Base Class: Fighter
Those with a strong soul have learned to harness their energy into blades to cut at the souls of others.
Soul Manifest
When you choose this archetype at 3rd level, you choose your type of soul.
Deathly Soul
Your soul manifests as a torrent of raw negative energy. Those with the Deathly Soul are feared, often despised as villains. This choice will grant you life-stealing abilities.
Flame Soul
Your soul manifests as a raging fire. Usually, Flame Souls are manifested by hotheaded, rash, and aggressive people. Those with Flame Souls are often war heroes, great generals, or respected gladiators. This choice is best for those who want to focus on offense.
Glacier Soul
Your soul manifests as immovable ice. Those who manifest Glacier Souls are defenders, from the local town guard to the adamant warrior, standing stalwart in front of a civilization. This choice is best for those focusing on defense.
Prismatic Soul
Your soul manifests as a scintillating rainbow. Those with Prismatic Souls are hopeful, kind, and generous. This choice will grant you healing abilities.
Shadow Soul
Your soul manifests as a swirling shadow. Those with this soul are naturally stealthy, often being thieves or assassins. This choice will grant you stealthy abilities.
Storm Soul
Your soul manifests as a crackling storm cloud. Those with the Storm Soul are fickle, airy, and enjoy frivolity. This choice is ideal for those who want to focus on speed.
Soul Blade
At level 3, as a bonus action, you can create a weapon composed of ethereal energy distilled from your mind. You can only have a number of these weapons equal to 1+ half your proficiency bonus (rounded up) at a time. You can create any number of weapons per turn and they can be summoned anytime during your turn as long as you have used a bonus action to summon them. A 2 handed weapon counts as 2 weapons (versatile only counts as 2 if you use 2 hands). The blade is identical in all ways to a melee weapon of your choice, except that it is made of the type of energy that composes your soul. It deals a damage type based on your soul type. You cannot be disarmed of your Soul Blade while you are conscious, and your Soul Blade dissipates into nothingness if it is moved more than 5 feet from you, with the exception of thrown weapons, which dissipate after being thrown. When a weapon disappears, you regain its weapon slot(s) at the start of your next turn. Your soul weapons are magic, shedding dim light in a ten foot radius. It also counts as magical for the purposes of overcoming resistance or immunity to nonmagical weapons. You may also summon an additional item that changes depending on your soul type. If the item does not have any weapon stats, treat it as an improvised weapon you are proficient with.
Deathly Blade
Your Soul Blade is composed of twisting, black negative energy. It deals necrotic damage. You may also summon a skeleton with this feature. The skeleton is under your control and shares your initiative but goes right after you. The skeleton has an AC of 10, 10 hit points, and no weapons. Its unarmed strike deals 2 (1d4) damage. The skeleton dissapears when it is reduced to 0hp.
Flame Blade
Your Soul Blade is composed of solid flame. It deals fire damage. Furthermore, it sheds bright light in a ten foot radius, and dim light for an additional ten feet beyond that. You may also summon a flask of alchemist's fire with this feature. The weapon disappears when the contents are burned and extinguished.
Glacier Blade
Your Soul Blade is composed of deep-frozen ice. It deals cold damage. You may also summon a light shield (has light feature, only +1 AC) with this feature.
Prismatic Blade
Your Soul Blade is composed of dazzling lights. It deals radiant damage. Additionally, it sheds bright light in a twenty-foot radius and dim light for another twenty feet beyond that. You may also summon a single use healers kit with this feature, you may use this healers kit to heal 1d4 hit points of damage to a creature. If you try to use a healing kit in this way on the same creature again before they take a short rest, they gain only 1 hit point from it.
Shadow Blade
Your Soul Blade is a solid black blade that consumes light. It deals psychic damage, leaving no visible wounds. You may also summon a vial of basic poison with this feature. When the poison dries out it disappears.
Storm Blade
Your Soul Blade is composed of rolling storm clouds. It deals lightning damage. You may also summon a hand crossbow with this feature. This crossbow does not require ammunition.
Soul Attunement
At the 7th level, your Manifested Soul confers additional benefits to you. Your Soul Blade gains the benefits of a +1 weapon and a benefit relating to your soul type.
Deathly Attunement
You have resistance to necrotic damage. Additionally, the first time you hit with a weapon attack on your turn, you gain temporary hit points equal to your Constitution modifier.
Flame Attunement
You have resistance to fire damage. Additionally, any weapon attack you make deals an extra 1d4 fire damage.
Glacier Attunement
You have resistance to cold damage. Additionally, the first time you hit with a weapon attack on your turn, you gain +1 AC until the start of your next turn.
Prismatic Attunement
You have resistance to radiant damage. Additionally, you can use an action once per long rest to spend hit dice up to half your fighter level to heal a creature within 30 feet. Roll the hit dice you spend and heal the target for the amount rolled + your constitution modifier.
Shadow Attunement
You have resistance to psychic damage. Additionally, you gain proficiency and expertise in Stealth. If you already had proficiency in stealth then you may choose proficiency in any other skill of your choice and if you already had expertise you may choose expertise in any skill you are proficient with.
Storm Attunement
You have resistance to lightning damage. Additionally, your speed increases by ten feet.
Soul Emergence
At 10th level, your Manifested Soul becomes more powerful. Your Soul Blade gains the benefits of a +2 weapon and a benefit relating to your soul type.
Deathly Emergence
Times equal to half your proficiency bonus (rounded up) per long rest, when you deal damage to a creature within 30 seconds of its death, and the creature has a challenge rating of 1 or more, you may regain one use of your second wind feature.
Flame Emergence
Once per short rest when you hit a creature with an attack you can choose to set the target on fire. The creature must make a dexterity saving throw (DC = 8+ your proficiency bonus + your Constitution modifier) or take (1+your proficiency bonus)d6 fire damage and be set on fire. The target takes (half your proficiency bonus (rounded up)d6 fire damage on each turn hereafter. The fire damage is reduced by 1d6 if; the target takes at least 5 hit points worth of cold damage, the target is covered with at least 1 gallon of water, or the target or another creature takes 1 action to stop the fire, 1 of the targets turns have passed and they moved have taken the dash action and not taken any fire damage since their last turn. The fire is stopped when the damage is reduced to 0.
Glacier Emergence
Once per short rest when you hit a creature with an attack you can choose to cover the target with ice. The creature must make a strength-saving throw (DC = 8+ your proficiency bonus + your constitution modifier) or take 1d4 cold damage and be restrained by ice crystals for 1 minute. They take 1d4 cold damage at the start of each of their turns and as an action, can repeat the saving throw, ending the effect on a success. While restrained in this way they have total cover, and all attacks targeting them instead target the ice. The ice has double your proficiency bonus hit points and an AC equal to 10+ your proficiency bonus. The ice is resistant to psychic, poison, and cold damage and vulnerable to fire and bludgeoning damage. If the ice is reduced to 0 hit points it disappears and the creature trapped inside is released.
Prismatic Emergence
You regain an extra 1d10 + your constitution modifier hit points whenever you spend at least 1 hit dice during a short rest. You can only use this feature once per short rest.
Shadow Emergence
You no longer need to sleep, and you can take a long rest in 4 hours. To gain the benefits of a long rest, you must spend all 4 hours doing light activities. Additionally, you gain dark vision out to a range of 60 feet, or if you already have dark vision, the range increases by 30 feet. You may also see in magical darkness with this dark vision.
Storm Emergence
You gain a swimming speed equal to your walking speed. Additionally, you can hold your breath for 1 hour longer. Once per long rest, as an action, you surround yourself in storm clouds and gain a flying speed equal to your walking speed for 1 minute (if you already have a flying speed, double it for one minute).
Soul Simulacrum
At the 15th level, your soul takes over when your body falls. When you are reduced to 0 hit points or fewer, your soul physically manifests itself above your body and summons your Soul Blade. Until the end of your next turn, you may take actions as if you were still conscious but you may only attack with your soul blade. Your soul is immune to all damage but psychic, necrotic, and force damage. Your soul retains your AC and has hit points equal to your level in this class. Your soul also has a flying speed equal to double your walking speed and can move through creatures' spaces. If you end your turn in a creatures space you take 1d10 force damage and are shoved to the nearest unoccupied space. At the end of your next turn or if your soul is reduced to 0 hit points, your soul fades and returns to your body. You cannot regain consciousness in any way until your soul returns. If your body is killed while your soul is outside of it, you cannot be resurrected until your soul fades. You regain the ability to do this once you finish a long rest.
Soul Mastery
At the 18th level, you fully awaken your soul and gain all of its benefits. Your Soul Blade gains the benefits of a +3 weapon and a benefit relating to your soul type.
Deathly Mastery
You gain immunity to necrotic damage. Additionally, the first time you hit with a weapon attack on your turn, you gain 3d6 temporary hit points.
Flame Mastery
You gain immunity to fire damage. Additionally, all of your attacks deal an extra 2d6 fire damage (this damage replaces the additional damage from your flame attunement feature).
Glacier Mastery
You gain immunity to cold damage. Additionally, for each weapon you have summoned (2-handed weapons count as 2), gain a +1 bonus to AC.
Prismatic Mastery
You gain immunity to radiant damage. Additionally, your Prismatic Healing always heals for half your fighter levels in hit dice, however, you only expend one hit die
Shadow Mastery
You gain immunity to psychic damage. Additionally, you can make your Soul Blade emit a 10-foot sphere of magical darkness for 30 seconds as a bonus action. Also, you can use an action when standing in dim light or darkness to become invisible until you attack, cast a spell, or target another creature with an effect.
Storm Mastery
You gain immunity to lightning damage. Additionally, your speed increases by 10 feet, you get a flying speed equal to half your walking speed (rounded up to the nearest multiple of 5), and any opportunity attacks against you have disadvantage.
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