Fighter
Base Class: Fighter

Spells:

Soul Gauge

At 3rd level, you gain a special spell casting method. Instead of having to prepare of learn spells, you have a soul gauge. The soul gauge has 5 uses, and casting a spell or healing uses a certain amount or point. To regain points, you must kill a monster with a melee attack or a short rest for one point, or a long rest for a full refill. (Note, any kills by spells do NOT grant a point.) All spells count as a action while healing is a bonus action.

Vengeful Spirit

At 3rd level, you gain the vengeful spirit spell. You channel the anger and vengefulness of your enemies into a ball of pain. This spell uses 1 point of your soul gauge doing 1d8 damage plus your charisma modifier in a 30-90ft radius. 

Desolate Dive

AT 5th level, you power the soul of you victims into your fists and strike the ground with it. This spell has a ground range of 20ft and does 

2d8 necrotic damage plus your charisma modifier to all monsters in the range. this spell can also break fragile objects, floors, or walls if within 15ft of it.

Howling Wraiths

At 7th level, you get the Howling Wraiths spell. You concentrate the souls in you, to blast foes with the screams of them. This Spell takes 3 soul points to use. This spell goes out in a cone shape 5-40ft above you, or to make it useful, to any of your sides, doing 2d10 necrotic damage plus your charisma modifier.

 

 

 

 

Shade Soul

At 13th level, you gain the Shade Soul. You conjure the darkness of the souls, allowing you to conjure a shadow that burns monsters in its path. This is an upgrade to Vengeful Spirit, replacing it. This uses 2 soul's points doing 1d10 fire damage plus your charisma modifier in a 30-120ft range.

 

Descending Dark

At 15th level to unlock the Descending Dark spell. You channel the darkness within, to combine it with the soul of your victims to make a mass shockwave onto the ground. this is an upgrade to Desolate Dive, replacing it. This does 3d8 necrotic damage your plus your charisma modifier to all monsters in a 30ft range. This still can break fragile objects, floors, and walls, if within 25ft of them. This spell uses 4 soul points.

Abyss Shriek

At 19th level, you know Abyss Shriek. After finding the depths of the darkness, you connected to it, gaining the ability to blast monsters with the screams of the souls, and the shrieks from the darkness. this is an upgrade to Howling Wraiths, replacing it. When used, this spell does 3d12 necrotic damaging with your charisma modifier a 5-60ft upwards, or to your sides. This spell can cause the frightened condition, roll a d20, if its 18 or higher, monsters in a 20ft radius from you or frightened. This takes 6 soul points.

 

 

Soul Gauge

You use your soul you create and use spells and healing. There are three different spells you can use with this: Vengeful Spirit, Desolate Dive, and Howling Wraiths, and their upgrades: Shade Soul, Descending Dark, and Abyss Shriek. You can also use your soul to heal. Starting at level 3, you can use soul points. These soul points allow you to cast the spells and heal, different spell cost different amount of points.

Focus

At 3rd level, you learn to focus your soul to heal wounds and scars. each soul point you use is an additional 1d8 heal plus charisma modifier

Every 3rd level after this is increased by 1d8 heal for each point you use.

Mothwing Cloak

At 3rd level, you gain the mothwing cloak. You take the strands from a moth's wings to build a cloak out of them. With this ability, use can take the Dash or dodge ability as a bonus action. You also gain +2 Initiative. This doesn't take a point from your soul gauge.

Mantis Claw

At 3th level, you gain access to the Mantis claw. You carve a bone into a shape of a sharp claw, using it to climb easier. Use gain proficiency in athletics if you didn't have it already. You also can now climb walls with ease, gaining advantage on any climbing related act.

Charm choice 1

At 7th level, you can choice between 3 charms to have for the rest of your playthrough. Pick one:

Unbreakable Heart: With this charm, you gain 2d8 extra health for every other level.

Unbreakable Greed: With this charm, you gain 1.5x multiplayer on all money you gain, this turns into 2x starting at level 12.

Unbreakable Strength: With this charm, you gain a permanent +2 to your strength modifier.

Vessel Fragment

At 7th level, you gain a Vessel Fragment. With this, you gain an extra 2 soul points.

 

Great Slash

At 7th level, you gain the Great Slash. From your training with sword master Sheo, you learn to charge your attack. You use this ability as a bonus action right after a weapon attack if wanted. If so, this ability grants an extra 1d10 slashing damage on that weapon attack. This doesn't use a soul point. You have to use your action to charge this before use, you may hold this for as long as wanted.

Isma's Tear

At 7th level, you become immune to all acid damage and can't get the poisoned condition.

Charm Choice 2

At 10th level, you get your 2nd choice of charms to have. pick one:

Soul Catcher: With this charm, you gain more soul with each kill. Instead of 1 soul point, you get 2. If it has more than 120 hp, if gives 3 points.

Shaman Stone: With this charm, it increases the power of spells using soul.  To all spells using soul, they gain a extra 1d8 damage. This adds an extra 1d8 with ever 3rd level.

Spell Twister: With this charm, it improves the bearer's ability to cast spells. This charm reduces the amount of soul needed to cast spells, makes 2 points to 1, and so on.

Crystal Heart

At 10th Level, you obtain the Crystal Heart. Found in a cave, the Crystal Heart charges you with speed and movement with crystals. With this ability, you can use a bonus action to move up to 20 extra ft.

monarch Wings

At 10th level, you get the Monarch Wings. You find the Monarch Wings deep in a forgotten ruin. When on, the wing of ethereal matter lets the wearer to jump high into the air. When wore, you gain a jump height of 20ft, and a 10ft extension to your walk speed.

Shade Cloak

At 10th level, you gain Shade Cloak. You drench your Mothwing Cloak in darkness, giving it unique abilities. With this, you can now become invulnerable when dashing or dodging. This also gives you +2 AC. Also, this ability can allow you to pass through thin walls, monsters, and what every your Dm says it can.

Charm choice 3

At level 15, you get your final charm choice. Pick one:

Mark of pride: With this charm, it will extend the reach of your melee weapon. This will make your melee weapons range become 10ft.

Quick Slash: With this charm, it will make your weapon will much lighter. This charm will give all your weapons the multi-attack feature.

Sharp Shadow: With this charm, it will cause your dashes to become deadly. While dashing, you can make an attack on a monster 5ft near you.

Fury of the Fallen: With this charm you will feel might when near death. With this, when you are at 25% of you full health, you gain an extra 1d10 damage on ALL attack made by you.

Dashmaster: With this charm, you fill light footed. This charm gives you an extra 15ft when dashing, this becomes 25ft at level 18.

Vessel Frament 2

At 15th level, you gain another Vessel Frament, granting you with a bonus 2 soul points.

Cyclone Slash

At 15th level, you learn the art of the Cyclone Slash. After training with sword master Mato, you know how to concentrate your blade to spin like a whirlpool. As an action, you can spin your weapon around you in a 10ft range 3 times, doing 1d6 for each spin that hits. This affects all monsters in the range. You have to charge with your action to use if. You can hold this move for as long as wanted. 

Hunters mark

At 15th level, you gain proficiency in survival, and athletics. 

Vessel Fragment

At 18th level, you gain another Vessel Frament, granting you with a bonus 2 soul points.

Void Heart

"An emptiness that was hidden within, now unconstrained, unifies the darkness under the bearer's will." At 18th level, you gain the Void Heart. You finally fully connect to the darkness, your soul becomes one with it, filled with screams and souls of the victims of you. With this, you are immune to all radiant and necrotic damage. You also gain advantage on attack rolls against celestials and fiends, all your spells do an extra +5 damage.

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