Fighter
Base Class: Fighter

A Figher that focuses on Control of Allies Health while Maintaining Control of the Battlefield

Manifest Soul Anchor

3rd-level Soul Warden feature

You can use a bonus action to magically manifest a portion of your Soul into the Material Plane, in an unoccupied space you can see within 15 feet of you. This anchor is a magical, translucent, shimmering apparition, lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another anchor, or until you’re incapacitated.

Your anchor has AC 18, 5 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your bonus for the roll. It is your size, and doesn't occupy its space.

You can use the anchor in the following ways:
- You can mentally command the echo to move up to 30 ft. in any direction (no action required)
- As a bonus action you can teleport, magically swapping places with your echo at a cost of 15 ft. of your movement, regardless of the distance between the two of you.
- When you take the Attack action, You can use a bonus action to pulse your anchors energies, creating a 20 foot wave of healing energy that heals for 1d8 to all creates in the waves area

Unshakle the Anchor

3rd-level Soul Warden feature

You can break the binding the constrain the the anchor to this realm allowing more spiritual energies to flow into the Material Plane. When a target is within 5 ft of the Anchor you may expend a use of this feature, as a bonus action, to heighten the targets natural energies. The target gains one of the following effects:
-The target gains a d10 that can be rolled when they take damage from an attack they can see coming, reduce the amount of damage taken on the attack by the result of the die, this effect triggers the next time they would take damage
-A creature may heal for 2d8, and may end one effect currently affecting them.

You can use this feature {{modifier:con@min:1#unsigned}} time(s). You regain all expended uses when you finish a long rest.

Soul Form

7th-level Soul Warden feature

You can temporarily transfer a portion of your soul into your anchor, allowing your body to inhabit the spirit realm instead of the Material Plane. When you do this you can make attacks as normal but the damage is halved and is changed to psychic damage. This form last for one minute, until you cancel it as an action, or until you become incapitated.

Should your Soul Anchor be destroyed while in this state your body is ejected from the spirit realm as you take 5d10 force damage.

Tether the Soul

10th-level Soul Warden feature

You can choose to tether one creature to your Soul Anchor, as long as the creature is tethered in this fashion, each time you hit with an attack the creature gains a mote of spirit energy that hovers over their head to a max of your Con Mod. As a bonus action the creature can shatter all motes to heal for 1d8 per mote shattered. After 10 minutes all motes are removed.

Once you use this feature, you can’t use it again until you finish a  long rest.

Reclaim Potential

15th-level Soul Warden feature

You’ve learned to absorb the fleeting magic of your anchor. When your anchor is destroyed by a creature other than you, you can grant a number of temporary hit points equal to 3d8, provided you don’t already have temporary hit points, to any creature within 30 feet of either you or the Anchor. In addition, as a reaction, you can cause a violent explosion of energy from either your, or your anchor's position in a 15 foot radius that deals 5d8 radiant damage on a failed dc 16 dexterity save.

You can use this feature once per long rest.

Legion of Spirits

18th-level Soul Warden feature

You can use an action to summon up to your Profciency bonus number of [Tooltip Not Found]. these spirits follow your orders as best they can and move as a unit directly after your turn.
You can't use this feature again until you finish a long rest

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