Fighter
Base Class: Fighter

A soul mercenary are artisans of glory, honesty, and respect. They use the essence of their fallen foes to continue the fallen's legacy. They have points that they can use to increase damage, or do extra bonus attacks that can eventually really stack up.

Soul Points

3rd-level Soul Mercenary feature

You harness the fallen to help yourself and your team. If you or your teammate makes an enemy fall, white energy runs from their body to yours, and you gain Soul Points. When you have these points you can spend it on some of these options, and you learn different ones as you level up.

Fighter level Number of Abilities
3rd 3
7th 4
10th 5
15th 6

 

Soul Points. After you or someone that you can see within 30 feet of you kills an enemy, you gain Soul Points. The amount you get is equal to (CR divided by 4 rounded down). You will not gain any Soul Points if the creature has a CR lower than 1. 

 

 

Arms of the Fallen (7th Level or Higher)

Costing 2 Soul Points, and an action, you or a willing creature that you touch then sprouts silhouette like arms.

They then gain these benefits for one minute:

  • The arms can wield melee weapons, two one handed or one two handed. Both the attack rolls and damage rolls have the users proficiency bonus added to them.
  • The target gains Advantage on Strength (Athletics) checks. 
  • The arms can also cast spells that require Somatic components.

By costing more Soul Points (up to 6) you can increase the time the arms are present. 2 Soul Points = 1 Minute.

Assistance from Beyond

Costing 2 Soul Points, and as an action, you can touch a willing creature. The creature you touch (possibly including yourself) gains advantage on the next ability check they make. You can cost more Soul Points on this (up to 6) to increase the amount of rolls they have advantage on. 2 Points = 1 Roll w Advantage. This feature does not level up with you.

Flood of Whispers (7th Level or Higher).

Costing 3 Soul Points, and an action you point at a creature you can see, and call upon the spirits to speak to them. The souls will yell and shout into the enemies ears, giving them (2d10 psychic damage) and giving them the deafened effect for 1d6 rounds. If you spend more soul points on this (up to 10) this will increase the amount of rounds they are deafened. 5 Soul Points = 1d6 rounds. So therefore 10 points = 2d6 rounds. This does not level up with you.

Howling Speed (7th Level or Higher).

Costing 3 Soul Points, and an action, you or a willing creature that you touch suddenly is infused with the speed of many spirits.

They then gain these benefits:

  • Their walking speed doubles.
  • They have advantage on Dexterity (Acrobatics) checks.
  • They can Dash, Disengage, Hide, or Use an Object as a bonus action.

Soul Harness

Costing Soul Points, and as an action, you can place a hand on your chest, and suddenly, running through you veins is a white glow. You gain 1d4 + 1 temporary hit points. If you spend more Soul Points (Up to 5), you can get even more points. How many points you spend equals out to how many extra points you gain. For example, if you used 2 Soul Points, this means that you now gain 1d4 + 2. If you use 3, you gain 1d4 + 3, and the same pattern up to 5 points being spent. This can also be used on a willing creature instead of yourself.

When you reach certain levels in this class,  the size of your die increases: at 5th level (d6), 11th level (d10), and 17th level (d12).

Also along with the die increase, the additional number increases also, at 5th level, 1 Soul Point = 2 extra temporary hit points.

at 7th level, 1 Soul Point = 3 extra temporary hit points,

at 11th level, 1 Soul Point = 4 extra temporary hit points,

and at 17th level, 1 Soul Point = 5 extra temporary hit points.

Soul Stun

Costing 2 Soul Points, and as an action, you can point towards a creature within a range of 30 feet of you, this creature must succeed on a DC (10 + your Wisdom modifier), or take 1d4 psychic damage, and be stunned for turns equal to how many Soul Points you spend on this (up to 3). The stunned effect depletes after all of the rounds are up or it is attacked.

When you reach certain levels in this class, the amount of damage the enemy takes increases: at 5th level (d6), 7th level (d8), 11th level (d10), and 17th level (1d12).

Soulful Sacrifice (15th Level or Higher).

Costing All of Your Soul Points, and an action, you release all of your souls, sending a large white fiery shockwave 50ft. circle centered on yourself. Any creature inside this circle (including you) must succeed on a DC 20 dex save or take (the amount of soul points you sacrificed) d10, or half as much on a successful save. You automatically fail on the dexterity save. This cannot be upgraded.

Spiritual Messenger

Costing 1 Soul Point, and as a bonus action, you can summon a spiritual servant. This spiritual servant has the stats of a Tiny Servant, with a few of additions. It is considered a celestial, and it has a flight speed of 10 feet. You can use an action to see through your familiars eyes, very similar to the spell Find Familiar, and you are blind in this form. You cannot hear through the messenger, but you can see. You can cost more Soul Points on this (up to 5) to increase the amount of minutes it has until it disappears. You can also speak through this form, and can freely choose if your real body, or the Spiritual Messenger is speaking. The Spiritual Messenger also has some abilities itself, which are displayed below:

Disappear. Costing 1 Soul Point, your Spiritual Messenger can become magically invisible for 1 minute.

Spiritual Burst. Costing 2 Soul Points, your Spiritual Messenger sudden explodes into a large burst of force. The burst reaches out in a 10 feet circle, and anyone inside it must succeed on a DC 15 Dex Save or take 2d8 force damage, and half as much on a success.

Blink. Costing 1 Soul Point, your Spiritual Messenger suddenly appears in a different space, 30 feet at the max away from where it was. 

Strike of the Fallen

Costing Soul Points, and as a bonus action, you can imbue your blade with the energy of the fallen. How this costs Soul Points, is that if you spend more Soul Points (up to 3), it increases the time of the energy on the blade. 1 Soul Point = 1 minute, and this does not increase when leveling up. When the Strike of the Fallen is on your blade, upon attacking, you do an extra 1d6 necrotic damage.

When you reach certain levels in this class, the amount of damage the enemy takes increases: at 5th level (d6), 11th level (d10), and 17th level (d12).

Summon Fallen (Level 15 or Higher). 

Costing 5 Soul Points, and a reaction to an enemy dying that you can see, you can raise an enemy to assist you. Whichever enemy you fought, it then rises again, under your control and as an echo of itself. By spending more points (up to 10), you can summon a clone of the enemy as well. 5 Points = 1 Enemy.

The risen does have a few differences from it's original form:

  • It has a fourth of it's maximum health.
  • It can perform it's normal attack, but all of the damage it does is halved.
  • If the enemy is Legendary of Mythic, you cannot make it do it's granted actions.

Vengeful Burst (15th Level or Higher.)

Costing 4 Soul Points, and an action, you release a burst of the energy of the fallen, shooting out in a 15ft. circle, centered on yourself. Everybody besides yourself in that radius must succeed on a DC 18 dex save or take 5d10 necrotic damage, or half as much on a successful save. After this burst, 4 shadows appear around you, controlled by you. This cannot be upgraded.

Bonus Proficiencies

You gain proficiency in Religion, and you can speak Celestial. 

Soul Harvester

7th-level Soul Mercenary feature

You have mastered gaining souls from fallen enemies, and now instead of 1/4 of a challenge rating you gain, you gain 1/2.

Artificial Souls

7th level Soul Mercenary feature

After one hour of meditating and connecting with your enemies, you create 3 Soul Points freely.

Improved Artificial Soul

10th-level Soul Mercenary feature

You now create 5 Soul Points with your Artificial Soul feature.

Whispering Souls

15th-level Soul Mercenary feature

You can ask the spirits to tell you secrets, or hidden locations.

As an action, you can gain these benefits for 1 minute:

  • You have Advantage on Wisdom, Charisma, and Intelligence Ability Checks.
  • Enemies have Disadvantage on hitting you.
  • You have advantage on Dexterity Saving Throws.

 

Soul Master

18th-level Soul Mercenary feature

You now harvest full challenge ratings.

 

Soul Mercenary (Unfinished) Image

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