Base Class: Fighter
You dedicate yourself to one weapon class (any martial or simple weapon) Your soul connects to the concept of that weapon becoming your strength
Soul Archetype
When you choose this class at 3rd level you Pick one archetype that will shape your abilities going forward.
- Saint - You focus on a sharp weapon and offensive abilities
- Mountain - You focus on a bulky health pool and defensive abilities
- Primordial- You choose an element and dedicate yourself to that element gaining minor abilities in defensive offensive and support.
- Radiance - You focus on Supportive tactics buffing allies and healing them
Mountain Soul
Your soul takes the shape of a mountain imbuing you with the ability to become a bastion against the tide of enemies
Primordial Soul
You dedicate yourself to an element gaining resistance to that element
Radiant Soul
You choose your soul into a poison for enemies and a cure for allies
Saint Soul
You chose to resonate your weapon with only the offensive portion of abilities
Soul Bond
At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.
Once you have bonded a weapon to yourself, you can't be disarmed of that weapon even if you are incapacitated . If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.
You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two. once you choose a weapon you lose all proficiency with every other weapon.
Primordial Element Focus
You choose an option to gain resistance to your primordial abilities deals damage of this type as well
Acid Focus
You gain resistance to Acid and your Primordial abilities deal this damage
Cold Focus
You gain resistance to Cold and your Primordial abilities deal this damage
Fire Focus
you gain the fire focus
Lightning Focus
You gain resistance to Lightning and your Primordial abilities deal this damage
Necrotic Focus
You gain resistance to Necrotic and your Primordial abilities deal this damage
Poison Focus
You gain resistance to Poison and your Primordial abilities deal this damage
Psychic Focus
You gain resistance to Psychic and your Primordial abilities deal this damage
Radiant Focus
You gain resistance to Radiant and your Primordial abilities deal this damage
Thunder Focus
You gain resistance to Thunder and your Primordial abilities deal this damage
Archetype Techniques
You gain various Techniques based on your Soul Archetype
MT: Bastion's Wall
you summon a stone wall 10 ft line with 5hp as a reaction to a dexterity saving throw like fire dragons breathe absorbing 5 points of damage from the breath and giving everyone standing behind it advantage on the saving throw
MT: Collapsing Strike
When you hit with a weapon attack, you can expend 1 Soul Essence , and if the target is Large or smaller, it must make a STR saving throw DC is based on wisdom + proficiency +8 On failure, you push the target up to 15 ft. away from you.
Cost 1 Soul Essence
MT: Cracked Earth
You can use one of your extra attacks to expend 2 Soul Essence to create difficult terrain centered on you out to 15 ft
Cost = 2 Soul Essence
Bonus: Only your enemies are affected this can also be withdrawn with a bonus action
MT: Earth's blessing
You can use an action to change someone's AC from armor to 12+ your wisdom modifier this effect lasts for one minute
Cost 1-3 Soul Essence
Bonus: You can use an additional Soul Essence to double the time or add the bonus to someone else
MT: Meteor Strike
Hurl your weapon at a creature dealing regular damage make them make a Dex saving throw or be knocked prone
Cost = 2 Soul Essence
Bonus = you can recall your weapon as a bonus action to perform this action as long as you invest soul Essence up to your attacks per turn
MT: Reinforce Armor
Touch an ally's armor making it hard as stone increase their AC by 1
Cost = 1 Soul Essence
Limitations only two members can be affected by this at one time, can't cast on yourself
MT: Rupture
Swing your weapon in an arc in front of you shooting fire and stone out to 10 ft cone
Cost = 3 Soul Essence
Damage = Damage Dice of weapon 2x
Saving Throw = Dex saving throw
MT: Sunder Armor
You replace one of your attacks to try to sunder the armor of the enemy Enemy must make a Strength saving throw if wearing armor and a Constitution saving throw if its natural armor
Cost = 3 Soul Essence
If pass they take half damage from weapon
if fail reduce their AC by 2 for 2 minutes
MT: Volcano's Temper
Use your action to bellow out in rage making enemies within 30 ft of you to attack you or suffer disadvantage this lasts 2 turns
Cost = 3 Soul Essence
PT: DragonHide
Use your reaction to regain hp when hit by your elemental damage type up to half of the damage and becoming immune to it for that instance
Cost 4 Soul Essence
PT: Elemental Aura
Set yourself alight with your chosen element dealing 2d6 for enemies in range of 5 ft of you this lasts for 3 rounds
Cost = 1 Soul Essence
PT: Elemental Breath
Exhale a breath weapon that does 6d6 elemental damage in a cone of 25 ft
Cost = 3 Soul Essence
PT: Energy Retaliation
Elemental energy coats your weapon when an enemy attacks you. you deal 2d6 element damage extra next melee attack
Cost = 1 Soul Essence
PT: Energy Slash
Swing your weapon from top to bottom sending out an elemental wave up to 20 ft away this does your element type 3d6
Cost = 2 Soul Essence
PT: Four Season Strike
Roll 4d10 those elements are dealt as 1d8's in this attack these can't be the same if you hit your attuned element you deal 2d8 with it instead for a total of 5d8
Cost = 3 Soul Essence
- 1-Fire
- 2-Cold
- 3-Necrotic
- 4-Radiant
- 5-Thunder
- 6-Lightning
- 7-Poison
- 8-Acid
- 9-Psychic
- 10-Force
PT: Ignite Weapon
Coat your weapon in elemental energy dealing 1d12 damage of your element type on each attack for 2 rounds
Cost = 2 Soul Essence
PT: Reset Weapon
Reset your release states as if you had a long rest
Soul Essence = 2 and takes a minute, or instant 5
PT: Self Detonation
Set off the energy inside you dealing 4d10 of your element up to 10 feet away
Cost = 3 Soul Essence
RT: Bolster Spirits
Ignite your allies' fighting potential giving them advantage on the next attack
Cost = 1 Soul Essence
RT: Bright Banner
As an action you make a spectral banner appear and plant it in the ground granting temp HP for all allies who stand within 20 ft of it
Buff: allies gain 3d6 Temp HP
Cost = 3 Soul Essence
RT: Cleansing Touch
You may touch a creature to cleanse them of one status effect including exhaustion removing one point
Cost = 1 Soul Essence
RT: Deafening Drums
Emit a War Drumming sound scattering enemies morale
reduce their accuracy by 1d6 and damage by 1d6 for one turn
Cost = 2 Soul Essence
RT: Donation
Use your hp as a healing pool to give your ally up to 20 hp you take that amount of damage in return
Cost = HP 1 Soul Essence per target
RT: Energy Pulse
Release a Energy wave healing allies and damaging enemies heal allies 2d6 and damage enemies 2d6 range centered on you up to 15 ft away
Cost = 2 Soul Essence
Save = Enemies make a Constitution Saving Throw if pass they take half damage if fail they take full if undead they take max damage
RT: Power Donation
Expend your Soul Essence to restore your allies' Spell slots
Cost 1 Soul Essence per spelslot Level
RT: Radiant Retribution
Launch a Bolt of White Light at an enemy up to 45 ft away dealing radiant damage 3d10
Buff = If the enemy has attacked an ally withing the last round you get advantage on this roll
Cost = 2 Soul Essence
RT: Stabilize
Use your radiant power to stabilize the dying to 5 hp
Cost = 3 Soul Essence
Soul Power: Arcane Awakening
Grants you proficiency with arcana and advantage on finding magical presences
Soul Power: Keen Senses
grants proficiency in investigation and perception that uses sight smell or hearing
Soul Power: Physical enhancement
you gain proficiency in athletics and acrobatics
Soul Power: Weapon and man as one
You fused your soul within your weapon letting you ignore negative properties
ST: Boomerang Blade
When you take the attack action you can make a ranged attack with your melee weapon or a melee attack with your ranged weapon. If it is ranged you deal 1d8 damage with proficiency and strength or dex modifier. If it is melee you can throw up to 25 ft, on hit you deal your weapon's damage dice plus 1d4 if you recall during that round. if you miss you can recall and reroll the attack
Recall Requires bonus action
ST: Focus Strikes
When you successfully attack an enemy at least once you can use 1 Soul Essence to give yourself advantage on the following attacks for the rest of the turn
Cost 1 Soul Essence
ST: Rapid Strikes
When you take the attack action you can add attacks to that action this but they all roll at disadvantage Cost minimum Soul essence 1 Maximum of 8
ST: Reactive Blades
When an enemy misses you or attacks another ally you can make an opportunity attack against that creature reducing their movement speed by half until the end of your turn
Cost 1 Soul Essence
ST: Saint's Gambit
When you take the attack Action you can use a bonus action to make another attack. you must attack the same enemy twice including the bonus action if you land both you add an extra damage die
Cost 1 Soul Essence
ST: Sharpen Blades
When you attack a creature as an attack action you can use your bonus action to apply bleed per hit max stack of 4x. this buff lasts 2 rounds. An enemy can make a constitution saving throw to stop the bleed damage after they are under the effect of 2 stacks of bleed.
Stack limit increase
- 8th level 6x
- 13th level 8x
- 18th level 10x
Saving throw minimum
- 8th level must have 3x to make a saving throw
- 13th level must have 4x to make a saving throw
- 18th level must have 5x to make a saving throw
Bleed damage = 1 per stack per round
Costs 2 Soul essence
ST: Soul Stride
When you move you can use your bonus action to expend 2 soul Essence to increase your speed by 20 and the ability to go through non magic walls walls count as difficult terrain and you don't provoke opportunity attacks while moving this turn.
ST: Soul Sunder
When you attack an enemy for the first time this round you can forgo rolling the first "to hit" to critical the first attack dealing +5 damage and moving the target a direction you choose 5 ft
Cost 3 Soul Essence
Cost 5 Hp
ST: Soul Trance
You can use a bonus action to activate Soul Trance gaining 1 stack providing the following buffs:
- +1 accuracy stacking up to 5x
- +1 damage stacking up to 5x
To gain stack you must consistently attack an enemy every successful attack increases you bonus by one every crit increases by 2 if you miss twice in a row you reset to 1 stack
This lasts for 10 rounds
Cost 4 Soul Essence
Soul Absorption
When you fell an enemy you can use your reaction to absorb its soul for 1 Soul Essence this can only be used up to 3x per long rest
Improved Soul Weapon
you gain a bonus based on your soul archetype
- Saint - Your attacks undercut resistance to slashing piercing or bludgeoning based on your soul weapon
- Mountain - You gain 1 hp per level up
- Primordial - You gain a weapon transformation that does pure element damage based on the element you chose
- Radiance you gain the ability to use lay on hands
Mountain Blessing
You gain 1 hp maximum per level
Primordial Release
You gain a release based on your damage type you chose
- Fire - FlameSong
- Acid - VenomLash
- Cold - SnowSong
- Radiant - Lightveil
- Necrotic - Darkveil
- Lightning - LightningBringer
- Thunder - Thunderbringer
- Poison - RottenLash
- Psychic - Mindsunder
Each of these last for half a minute and deal 2d8 per attack
Radiant Soul
You gain the lay on hands ability from the paladin class scaling on fighter
Saint Blessing
You under cut resistance to your soul weapon's damage type
Soul Versatility
when you hit this level you gain one more soul weapon type and gain proficiency with it as well as the ability to use another soul archetype's abilities you can only select 2 abilities from another soul archetype
Soul and Weapon as One
You gain the maximized potential of your soul and weapon becoming one granting you a great boon based on your archetype
- Saint - Maximize your damage dice for one bonus action and action does not include attacks from action surge can only be used once per long rest
- Mountain - Gain resistance to the last damage type you took for 2 rounds can only be used twice per long rest
- Primordial - Gain your final Release form of your soul weapon
- Radiant - Proxy cast healing word, lesser restoration, greater restoration, and mass healing word. You can cast one as a level spell slot and another as a 7th once you have done so you must have a long rest before you gain it again
Bulwark
Gain resistance to the last damage type you took for 2 rounds can only be used twice per long rest
Primordial Final Release
You enhance the weapon your soul bond to past your first release increasing the damage to 3d10 for 30 seconds
Radiant Blessing
Proxy cast healing word, lesser restoration, greater restoration, and mass healing word. You can cast one as a level spell slot and another as a 7th once you have done so you must have a long rest before you gain it again
Saint Strike
You gain the ability to have your damage rolls hit max for one action and bonus action once this is used you have to take a short rest to recover it
Previous Versions
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7/8/2024 3:47:17 AM
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