Fighter
Base Class: Fighter

You find a way to use the powers of the arcane to tap into your inner self, your soul. Once someone learns how to do that, they can tap into anyone's soul. Soul Knight's are based around exactly that, tapping into the souls of their enemies. Souls are a powerful source of arcana, and using them to fuel spells and/or attacks is exactly what Soul Knight's specialize in. As you level up in this class with this archetype you will grow more in tune with yourself and the souls around you, being able to use the untapped power within them to grant you unique abilities.

 

Soul Charms

Starting when you choose this archetype at 3rd level, you gain access to a well of power known as Soul which is stored in special charms. You can utilize Soul Charms to augment your physical abilities, heal yourself, or even cast spells.
You start with 3 Soul Charms, and gain another at 7th, 10th, and 15th level. These charms naturally refill after a long rest, but you can also gather soul through combat. For every 4 hostile creatures you kill, you regain enough soul to fill 1 Soul Charm. Soul is only collected if you have an empty charm in which to store it. By spending a Soul Charm as a bonus action, you can activate one of the following abilities:

  • Mantis Claw: For the next minute, you gain a climb speed equal to your walk speed
  • Dew Drop: For the next minute, you gain a swim speed equal to your walk speed.
  • Moth Wings:  For the next minute, you can jump twice as high and three times as far.
  • Soul Focus: You heal an amount of HP equal to 1d4 x your proficiency bonus.

World Sense

At 3rd level, you gain proficiency in the Survival skill as well as with Cartographer’s Tools.

Soul Shaman

You learn to manipulate the energy of Soul as an alternative to arcane incantations or divine guidance. Starting at 7th level, you can use a Soul Charm to cast one of the following spells as an action. You may only have one Soul Shaman spell active at one time. Your spellcasting ability is Intelligence and your spell save DC is (8 + INT modifier + proficiency bonus).

  • Baleful Phantasms: Lost souls react and swarm to the presence of your enemies. You cast Bane as a 2nd level spell.
  • Noxious Essence: Lingering unrest from lives once lived are stirred up and infect the senses of your foes. You cast Fear as a 3rd level spell.

Art of Combat

You learn how to draw strength more effectively from Soul, and can use it to cause a short burst of immense power. Fragments of great warriors past have left their mark on you, inspiring new maneuvers with which to use this new might. Starting at 10th level, you gain access to the following Weapon Arts, which are powered by Soul. A Weapon Art can be used once per round to replace one of the attacks granted to you by the Attack action.

  • Cyclone Blur: A spinning onslaught which rapidly batters foes on multiple sides. Make a melee weapon attack against up to 3 enemies within range, dealing damage to each of them individually.
  • Dash Slash Strike ahead quickly after blitzing forward. You can move up to half your speed in a straight line towards a target before attacking. This does not count against your movement for the turn and does not provoke attacks of opportunity.
  • Mighty Blow: Unleash an unbridled attack directly in front of you, dealing extra damage. When you hit a target with this attack, deal an extra 2 weapon damage dice.

Using one of these Weapon Arts requires the use of 1 Soul Charm. Additionally, if you kill a hostile creature through the use of a Weapon Art, it counts as 2 kills for the purpose of refilling a Soul Charm.

Soul Master

Your ability to detect and absorb Soul from various sources is exceptional. Corralling ambient soul energy no longer requires more than a brief repose, and leeching it from foes is virtually effortless. Starting at 15th level, your Soul Charms now refill on a short and long rest. Additionally, the number of foes you must slay to refill a Soul Charm is reduced from 4 to 2.

Spell Twister

Using Soul to weave magic is no easy feat, but the mastery with which you guide it now opens up more formidable options for spellcasting. Starting at 18th level, you can use two Soul Charms to cast additional spells via Soul Shaman, requiring no material components. Being a Soul Master also grants you two new Soul Charm spells to use.

  • Malefic Wraith: The undying will of a fallen warrior is brought forth into battle one final time. You cast Guardian of Faith, which lasts for one minute and deals Necrotic damage instead of Radiant damage.
  • Eidolon Defense: Souls of the departed which yet persist on this plane drape around you, darkening the area and providing protection. You cast Fire Shield, which lasts for one minute (it will automatically be a chill shield instead of a warm shield). It will not cast bright light but instead extinguish light sources within the original 10 foot radius.
Soul Knight Image

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