Fighter
Base Class: Fighter

Soul Wielders firmly root themselves in perfecting their bodies and souls. The soul is the only true way to judge another living being. When encountering a worthy adversary a Soul Wielder will throw their all into defeating them in an effort to prove that they are the purer vessel. When faced with an opponent deemed unworthy a Soul Wielder won't put all of their efforts into the fight. Self-sacrifice is the noblest thing one can do however rarely does a Soul Wielder grow close enough to anyone to merit their sacrifice, often they will duel those that do, leading to the death of one combatant. 

Spellcasting

Spellcasting Focus

The Soul Wielder sacrifices a portion of their vessel to manifest their soul physically to act as the magical focus of their spells. The sacrificed portion is burnt and consumed by soul energy, wherein the soul manifests to replace the portion of vessel sacrificed. It is transparent and glows a bright white, shedding light for 15 ft unless covered. 

Spellcasting Soul Burn

Channeled soul damages an imperfect vessel, the caster rolls one of their hit die to cast a spell and receives damage according to it. They then lose the use of said hit die until they can defeat an opponent ( they must land the final blow) after which they regain the use of one expended hit die. When the soul wielder becomes a perfect vessel, soul burn no longer occurs. 

Spellcasting Ability

Your spell arsenal follows the wizard spell progression chart. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study of your soul and unleashing them through the vessel. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.ff

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Weapon-Soul Bond

At 3rd level, you learn to understand that your weapon is an extension of yourself, and therefore your vessel. You can perform a ritual over the course of an hour, and infuse your soul into the weapon. The weapon must be in contact with your body for the full hour, after which you will have forged a bond with the weapon.

Once you have bonded with a weapon, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. As the weapon is now an extension of yourself, you know the exact location of the weapon and direction it is moving, if at all, so long as it is on the same plane of existence. As your weapon and you develop a deeper bond and your soul grows stronger, your bonded gains +1 at 7th level, +2 at 10th level, and +3 at 15th level. 

You can have only one bonded weapon, If you attempt to bond with a second weapon, you must break the bond with the first weapon. 

Soul Contestor

At 7th level the soul wielder can single out one opponent with white flame similar to that of fairy fire. The flames do not damage the opponent, rather they mark them as the Soul Wielder's sole target. Attacks that the opponent and the Soul Wielder make upon anyone except the Soul Wielder are done with disadvantage. Attacks that the caster makes upon this opponent are done with advantage. When the Soul Wielder defeats opponent's marked with Soul Contestor, they may mark another as a bonus action. If the Soul Wielder does not defeat the marked opponent, they must instead finish a short rest to regain the use of Soul Contestor. 

Soul Sacrifice

The Soul Wielder deliberately breaks their vessel by unleashing their soul to the maximum extent to bolster their vessel for 1 minute. Suffering sever Soul Burn, the Soul Wielder expends all hit die and the Soul Wielder's HP drops to 1. While doing this the Soul Wielder can make an extra attack for each hit die expended divided by two and rounded down, they have advantage on these attacks and they are considered magical. For the duration, The Soul wielder gains advantage on all ability checks and saving throws. In this form, the Soul Wielder can use the disengage and dash actions as a bonus action. After 1 minute, the vessel is nit back together and their soul is once again contained within. Hit die expended this way can be regained 2 per long rest, at 15th level 3 per long rest, and at 18th level 4 per long rest. At 15th level, the duration of Soul Sacrifice is 10 minutes instead of 1 minute and the Soul Wielder's HP no longer drops to 1. 

Perfect Vessel

At 15th level the Soul Wielder's Vessel has been perfected and no longer suffers from Soul Burn while casting spells, although the spell slot is still used and restored after a long rest. Subsequently while utilizing the Soul Sacrifice ability, their HP no longer drops to 1, and the duration is extended to 10 minutes instead of 1 minute, hit die are still expended and regained as outlined in the ability. 

Shade

The Soul Wielder has perfected not only their vessel but also their soul. As such they are no longer dependant upon one another. Once per day, the Soul Wielder can divide their vessel and their soul to act independently of one another for an hour. The vessel without its soul sheds white light and skin becomes pale and empty, their soul takes on the visage of a shade shedding wisps of darkness. While in this form both portions have whatever hitpoints were present when they split apart. The Shade takes with it the Hit Die and the vessel maintains the physical vitality. Their abilities remain, however, the physical vessel without its soul cannot cast spells, and the shade without its vessel cannot physically attack. They must rejoin if the Soul Wielder uses Soul Sacrifice, an hour passes, or if one of them is knocked unconscious When this occurs the shade is broken into dark masses and enters into the vessel. Rejoining the two takes 1 action. If they are being rejoined due to one falling unconscious once rejoined the Soul Wielder will only have 1 hitpoint but will maintain consciousness. 

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