Base Class: Fighter
A HEAVILY modified version of the Scythe Meister by arbatu. subclasses (816795-scythe-meister)
Death City, home of the Death Weapon Meister Academy (DWMA), is the breeding grounds for the world's most proficient meisters. In the never ending fight to collect souls of those that manipulate and spread madness throughout the world.
Soul Perception
Starting at 3rd level, you gain the ability to perceive the souls of those around you, as a Bonus Action you can gaze at a target revealing their Soul and its aura to you and all others in Soul Resonance with you.
Souls take the form of a burning sphere in the center of a creatures chest, they have an aura around them that is larger the stronger they are.
The aura of a weak soul is too small to be seen, but a demigods would be large enough to encircle a city.
The size of a player characters soul will scale with their level and other strengths, for every level a character has their Soul aura size increases by roughly half a foot in radius.
The soul of someone who has taken the life of another is unmistakable, as well as if they have absorbed the soul of another being, the souls initial color is based upon Alignment, Blue when Good, Silver when Neutral, and Grey when Evil, and changes based upon the number and severity of the sins committed which tinge their soul red, eventually becoming closer to black, but almost never completely.
In addition, you can see all souls that are not attached to a body or vessel passively without the need of a Bonus Action.
Soul Menace
Starting at 3rd level, you learn how to harness your own souls energy and force it into an opponent to deal damage: Soul Menace is the inferior and chaotic solo version of Soul Resonance, hardly ever used unless a Demon Weapon is without their Meister or vice versa.
As a Bonus action begin concentrating on Soul Menace.
As long as you maintain concentration your attacks deal an additional 1d12 Psychic Damage and when landing an attack you can choose to spend any number of hit die up to proficiency to deal an additional 1d12 Psychic Damage per hit die spent.
You take half the Psychic Damage dealt, and allies in contact with you take the same damage you do from Soul Menace.
Damage increases by 1d12 at levels, 5,9,13,17.
Starting at level 13, you no longer need to make a concentration save as a result of self damage taken from Soul Menace.
Hunter Technique: Witch Hunter
Starting at 3rd level, following in the footsteps of the Lord of Death himself, Meisters aim to utilize the many traditional meister techniques alongside the Hunter Techniques to best defeat their opponents. At every level a subclass feature is gained, the meister gains access to a new Hunter Technique.
A legendary technique used by meisters for generations.
As a Bonus Action you empower your weapon, drastically increasing its size and strength.
Your next attack with the weapon has an additional 10ft of reach and deals a number of additional damage die equal to your Proficiency Modifier.
This attack deals double damage to Demons and can kill creatures that would normally be Immortal.
Soul Resonance: This attack also releases a shockwave that is 5ft thick, 15ft wide, and travels in a straight line up to 60ft.
All creatures within its path, including your attacks target must make a Dexterity Saving Throw DC 16+Proficiency or be knocked Prone and take a number of d12 Psychic Damage equal to half your Proficiency modifier rounded up or half as much damage on a success.
This feature can be used once per short rest, and gains an additional charge at levels 10, and 18.
Soul Resonance
Starting at 7th level, you may activate Soul Resonance.
Soul Resonance is performed when someone sends their soul wavelength to a partner, who then amplifies it and sends it back. This process is done repeatedly. In turn, performing this strengthens everyone participating.
While in contact with a willing ally.
As an Action you begin Soul Resonance.
During Soul Resonance:
All participants must concentrate on Soul Resonance.
Taking damage splits the damage equally to all participants.
When an ally fails their concentration saving throw but others in the same Soul Resonance pass, they may add half of the total excess past the DC from the other player(s) to try and Succeed.
Attacks with a Demon Weapon deal an additional 1d6 Psychic Damage, die size increased at levels 10, 15, and 18.
At the start of your turn you gain Temporary Hit Points equal to your Proficiency, Temp Health from this source stacks with itself and other sources so long as the amount you have does not exceed twice your Proficiency past your missing health.
All participants of Soul Resonance must be in physical contact with each other when activated and at the start of their turns, otherwise Soul Resonance fades.
Hunter Technique: Demon Hunter
Starting at 7th level, you learn Demon Hunter a more refined version of Witch Hunter, focused on delivering judgement to even the toughest foes.
During Soul Resonance, as a Bonus Action you empower your weapon, for the duration of Soul Resonance all attacks with that weapon deals an additional 1d10 Psychic Damage.
For the duration your attacks pierce Resistances and immunity, deal double damage to Demons and Creatures with a Red or Black soul, and ignores effects that would prevent the death of your target.
Landing the killing blow on a hostile creature grants Temporary Hit Points to the meister equal to their fighter level.
This can be used once per short rest, but you may use it without a charge if you sacrifice four of your hit die.
Anti-Demon Wavelength
Starting at 10th level, the Anti-Demon Wavelength is a special wavelength that specializes in driving away evil acting as a powerful barrier against Madness.
As an Action, a you create a 60ft radius sphere centered on yourself that puts all hostile creatures within its radius under the Calm Emotions spell effect, and yourself and all allies under the Sanctuary spell effect.
In addition, all allies within the radius have Resistance to Psychic Damage, and Advantage on all Intelligence, Wisdom, Charisma Saving Throws.
When you or an ally makes a hostile action against a creature under the effect of Anti-Demon Wavelength, they become immune to its effects for the next 24 hours.
This effect lasts up to an hour, and be can stopped at any time as a free action.
You can use this feature once per short rest.
Hunter Technique: Clown Hunter
Starting at 10th level, you learn how to tap into the spark of madness that everybody has.
As an Action you make twice the number of attacks you normally can with an action against a single target, all dealing an additional 2d6 damage. After doing these attacks, the user must make a DC 20 charisma Saving Throw.
On a success, they brush away the madness they utilized. On a failed save, the user must spend their action during their turns attacking the nearest creature or themselves if nothing is visible, repeating the save at the end of their turn.
If done in Soul Resonance you have Advantage on the attack rolls and the Saving Throw.
Soul Reverberance
Starting at 15th level, you've gained almost complete control over your soul and can project its wavelength over a short distance.
During Soul Resonance your attacks with a Demon Weapon deal an additional damage die.
Allies within 30ft can participate in Soul Resonance.
Hunter Technique: Genie Hunter
Starting at 15th level, you have learned to momentarily channel an anti-magic wavelength and imbue it into your weapon.
As an Action you briefly empower your weapon and make one powerful, anti-magic attack that deals an additional 8d12+12 damage, and half as much to any hostile creature within 15ft of the target.
The target must make a Saving Throw with their spellcasting stat, DC equal to your total level +Proficiency, on a failed save, the target drops concentration on spell effects, has all active spell effects Dispelled, and they cannot cast spells until the end of their next turn.
This attack deals double damage to Demons and can kill creatures that would normally be Immortal.
Soul Resonance: Your attacks with your Demon Weapon pierce Defensive Spells and Dispel one magical effect of your choice on the target of your attack.
Deaths Judgement
Starting at 18th level, your weapon techniques have reached a legendary level and your ability to judge transcends death.
All of your weapon attacks deal an additional damage die, and all attacks against Aberrations, Monstrosities, Fiends, Undead, or any creature that has a black soul, are made at Advantage and if the damage you deal with an attack against one exceeds half of the total number of hit points they have left, they are slain and their spirit is rended from their body.
After their spirit is torn from their body it floats in the air unable to move or take any actions, they can speak, but they are unable to tell a direct lie.
You can choose to destroy the spirit by attacking it with a Demon Weapon, preventing them from being restored to life or being reincarnated.
Or allowing them to pass on to the other side, if they are left alone for more than an hour they pass on.
Hunter Technique: Kishin Hunter
Starting at 18th level, you learn your strongest and riskiest technique, letting your Demon take control, surely he can be trusted.
During Soul Resonance as a Bonus Action you empower your weapon until until stopped as an Action, or you are rendered Unconscious
For the duration your weapon gains an additional 5ft of reach, attacks with Advantage, deals double damage dice, deals double damage to Demons and Creatures with a Red or Black soul, and ignores effects that would prevent the death of your target.
However, at the end of every turn after the first, you must make a DC18 charisma Saving Throw or spend their action during their turns attacking the nearest creature or themselves if nothing is visible, repeating the save at the end of their turns.
Soul Resonance does not end, and at the start of the turn order all those participating must make the same Saving throw or roll on the short term madness effect to determine their actions for that turn.
As an Action you can attempt to end the technique, but to do so you must make a DC 20 Charisma Saving Throw to just barely fight off the madness, on a failed save decrease the DC on the next attempt by 2, and you can reroll your next failed Charisma Saving Throw within the next minute.

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