Base Class: Bard
The magical essences that weave through existence come in many varieties and flavors, the energies of the multiverse pooling within all creatures to imbue them with consciousness and life. This life essence, known to those that can manipulate it as soul energy, can bolster the strength and power of the few that dare to tamper with it. The College of Syphons are the most common meddlers in this dangerous practice, teaching their students to absorb soul energy from their foes and the world around them. Bards of this schooling are trained in every weapon they can get their hands on, using the sharp implements to gain access to the vital soul energy they use to repair themselves and others, drain their enemies and even enhance their spells and attacks.
Bonus Proficiencies
When you join the College of Syphons at 3rd level, you gain proficiency with medium armor, shields, and martial weapons.
Fighting Style
At 3rd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if something in the game lets you choose again.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Soul Redirection
Also at 3rd level, your training with the manipulation of soul energy allows you to bolster yourself and allies with the ambient vitality around you. When a creature uses one of your Bardic Inspiration die, you both regain hit points equal to the roll. Additionally, if you or a creature within 30 feet of you drops to 0 hit points but is not killed outright, you can use your reaction to expend a use of your Bardic Inspiration to heal them for an amount equal to the roll.
Soul Vampire
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. When you hit a creature with a melee weapon attack, you can attempt to absorb a portion of that creature's soul energy. That creature must make a Charisma saving throw against your spell save DC or lose a number of hit points equal to your Charisma modifier + your Proficiency bonus that you will then regain. If this brings you to full HP, any leftovers will be added as temporary hit points. You can use this ability a number of times equal to your Proficiency bonus per long rest.
RULE TIP: TEMPORARY HIT POINTS DON'T STACK
If you have temporary hit points and receive more of them, you don’t add them together, unless a rule says you can. Instead, you decide which temporary hit points to keep. For more information on temporary hit points, see chapter 9 of the Player's Handbook.
Soul Capacitor
At 14th level, your mastery over the soul energy within yourself and others has reached it's peak, empowering your weapons and spells. When you damage a creature with a melee weapon you are proficient with, they will take extra damage equal to your Charisma modifier. When you cast a spell that damages or heals a creature, you can also add your Charisma modifier.
Previous Versions
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