Base Class: Fighter
The breaker fights in a way that uses massive risk vs reward skills and revolves around the manipulation of the soul. The soul breaker has a couple support skills and focuses more on close range and medium range combat and skills by manipulating the enemies souls and your own soul to gain the advantage.
soul epiphany
-when you reach this point you can choses to focus sections of your soul and make them overshadow the other aspects. You choses one of three different soul attunements
Calm soul: your soul is now focused on its calmer aspects. You now can calm down enemies by spending a reaction to tell their soul that you are not a threat and cause them to gain disadvantage on their next attack roll against you and you gain advantage on your next attack role. This can be done once a day. You can also choose an equal amount of times to your proficiency bonus gain advantage on deception rolls and animal handing. This resets every long rest.
False soul: your soul is now focused on its more uncanny aspects. You can now as a reaction make your soul waver thus causing it to become unseen for a short duration. Now when used for your turn remove the focus on you causing enemies to ignore you and they cannot use a reaction against your action. This can be done once a day . Along with it you can equal to the amount of times to your proficiency bonus to decide to make your soul unseen, gaining advantage on stealth rolls and slight of hand. This resets every long rest.
Fierce soul: your soul is now focused on its more aggravating aspects. You now as a reaction cause your soul to burn thus putting attention on you. Now you can cause enemies until your next turn to focus all efforts on you. This can only affect enemies equal to your proficiency bonus + d4 at a time. During this period all attacks done to creatures gain your proficiency bonus. However enemies that focus on you will lose focus if damaged by another creature. And when focused on you all attacks from enemy creatures will be focused directly on you. This can be done once a day. Along with it equal amount of times to your proficiency bonus you can choses to set embers upon your soul causing you to gain advantage on intimidation and athletics. This is reset every long rest.
chained soul
-When you reach this point your soul now learns to temporarily manifest as chains to control objects. (this is unlocked at level 5 but it does not let me set its level)
As a bonus action you can launch a soul chain anywhere inside a 35 foot radius, This chain when attached to a object or creature can do one of 2 things depending on the condition. If the thing that you choses to chain up is smaller then you then it will be pulled towards you at your 2 times your walking speed and stops 1 foot in front of you. However if the object or creature is bigger then you then the opposite happens where you get pulled to it at 2 times your walking speed and stop 1 foot in front of it. At any point during its travel time you can cancel the chains movement but keep the momentum of the thing being pulled and this works with yourself when your being pulled. At the same time you can choses to instead of stopping 1 feet away from the target you can carry the momentum instead. This can be done equal amount of times to your proficiency bonus + 1 and resets every long rest.
soul fracture
(This is unlocked at level 7 and not 10)
-You can now as a bonus action cover your body and weapons in soul energy. this can be done 1 every short rest and when activated for the next 2 turns and ends on the end of the second turn every single attack now applies one stack of fracture. If you want to apply a sack of fracture on oneself this only uses a bonus action or you can attack yourself. Facture can be removed by using a bonus action to stabilize the soul. When stabilized all stacks of fractured are removed from all creatures including oneself.
Fracture: Facture is a condition that stacks onto enemies and oneself. Fracture makes it so that every time there turn starts they role D6s equal amount of stacks of fractured on the creatures. They or you take damage equal to the result of the roll and they or you add the result to your attack role. for other creatures other then oneself at the end of there turn fracture reduces by one. Facture can stack meaning that for example: You attack a creature 2 times while soul fracture is active and put on 2 stacks of soul fracture then at the end of there turn they now only have one stack of fracture. However you are different as you can maintain the cracks inside soul and make it so that stacks applied to oneself stay and do not reduce by one every turn. If you where to take fatal damage by fracture then you are become unconscious and stabilize.
Final play
-Final play: This is a final effort to trade blows with a foe. When activated connect a chain that directly shares the souls of yours and the chosen target. When the chain is connected to your target all damage taken is shared meaning that if for example if you where to take 40 damage by the connected target then they will also take 40 damage back however if the target is a higher level then you then the damage is divided by 2 and rounded up. The issue is it also applies to you so if you deal 40 damage then you also take 40 damage. Lower level creatures only reflect back the damage you dealt but divided by 2. So for example if you dealt 40 damage then you will only receive 20 damage back. If the creature is higher level then you then you will receive no damage back from your own attacks. Every turn that the chain is connected both sides gain 5 fractured . The link will only disappear if one side either side goes unconscious or dies. This can only be done once every 3 days as your soul needs time to stabilize back to normal.
Soul shatter
- Fractured now rolls a D12 instead of a D6
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