Base Class: Fighter
You consider yourself an honorary psychopomp—a shepherd of spirits who ensures the cycle of souls progresses unimpeded. Although you're unable to safeguard the cycle of souls in its entirety, you strive to ensure each soul's time on the Material Plane proceeds without incident. You work to free souls from imprisonment, prevent necromancers from animating the dead, and destroy undead so their souls rejoin the cycle.
While most who hunt undead do so out of fear, vengeance, or a desire to protect the lives of others, you take a more measured and far less emotional approach; you destroy undead so their souls can continue their journey along the River of Souls, thus ensuring the continuation of existence. You understand that without the cycle of souls, the life cycle of the planes is disrupted, and all of existence could be consumed by the Maelstrom.
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 cleric spell list.
Cantrips
You learn two cantrips of your choice from the cleric spell list. You learn an additional cleric cantrip of your choice at 10th level.
Spell Slots
The Soul Warden Spellcasting table shows how many spell slots you have to cast your 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 Cleric spells of your choice, two of which you must choose from the abjuration and enchantment spells on the cleric spell list.
The Spells Known column of the Soul Warden Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or enchantment spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the cleric spells you know with another spell of your choice from the cleric spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or enchantment spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability
wisdom is your spellcasting ability for your cleric spells, since you learn your spells through study and memorization. You use your wisdom whenever a spell refers to your spellcasting ability. In addition, you use your wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your wisdom modifier
Spell attack modifier = your proficiency bonus + your wisdom modifier
Soul Warden 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 |
Cycle Spell
Your devotion to the cycle of souls grants you an additional divine spells at 3rd, 8th, 14th, and 20th level Once per long rest you can cast the selected spell without expending a spell slot. At 3rd level Choose from Bless, Divine Favor, or Cure Wounds. At 8th level Choose from Spiritual Weapon, Enhance Ability, or Prayer of Healing. At 14th level Choose from Spirit Guardians, Mass Healing Word, or Revivify. At 20th level Choose from Guardian of Faith, or Death Ward
Liberate Soul
Beginning at 7th level, you have a 6th sense for hunting down and laying undead to rest. You can spend a minute drawing power from the underworld to help you locate undead. you cast Detect Evil and Good without expending a spell slot but it only provides the location of undead in addition you have advantage on any attack rolls against undead while maintaining concentration.
Safeguard Soul
At 10th level, You've girded your soul against outside interference. You have advantage on Death saves, you cannot be possessed, and when dealing with undead you have advantage against their saving throws. You can't be transformed into an undead by any means
Bane of Undeath
At 15th level, you have managed to overcome the boundary between life and death drawing the power of one to empower your blows Choose between Necrotic or Radiant your weapon attacks deal a addition 1d6 of the chosen type. In addition you gain resistance to the chosen type.
Guardian of Life and Death
.Starting at 18th level, You have learned that not all souls are ready for the afterlife so you have mastered the way to guide them back to the land of the living. By Conduction a special week long ritual you can cast Raise dead, or True Resurrection given that you have the material components and the Soul is willing.