Fighter
Base Class: Fighter

Soulweavers find their strength in the soul and not just their own. They steal the souls of defeated creatures and utilise them in battle. A fighter who becomes a Soulweaver understands how the soul works and how to harness it for themselves. Many different methods can achieve this; it mostly depends on the fighter attempting to become a Soulweaver. Most of the time a fighter would put down the sword in favour of a book just for a bit, they might study how other creatures use souls to become a Soulweaver, or they learn how the soul works from a tragic event. There are plenty of ways a fighter walks this path, it is up to the fighter how they walk it and how long to walk it for. 

Soul channel

At 3rd level, you can create a soul channel. The soul channel harvests the souls of creatures that die near you for your use in battle. To make a soul channel you understand the power the soul has, you bind an item you are carrying to your soul that item can’t be bigger than you, doing so makes it more durable, creatures of CR equal or lower to your fighter level + proficiency bonus are incapable of braking your soul channel. If your soul channel breaks you can repair the soul channel after a long rest. Any item can become a soul channel, sentient weapons may choose to reject being bound to your soul. Whenever a creature dies within 60, your channel will absorb the soul and your soul count will increase by 1, your channel can only hold 3 souls at once. Those without a harvestable soul such as constructs, undead, celestials and fiends cannot have their soul taken by the channel. A soul channel can only be made from an item that you hold to some importance emotionally if you don't the binding fails and nothing happens. Whenever you take a long rest you loose half the amount of souls in your soul channel rounded down.

 

Your soul max will start at 3 at level 3 and will increase to 6 at level 6, 9 at level 9, 12 at level 12 and 15 at level 15. 

Techniques of the dead

At 3rd level, you gain the ability to use souls as powerful techniques. You may spend soul charges to harness the soul's power and use a variety of techniques. Spending Souls allows you to activate one of the following effects of your choice; you can only use one per attack. 

Incomparable Strike: At 3rd level 

  •  At 3rd level, you gain the ability to make your attacks go through things. When you make an attack, you may spend 3 of your souls to enable your attack to pass through objects, provided they are no more than 1 foot thick. The object may be Armor, in which case you ignore the AC of the creature wearing it in which case you must roll over a 10 + that creature's DEX modifier. This ability can only be used once per action. 

Phantasmal Strike: At 3rd level 

  • At 3rd level, you gain the ability to project the soul of the creature appearing through your weapon carrying the force of your attack increasing its range. When you make an attack, you can spend any number of souls to increase the range of that attack by 5 feet for each soul you spend. 

Wraith's Repulse: At 3rd level 

  • At 3rd level you gain the ability to send a soul through your weapon at such high speeds it forces the enemy back. When you hit a creature with any weapon attack, you can spend 1 soul to unleash a blast of force, pushing the target back 10 feet.

Empowered Strike: At 3rd level 

  • At 3rd level, you gain the ability to shroud Your weapon in the soul doing extra damage with your attack. when you make an attack you can spend 1 soul to do extra damage with that weapon attack. If you hit you will deal an extra 1d6 + CON psychic damage. Using 2 souls makes it 2d6 + CON and using 3 souls makes it 3d6 + CON (this is the maximum amount you can use)

soul influence: At 8th level 

  • At 8th level, you gain the ability to control the actions of others. Using 4 Souls lets you command creatures with souls to do what you say. As an action, you can target one creature that you can see within 30 feet of you and try to command it to do what you say. The creature you target must make a DC 16 CON save or be charmed by you. At the start of the charmed creature's turn, they make another DC 16 CON save and if they fail you take their turn for them. If the charmed creature is harmed, they are no longer charmed and the charmed lasts 10 turns. This ability can't be used on a creature that has no soul.

Ability Siphon: At 10th level 

  • At level 10, you gain the ability to steal the strength of creatures you touch. As an action, you can spend 8 souls when you do you can touch a creature, that creature must make a DC 16 Constitution saving throw or lose 2 in its highest ability score and you gain 2 in the ability score that creature lost. when you take a long rest the ability scores of you and that creature go back to normal, you can only use this technique once per long rest. This ability can't be used on a creature that has no soul.
Ability siphon

At level 10, you gain the ability to steal the strength of creatures you touch. As an action, you can spend 8 souls when you do you can touch a creature, that creature must make a DC 16 Constitution saving throw or lose 2 in its highest ability score and you gain 2 in the ability score that creature lost. when you take a long rest the ability scores of you and that creature go back to normal, you can only use this technique once per long rest. This ability can't be used on a creature that has no soul.

Empowered strike

At 3rd level, you gain the ability to shroud Your weapon in the soul doing extra damage with your attack. when you make an attack you can spend 1 soul to do extra damage with that weapon attack. If you hit you will deal an extra 1d6 + CON psychic damage. Using 2 souls makes it 2d6 + CON and using 3 souls makes it 3d6 + CON (this is the maximum amount you can use)

 

Incomparable strike

At 3rd level, you gain the ability to make your attacks go through things. When you make an attack, you may spend 3 of your souls to enable your attack to pass through objects, provided they are no more than 1 foot thick. The object may be Armour, in which case you ignore the AC of the creature wearing it in which case you must roll over a 10 + that creature's DEX modifier. This ability can only be used once per action. 

Phantasmal Strike

At 3rd level, you gain the ability to project the soul of the creature appearing through your weapon carrying the force of your attack increasing its range. When you make an attack, you can spend any number of souls to increase the range of that attack by 5 feet for each soul you spend. 

soul influence

At 8th level, you gain the ability to control the actions of others. Using 4 Souls lets you command creatures with souls to do what you say. As an action, you can target one creature that you can see within 30 feet of you and try to command it to do what you say. The creature you target must make a DC 16 CON save or be charmed by you. At the start of the charmed creature's turn, they make another DC 16 CON save and if they fail you take their turn for them. If the charmed creature is harmed, they are no longer charmed and the charmed lasts 10 turns. This ability can't be used on a creature that has no soul.

Wraith's Repulse

At 3rd level you gain the ability to send a soul through your weapon at such high speeds it forces the enemy back. When you hit a creature with any weapon attack, you can spend 1 soul to unleash a blast of force, pushing the target back 10 feet.

Intellect from the dead

At 7th level, you get smarter from your soul interacting directly with many other souls, your soul has seen many other souls and has learned from them. You gain advantage in intelligence saving throws.

Soul sacrifice

At level 10, you gain the ability you use the strength of your own soul to your weapons' strikes. After having a long rest you can use each of your LV3 "techniques of the dead" at its lowest level options without spending any soul charges once per long rest.

Fortify soul

At level 10, you gain the ability to steal your enemy's natural resistance. You can absorb a small part of the soul of a creature that you touch. As an action, you may spend 9 souls and steal a single resistance or immunity of a creature that you touch. When you touch the creature you learn all the resistances and immunity's it has and you choose one.  The creature loses what you stole, and you gain it. After you have a long rest, the resistance or immunity goes away and the creature you took it from regains the resistance or immunity. You can only use this ability once per long rest. This ability can't be used on a creature that has no soul. 

Last stand

At 15th level, you gain the ability to keep the souls of yourself and those around you intact. The souls of your allies can be strengthened by your soul keeping them from death, when a creature you can see or hear within 30 feet of you including yourself self-drops to 0 hit points or fails a death saving throw you can use your reaction to make that creature drop to 1 hit point instead or re-roll that death save again. You can use this feature a number of times equal to your proficiency bonus, you get it back after a long rest 

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