enemy that is killed, refreshing 1 use of your Soul Strike and 1 use of Soul Manipulation. 

Consuming a Marked enemy also prevents them from being resurrected by any means while you have their soul consumed. Consumed souls may be released as a free action, doing so makes you lose 1 use of Soul Strike and Manipulation for the day. All consumed souls are released upon your death. 

 

Spiritual Mastery

Starting at 15th level, your abilities improve as follows:

Soul Reap deals equal to your fighter level in in damage and heal the same amount to you and your Soul Steed. 

Soul Manipulation uses 1d12 instead of 1d8

Consuming Resurgence refills uses of Soul Strike and Soul Manipulation based on the CR or Level of the slain creature:

<10 - restores 1 use
10-15 - restores 2 uses
16-20 - restores 3 uses
>20 - restores all uses

Your Soul-Bound Steed gets bonus HP equal to your CON modifier multiplied by your fighter level and its attack now add your STR modifier to attack rolls and damage

Soul Transcendence

You get one additional reaction which can only be used for Soul Manipulation.

In addition, once on your turn you can replace one of your attacks during an Attack Action to a Soul Reap against a valid Marked Target

Previous Versions

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9/19/2022 9:23:21 AM
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