Base Class: Warlock
Claim the souls of your foes and use them to slay their own.
Soul Knight Reincarnation
You are the reincarnation or avatar of a Soul Knight long lost to time itself, you may borrow their skill and martial prowess to defeat your enemies in battle.
At 3rd level you gain 1 skill, 1 weapon proficiency, and proficiency in a type of armour.
Upon reaching 6th, 10th, 14th and 20th level you may gain expertise in 1 skill you already posses.
Every long rest you may change any number of the above.
Choose a Proficiency
Choose a Proficiency
Choose a Weapon Proficiency
Choose a Weapon Proficiency
Choose an Armour
Choose an Armour
Choose an Expertise
Choose an Expertise
Choose an Expertise
Choose an Expertise
Choose an Expertise
Choose an Expertise
Choose an Expertise
Choose an Expertise
Self Sacrifice
Once per turn, when you hit a target, you can choose to sacrifice up to half, rounded up, your Warlock Hit-point dice to deal additional damage to your foe. The target makes a charisma saving throw against your spell save DC to resist the effects; if they fail they take the rolled hit dice you sacrificed as necrotic damage however, if they succeed they avoid it and you take half the damage they would have taken, rounded down, instead.
Critical Hits apply to this feature whether or not they fail the saving throw.
Soul Master
Becoming the master of souls allows you to absorb the souls of foes you slay. Upon slaying a creature of Challenge Rating (CR) 1/2 or higher you gain a number of effective 'Souls' equal to their CR rounded up, if the creature does not have a CR but instead has a level you gain 'Souls' equal to that instead. However, powerful creatures of CR / Level higher than your own have the chance to free themselves from your chilling grasp, these creatures make a charisma saving throw against your spell save DC or have their entire soul be consumed yet, if they succeed then only 1/4 of the soul, rounded down, is retained. If a creature is more than double your level they have advantage on the above saving throw.
Souls are unwieldy yet powerful currencies to utilise, Starting at Level 3 you gain the ability to improve your damage and attack rolls by simple having souls but, there is a cost: Your body is unsuited to maintain more than your own soul as described in the table below. the number of souls you can maintain semi-effectively is equal to your proficiency times your Charisma modifier.
|
# of Souls |
Bonus Granted |
Maintenance |
|
1-9 |
+1 |
0 |
|
10-19 |
+2 |
1 |
|
20-29 |
+3 |
2 |
|
30-39 |
+4 |
3 |
|
40-49 |
+5 |
4 |
At the end of your turn, if you have more than one soul, you can choose to pay the maintenance cost for those souls as Maximum Hit Points. If you choose to not pay the maintenance you lose 10 souls. Additionally for every 5 souls you are above your Soul Limit the maintenance doubles.
For example, a Level 6 Warlock with a Charisma of 20 would have a Limit of 5*3=15 souls. So, if they had 25 souls the 2 maintenance would be quadrupled to 8 Max Hit-Points per turn.
You recover all lost max HP at the end of a long rest and half as much on a short rest.
Accursed Mark
Beginning at level 6, you gain the ability to 'spend' 3 souls to, as a bonus action, fling a necrotic orb of darkness which causes a target you can see within 60ft of you to be cursed.
Whenever you hit a target cursed by this feature with an attack, the target takes an additional 2d8 necrotic damage. Additionally this target has disadvantage against the charisma saving throw forced by the Self Sacrifice feature.
This feature grows in strength at later levels raising the damage by 1d8 at level 10 (3d8) and 14 (4d8)
Soul Storage
When you reach 10th level, you gain the ability to use the demi-plane of souls the First Soul Knight created to store the souls bound to you. Using an hour long ritual or a Magic Action with a spell slot, you may store any number of the souls you have active to turn them inactive.
While inactive the souls do not deteriorate and do not require maintenance, however after millennia of disuse the demi-plane has leakage. Every long rest 1d4 souls escape from the demi-plane, this continues until there is only 1 soul left.
Additionally, as a bonus action, you may draw from the demi-plane up to half, rounded up, your Soul Limit in souls stored to use them in combat again.
Soul Slots
When you reach the 10th level you gain the ability to, as a bonus action, use the souls to regain spell slots, taking a number of active souls equal to the regained spell slot’s level.
Artificial Souls. Additionally, you can expend a spell slot of any level to gain half that level in souls, rounded down, as a bonus action. If you use more than one spell slot you may also draw up to 2 souls from your Soul Storage feature as apart of this bonus action.
Eldritch Slayer
Also beginning at 10th level, if you have slain a creature with a melee weapon attack you may, as a bonus action, cast a cantrip with a casting time of an action.
Soul Threshold. Additionally, you may use a bonus action to reduce the critical hit threshold before you roll to attack by 1 every 10 souls you spend.
e.g. spending 10 souls to crit on 19-20, 20 souls to crit on 18-20 etc.
Defiler of Death
Beginning at level 14, you gain the ability to defy death, at a cost: Should you die, you may expend all active and inactive souls to prevent death, regain all lost maximum hit-points but be set a 1 hit-point. Using this ability causes immense system shock, until your next long rest you may not use any subclass feature of the Soul Knight.
Soul Knight's Wrath
When you reach the 14th level , once per long rest you gain the ability to assume the true form of a Soul Knight, for a number of rounds equal to your proficiency modifier + the number of souls you expend for the feature. This grants the following abilities:
Cloak of Souls. You become surrounded by the souls you've gathered gaining a bonus to AC equal to the Bonus on the Soul Table.
Spectral Senses. Should you fail a saving throw you may, as a reaction, consume the souls surrounding you giving you a bonus to saving throws until the start of your next turn however you lose the bonus Cloak of Souls grants.
Allegiance of Souls. During the duration of Soul Knight's Wrath you suffer no maintenance from the Souls.
Spectral Resistances. You gain resistance to Necrotic, Radiant as well as Bludgeoning, Piercing and Slashing damage from non-magical weapons that aren't silvered.
Avatar of Death. Should your Death Defiler feature activate, your hit points are instead set to half your maximum and you only use half all souls collected and maintain the use of Self Sacrifice or Accursed Mark.
At the end of the duration you lose all hit-points but are stable and awaken after 1d6 rounds with 1 hit-point & 1 level of exhaustion, however if Avatar of Death was activated, you gain an additional 2 levels of exhaustion. If struck while unconscious you become unstable, gaining the exhaustion whenever you next become conscious.
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