Fighter
Base Class: Fighter

Maybe you have encountered tragic loss, or felt powerless to defend someone close to you. Either way you have realised that true power is not granted from an outside force. It comes from within. You have found a power deep within yourself, which you wish to use to protect those your care about.

Through practice, desire or desperation, you have learned to harness the very power of your soul, shaping to help you defend yourself and others.

Soul Weapon

At level 3 you can use a bonus action to summon a floating spectral weapon either in your hand(s) or in any occupied space within 20ft of you.

The weapon appears in a form of your choosing and lasts until it is dismissed (no action required) or you fall unconscious/die. In your hands it has physical substance and can be carried/wielded like a normal  melee weapon. (still use below table for attacks.)

During your turn you can mentally move the weapon at will up to its movement (no action required) but if the weapon is more than 30ft away from you at the end of your turn it is dismissed.

Whenever you make an attack you can choose to attack with the Soul weapon. The Soul weapon has a reach of 5ft. It is considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. For the attack it uses d20+Prof+Con.

Use the following table for movement and damage:

  • Level     Movement     Attack Modifier     Damage
  • Lvl 3       15ft                +0                            1d6+Con
  • Lvl 7       20ft                +0                            1d8+Con
  • Lvl 10     25ft                +1                            1d10+Con+1
  • Lvl 15     30ft                +2                            1d12+Con+2
  • Lvl 18     40ft                +3                            2d8+Con+3

Soul Intervention

From level 3, When an enemy makes a weapon attack against you or one of your allies that you can see is going to hit, you can use your reaction to instantly teleport your soul weapon between the weapon and the target (as long as the target is within the Soul Weapons total movement distance away).

The weapon arrives with a burst of force disrupting the attack. The target may roll a 1d4 and add this to their AC against the attack. If the attack is still successful the damage is halved.

You can use Soul Intervention a number of times equal to your Constitution modifier, (minimum of 1) per long rest.

Soul Armor

At level 7 you somehow push from within, projecting a translucent set of armor around yourself (AC 18).

The armor is shaped by the wearer's mind to look and fit like normal armor (though translucent) but it has no weight or substance. When attempting to touch it, it feels like a force pushing against you, almost like strong magnets pushing against each other.

The armor does not impede actions or movement in any way.

It can be summoned or dismissed at will (no action required) and cannot be dismissed by any other means except death.

Extra Attack

At level 5 you gain an extra attack. (This is only in because the sheet is bugged and won't let you submit without it, ignore it, it's standard level 5)

Soul Transfer

From Level 10, when any of your allies fall to 0 hitpoints, you go into a focused state to protect them.

You gain advantage on all attacks against the creature that took your ally down.

You gain disadvantage on attacks against any other creature until target creature is no longer a threat or they try to attack the fallen ally.

Once the target creature is dealt with, if your ally is not yet dead, you can use either an action or bonus action to transfer a small portion of your lifeforce into the downed ally instantly reviving them with 1hp. This costs you your current level in HP. You cannot use this if the required HP would leave you with 0.

If the ally was taken down by something other than a creature (e.g. a trap) then you can only do the soul transfer once the ally is no longer in immediate danger.

Soul Survivor

At level 15 you can shape your soul to provide extra attack, defense or protection.

Choose one of the following effects.

Whichever one you choose stays active until you decide to change it, which you can do upon completing a long rest.

 

Soul Cleave

If your attack succeeds on hitting a target, your weapon can pass through the target and hit 1 additional target within 5ft of the original if it beats the new targets AC. Both targets take the same damage roll.

Soul Defence

Your armor becomes stronger and you gain resistance to piercing, slashing and bludgeoning damage

Soul Shield

You can use a bonus action to enter a shielding stance which extends your soul armour to shield nearby allies.

Your movement is reduced to 0 until you end the stance with a bonus action.

Any allies within 5ft of you (but not including you) gain the effects of half cover (+2 ac) while next to you.

Soul Mastery

At level 18 you can now hold 2 of the Soul Survivor shapes at once.

Choose one extra from the 15th level list.

You can change which shapes you are using upon completing a long rest.

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