Fighter
Base Class: Fighter

Warriors that use others life energy to rejuvenate themselves. These warriors seek souls and use them as fuel to augments their attacks. This act can be addictive and some take this practice as a lifestyle and never satiate their hunger for souls.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

Cantrips

You learn two cantrips of your choice from the warlock or cleric spell list. You learn an additional warlock or cleric cantrip of your choice at 10th level.

Spell Slots

The Soul Seeker Spellcasting table shows how many spell slots you have to cast your warlock or cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level warlock or cleric spells of your choice, two of which you must choose from the necromancy and evocation spells on the warlock or cleric spell list.

The Spells Known column of the Soul Seeker Spellcasting table shows when you learn more Cleric spells of 1st level or higher. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. Whenever you gain a level in this class, you can replace one of the warlock or cleric spells you know with another spell of your choice from the warlock or cleric spell list.

Spellcasting Ability

Charisma is your spellcasting ability for your warlock or cleric spells, since you learn your spells through study and memorization. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for any cleric or warlock spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Charisma modifier

Soul Seeker Spellcasting

Fighter Level

Cantrips

Known

Spells

Known

— Spell Slots per Spell Level —

1st

2nd

3rd

4th

3rd

2

3

2

—

—

—

4th

2

4

3

—

—

—

5th

2

4

3

—

—

—

6th

2

4

3

—

—

—

7th

2

5

4

2

—

—

8th

2

6

4

2

—

—

9th

2

6

4

2

—

—

10th

3

7

4

3

—

—

11th

3

8

4

3

—

—

12th

3

8

4

3

—

—

13th

3

9

4

3

2

—

14th

3

10

4

3

2

—

15th

3

10

4

3

2

—

16th

3

11

4

3

3

—

17th

3

11

4

3

3

—

18th

3

11

4

3

3

—

19th

3

12

4

3

3

1

20th

3

13

4

3

3

1

Soul Bind

At 3rd level, when a life ends in your presence, you're able to snatch a token from the departing soul, a sliver of its life essence that takes physical form: as a reaction when a creature you can see dies within 30 feet of you, you can open your free hand and cause a Tiny trinket to appear there, a soul trinket. The DM determines the trinket's form or has you roll on the Trinkets table in the Player's Handbook to generate it.

You can have a maximum number of soul trinkets equal to your proficiency bonus, and you can't create one while at your maximum.

While you have a soul trinket on your person, you can use it in the following ways:

  • While a soul trinket is on your person, you gain darkvision out to 120 ft.
  • You gain resistance to necrotic damage and have advantage on death saving throws
  • You can expend a soul trinket to magically augment your weapon. As a bonus action, you can expend a soul trinket and wrap your weapon in necrotic energy. While wrapped in this energy, each time you hit with an attack with this weapon, you deal an extra 1d4 necrotic damage. This die increase to 1d6 at 5th level, 1d8 at 11th level, and 1d10 at 17th level. The effect of this soul trinket lasts until you finish a short or long rest. 

Soul Magic

Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.

Improved Soul Bind

At 10th level, you uncover more ways to use soul trinkets:

  • As an action, you can destroy one of your soul trinkets, no matter where it's located. When you do so, you can ask the spirit associated with the trinket one question. The spirit appears to you and answers in a language it knew in life. It's under no obligation to be truthful, and it answers as concisely as possible, eager to be free. The spirit knows only what it knew in life, as determined by the DM.
  • While a soul trinket is on your person, you have advantage on Constitution Saving Throws.
  • As a bonus action, you can expend any number of soul to roll a number of hit dice equal to the expended soul trinkets

Drawn to Death

At 15th level, when you start a short or long rest without a soul trinket, you gain a number of soul trinkets equal to your half of you proficiency modifier (rounded down(

Spiritual Transformation

At 18th level, you can use souls to undergo a transformation. As a bonus action, you can expend two soul trinkets to physically and spiritually augment your being. You gain the following benefits:

  • You gain immunity to necrotic damage.
  • You gain a flying speed equal to your walking speed and can hover.
  • You roll an extra die of damage when determining damage dealt by your soul binding. 
  • You can also move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object.

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