Fighter
Base Class: Fighter

Sword Souls have dedicated their lives to their blade, forming a bond with their blade so strong, they are willing to imbue their blade with part of their soul, becoming one with the weapon. This process results in domination in any combat scenario, being able to bombard their enemies with an arsenal of spells that come from their blade. 

The blades they use have been forged by a legendary blacksmith, by the name of Hirun. Although he has passed, his arsenal of blades seem unlimited, as he has spent the course of centuries crafting blades for this order, and in turn, they look after his family with the utmost respect and honor. 

Sword Souls have a strong sense of honor, usually only going for even fights. If they believe the fight is one-sided, they will not participate, as it is disrespectful to them to kill those who are not worthy to be killed by them. 

Hirun's Singing Sword

At level 3, after completing the training required to become a Sword Soul, one is given a legendary sword forged by Hirun. This sword has magical capabilities allowing for a more fluent combination of sword and soul. This sword acts as a greatsword, and has +1 on attack and damage rolls. You can only use Imbue Blade on this sword. Using it on any other weapons could have life ending effects on the caster. 

Magical Prowess

At level 3, Sword Souls need to have a certain magical prowess in order to efficiently  perform most of their abilities. You can use your CHA modifier for attacks and damage instead of STR or DEX. 

Imbue Blade

Imbue Blade

 At level 3, you can brandish your blade with your lifeforce, the sword becomes one with you during the battlefield, acting as one mind. The magical powers you put in your sword allow you perform a  multitude of different attacks. These attacks are called imbued attacks. This last for 1 minute, and can only be used 3 times a day. If you attempt to imbue your blade for a 4th time, you will become exhausted. You regain all charges of Imbue Blade at sunrise. 

Slashing Strike

With your imbued blade, you may make a slashing strike in a line of 20 ft. that hits all enemies it passes through. This strike deals 1d10 damage + proficiency bonus. You may only do this strike once per turn. 

Mental Focus

At level 7, You focus on your mental state, recalling all that you have been taught through the years. Your sword will guide you to victory through this new found mental state. 

As a bonus action, you give yourself resistance to piercing, slashing, and bludgeoning damage until the end of your next turn. You also add an extra 1d10 slashing damage on your next imbued attack. 

Full Moon Sweeping Strike

At level 10, Mobility is one thing Sword Souls pride themselves on. Performing mobility maneuvers are a feat they specialize in, and love to show off at that. 

Perform an acrobatics check, on a 10 or more, you perform a somersault and launch a sweeping strike which hits enemies in a cone in a 20 ft. radius for 1d10 slashing damage. If you performed a somersault, you may land anywhere within 10 ft. of your starting spot. On a failed acrobatics check, you instead launch a regular sweeping strike. 

Once you perform this strike, you may only attack with another strike that is imbued. You cannot perform this attack if you have already made a non-slashing strike or Sun Rising strike. 

This strike has a cooldown of 1 turn. 

A Sword's Song

At level 15, Your sword and you are one on the battlefield, imbued or not. The sword sings to you, this melody giving you increased reactions to be able to dodge and block attacks better, increasing your AC by 2. The melody also gives you peace of mind, increasing your attack and damage rolls by 2. 

Sun Rising Strike

At level 18, Call the power of the Sun to empower your strike, launching your foe in the air if they are size Large or smaller. The launching strike does 1d10 slashing damage, along with 1d8 fire damage. You follow them into the air, launching a series of 5 attacks, each dealing 1d10 damage and 1d8 fire damage. Roll a separate attack roll for each strike. At the end of the sequence, your foe must make an dexterity  save of 12 + your proficiency bonus.

Your weapon must be imbued for this strike, and you may only do this strike once per turn. You cannot perform this strike if you have already attacked with a non-slashing strike, and you can only do imbued strikes after this turn. 

This attack has a cooldown of 2 turns. 

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