Base Class: Fighter
A soul fighter is born when a person awakens dormant abilities within their soul through great trials: one fought on a battlefield, another in the very trenches of the mind. Each is granted unique abilities reflective of their nature and the power to conjure forth the very essence of their spirit. Some hone their strength, temper it with training, whilst others will use it only as a weapon to destroy.
Level 3: Soulblaze
The longer you are in combat, the stronger you get, and the more power you can unleash on those who would cross your path. Over time, Soul Fighters unlock the techniques and abilities that empower their soul, with these abilities often reflecting their nature, with many techniques and abilities ranging from dazzling to brutal.
Soul Techniques. You learn 2 Soul Techniques of your choice. Many Soul Techniques enhance an attack or grant a special effect in some way. You can only use one Soul Technique each turn unless the technique details otherwise.
You learn two additional normal Techniques of your choice when you reach Fighter level 7, two additional normal Techniques at 15. Each time you learn new Techniques, you can also replace one Technique you know with a different one.
You learn one Special Technique at Level 10, and one more Special Technique at Level 18.
Soulblaze Marks. When you hit a creature with an attack roll, you gain a Soulblaze Mark. You can hold a maximum number of Soulblaze Marks marks equal to your 2 x your Proficiency Bonus + 3. You can then expend these marks to fuel your Soul Techniques.
When combat ends, you lose all Soulblaze Marks. You always begin combat with 0 Soulblaze Marks.
Saving Throws. If a Soul Technique requires a saving throw, the DC equals 8 plus your Strength or Dexterity modifier (your choice) and Proficiency Bonus.
Blade Whirl
Cost: 3 Soulblaze Marks
Prerequisite: Must be holding a melee weapon that lacks the Light or Heavy properties.
You swing your weapon around you in a circular arc, infusing your soul into the strike. As a reaction, you can destroy any ranged projectile that requires a hit roll that would pass within your weapons' reach at the time of using this ability.
Chain Shot
Cost: 4 Soulblaze Marks
Prerequisite: Must be holding a ranged weapon.
You channel your soul energy through your weapon and force it to restrain your target from a distance. As an action, you may make a ranged weapon attack against a creature within your range. On a hit, the target must succeed on a Dexterity saving throw, or be restrained until the end of your next turn. This attack generates 1 Soulblaze Mark on a hit.
Defiant Soul
Cost: 3 Soulblaze Marks
Prerequisite: Must be holding a weapon with the Heavy or Two-Handed propeties.
You channel your defiance into your weapon, refusing to yield to any who would cross you. As a bonus action, you lock yourself in place. You cannot move until the start of your next turn, nor can you use this on a turn in which you have moved. You gain resistance to all damage and damage types while you are locked in place like this.
Flourish
Cost: 2 Soulblaze Marks
Prerequisite: Must be holding a melee weapon.
You perform a daring swing with your melee weapon. As an action, you make 1 melee attack against each creature of your choosing within a 5ft Cone originating from you. Each hit on a creature generates 1 Soublaze Mark. For each 3rd creature hit and beyond, you generate 1 additional Soulblaze Mark.
Haymaker
Cost: 2 - 5 Soulblaze Marks
Prerequisite: Must have one hand free.
You channel the unbreakable will of your soul into a single devesating punch. As an action, you consume 2 Soulblaze Marks to make an unarmed strike. On a hit, you deal 2d6 Force Damage. You can consume additional Soulblaze Marks to add an additional 1d6 Force Damage per mark consumed, up to a maximum of 5 Soulblaze Marks. This attack generates 1 Soulblaze Mark on a hit.
After this attack, whether you hit or miss, you gain 2d6 Temporary Hit Points that last until the start of your next turn. You gain 1d6 extra Temporary Hit Points if you spend 4 or more Soulblaze Marks.
Mist of the Soul
Cost: 3 Soulblaze Marks
You quench the flame in your soul temporarily, allowing it to form into a protective mist around you. As a bonus action, you can cause a light mist to spread out to a 15 ft radius around you. Whilst you are within this mist, attacks made against you from creatures not inside the mist have disadvantage, and you have advantage on saving throws against spells cast from creatures not inside the mist. The mist lasts until the end of your next turn.
Shatter Will
Cost: 3 Soulblaze Marks
You channel the energy of your soul into a single stunning strike. As an action, you make a melee attack against a creature. On a hit, the target must succeed on a Constitution saving throw or be stunned until the start of your next turn. This attack generates 1 Soulblaze Mark on a hit.
Soul Barrier
Cost: 4 Soulblaze Marks
Send a piece of your soul out to protect those around you, channelling your will in defense of others. As a bonus action, target any creature in a 5 ft wide by 15 ft line away from you. Those creatures recieve 2d6 Temporary Hit Points. These Temporary Hit Points last for 1 minute or until otherwise absorbed.
Soul Chain
Cost: 3 Soulblaze Marks
Prerequisite: Must be holding a melee weapon without the Two-Handed or Heavy properties.
You create a grasping chain from your soul, and wrap it around those who would flee. As an action, you make a weapon attack against a creature that is up to 30 ft away from you. On a hit, the creature must succeed on a Strength saving throw or be pulled up to 30 ft towards you. This attack does not generate a Soulblaze Mark on a hit.
Soul Siphon
Cost: 2 Soulblaze Marks
You imbue your weapon with your will to live, fortifying your body at the expense of others. As a bonus action, you may make an attack against a creature within your range. If this attack hits, you deal an additional damage die of the attacks damage type, and heal for half of the damage dealt by this attack. This attack does not generate Soulblaze Marks on a hit.
Soulreach
Cost: 4 Soulblaze Marks
Prerequisite: Must have at least one free hand.
You use your soul to grasp nearby creatures and pull them within 5 feet of you. As an action, you may reach out for a creature within 15 feet of you. If you have a second free hand, you may reach towards a second creature. Each creature must roll a contested grapple check against you. If they fail, they are pulled to a point within 5 feet of you and have their movement speed reduced to 0. If you successfully pull 2 creatures, attacks made against these creatures have advantage until the end of their next turns.
Stand Aside
Cost: 3 Soulblaze Marks
Prerequisite: Must be using a weapon with the Heavy or Two-Handed properties.
Channel your soul energy into your arms and weapon, before you throw it with devestating might. As an action, you can make an attack roll and throw your weapon at a creature within 20 ft of you. On a hit, the creature must make a Strength saving throw or be knocked back 10 ft. After this attack, the weapon returns to your hands. This attack generates 1 Soulblaze Mark on a hit.
Thousand Cuts
Cost: 3 Soulblaze Marks
Prerequisite: Must be holding a melee weapon in each main hand that does not deal Bludgeoning Damage.
You channel your soul into the blades of your weapons, carving through any before you. As a bonus action, you imbue your weapons with energy. For the rest of your turn, your weapon strikes will deal an extra damage die of the weapon damage on a hit. These weapon attacks will generate 1 Soulblaze Mark as normal.
You cannot use action surge on the same turn as this Soul Technique.
Wild Rush
Cost: 3 Soulblaze Marks
You focus your energy through your legs, propelling yourself past your opponents with dazzling speed. As a bonus action, you can dash up to half of your movement speed in a straight line from where you stand, without provoking oppurtunity attacks. If you pass within 5 ft of a creature, you may make a single melee attack against it. You can only make 1 attack this way. This attack does not generate Soulblaze Marks on a hit.
This Soul Technique does not count towards your 1 Technique limit per turn.
Level 3: Soul Well
Your Soul connects to a deeper part within yourself, granting you the ability to call upon it at any time. You may use any of your normal Techniques outside of combat as though you spent the minimum required Soulblaze Marks required. You can do this a number of times per long rest equal to your Proficiency Bonus.
You cannot use this ability in combat.
Level 7: Soulbound Weapons
You can completely bind a weapon to your soul, calling on it whenever you require.
You learn a ritual that binds a weapon you have used to your soul. This ritual must be performed over the course of 1 hour, at the conclusion of which, the weapons' appearance may be altered to reflect the burning nature of your soul. This does not affect the weapon statistically. This ritual fails if another Fighter is bonded to the weapon, if the weapon is a magic item to which someone else is attuned, or if you have not yet used any of your Soul Techniques with the weapon, as your soul is not familiar with it.
Once this ritual is complete, you cannot be disarmed against your will unless you have the Incapacitated condition. If this weapon is on the same plane of existence, you can use a Bonus Action to summon the bound weapon to you, causing it to teleport immediately to your hand.
You can have up to 3 bonded weapons, but can only summon one at a time with a bonus action. You may consume a Soulblaze Mark to to summon an additional weapon this way. If you attempt to perform this ritual with a 4th weapon, you will be forced to break the bond with with one of the other 3. This ability is free outside of combat.
Level 10: Soul Unleashed
The connection with your soul deepens further, and stengthens you, allowing it to burn ever brighter and hotter than before. You can then channel this blaze into devestating attacks and powerful abilities, unleashing your soul upon any foolish enough to stand in your way.
Special Techniques: You learn 1 Special Technique of your choice, and you learn an additional Technique at level 18. You cannot use these techniques in the same turn in which you have used Action Surge, nor can you use Action surge in the same turn you use these techniques. These techniques cannot be used outside of combat.
Augmented Soul: Starting from level 15, you can spend additional Soulblaze Marks to augment these techniques in many unique ways. The augments you can use are listed in the techniques description.
Heartpiercer
Cost: 8 Soulblaze marks
Prerequisite: Must be holding a melee weapon.
You channel you soul into a single directed strike, intending on running through whatever stands before you. As an action, you dash to a creature within 30 ft of you and strike it with your weapon. On a hit, the creature suffers 8d8 of the weapons damage type and is restrained until the start of your next turn, as the weapon pins them to the ground. This attack ignores resistance to this weapons damage type, and treats immunity as resistance.
Augment Cost: 4 Soulblaze Marks for each augment listed below.
- Siphon: You heal for half of the total damage dealt with this action.
- Soul snare: This attack ignores immunity to the restrained condition.
- Unrelenting: You ignore the restrained and grappled condition, or any effect that would solely prevent your movement (eg. the Sentinel feat).
Oblivion Blast
Cost: 8 Soulblaze marks
Prerequisite: Must be holding a weapon with Two-Handed or Heavy properties.
You toss your weapon into the air infront you, causing it to spin, after which you unleash your fury in a blast of death from it. As an action, you choose a direction and unleash a blast in a 10 ft wide by 100 ft long line. Each creature in the line must make a Dexterity saving throw or take 5d10 fire damage. This damage ignores resistance.
Augment Cost: 4 Soulblaze Marks for each augment listed below.
- Siphon: You heal for half of the total damage dealt with this action.
- Blazing blast: This attack treats immunity as though it was resistance.
- Directed Blast: Each creature makes the Dexterity saving throw with Disadvantage.
Showstopper
Cost: 8 Soulblaze marks
Prerequisite: Must have at least one free hand.
You channel your blaze throughout your whole body, unleashing it with a grand slam. As an action, you force a creature within 5 ft of you to make a grapple check. If you have 2 free hands, they make this check with disadvantage, and you make the check with advantage. On a successful grapple, you grab the creature and leap up to 30 ft away from your position, before slamming the creature down into the ground beneath you, dealing 6d10 bludgeoning damage. This damage ignores resistance, and treats immunity as though it was resistance. You do not take fall damage from this leap. You cannot use Showstopper on a creature that is 2 sizes or more larger than you.
Augment Cost: 4 Soulblaze Marks for each augment listed below.
- Siphon: You heal for half of the total damage dealt with this action.
- Blunt Force Trauma: Upon landing, you may force the creature to make a Constitution saving throw. On a fail, the creature is stunned until the end of your next turn.
- Unstoppable Fury: This action ignores both resistance and immunity to Bludgeoning Damage.
Soul Igniter
Cost: 8 Soulblaze marks
You tap into yours and the souls of those around you, channelling your soul energy into the damage on your bodies. As an action, you and up to 7 creatures of your choice within a 30 ft radius regain 4d8 Hit Points.
Augment Cost: 6 Soulblaze Marks for each augment listed below.
- Fortification: You heal an additional 4d8 Hit Points per creautre
- Directed re-ignition: Instead of choosing up to 7 creatures, instead roll 10d10. You may heal that many Hit Points, divided how you choose, on creatures within 30 ft of you.
Whirlwind of Death
Cost: 8 Soulblaze marks
Prerequisite: Must be holding a ranged weapon.
You channel such fury through your weapons that you cannot help but unleash it on all those around you. As an action, you may make 1 attack with your ranged weapon against each creature of your choice within a 30 ft radius around you. You ignore the loading property for the duration of these attacks, and you do not expend any ammunition that may be required.
Augment Cost: 4 Soulblaze Marks for each augment listed below.
- Siphon: You heal for half of the total damage dealt with this action.
- Double strike: If you are holding 2 One-handed ranged weapons, you may make 2 attacks against each creature of your choice instead of 1.
- Directed Fury: Instead of making 1 attack against each creature of your choice, instead, roll 1d10. Make that many attacks, divided however you wish against creatures within a 15 ft radius around you.
Level 15: Augmented Soul
Your soul has learned to shape istelf around the Techniques you have learned. You can now use the Augments listed on each of your Special Techniques.
In addition, you gain a +1 to attack rolls made with your Unarmed Strikes and your Soulbound Weapons.
Level 18: In defiance of death
Your soul energy has become so powerful that it can even stave off death.
Once per long rest, if your hitpoints would reach 0 or you would otherwise die, you may instead expend all Soulblaze Marks, ignoring all death effects, and heal for a number of d10's equal to the number of Soulblaze Marks lost
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
6/20/2026 2:18:13 PM
|
18
|
0
|
1
|
Coming Soon
|
|
|
6/20/2026 2:33:14 PM
|
8
|
0
|
--
|
Coming Soon
|
|
|
6/20/2026 2:44:41 PM
|
8
|
0
|
--
|
Coming Soon
|
|
|
6/20/2026 2:44:49 PM
|
8
|
0
|
--
|
Coming Soon
|
|
|
7/3/2026 2:27:36 PM
|
8
|
0
|
--
|
Coming Soon
|
|
|
7/29/2026 11:52:10 AM
|
11
|
1
|
1.5
|
Coming Soon
|
|
|
7/31/2026 11:35:13 AM
|
11
|
1
|
--
|
Coming Soon
|
Comments