Fighter
Base Class: Fighter

Soul Forges are individuals with an affinity for warfare and unlike most who wield a weapon, they often change between weapons with their magical armory at their finger tips, adjusting for each scenario fluidly, battle to battle, attack to attack. Preferences and styles still do arise, despite these individuals neglecting to remain with one weapon, and as they grow in magical and physical aptitude, some find the ability to generate higher quality, more potent soul-forged weapons, others further entertwine their magic into their weapons and wield them as an entity all their own, and others grow to manifest their efficiency to wage warfare through more magical enhancements on themselves and allies.Much like those with innate magical abilities, a Soul Forge generally notices elements of their magical prowess early on. Often confused and mistaken as talent for traditional magics, those that follow the arcane course often find difficulty learning the magical arts or weaving spells. These individuals however, may find they are comfortable with a weapon in hand and take to shooting a bow or thrusting forward with a rapier with ease. At level 3 your magical prowess and Soul Forge capabilities reach a divergence point and your skills begin to manifest new elements to further your combat prowess. Choose the Path of the Master. The Soul Forge’s magical armory is an advantage in battle as it keeps the enemy guessing and unsure of what type of attack is coming up next. Affinity with your soul-forged weapons allows you to further empower, adjust, and fabricate weapons through the use of your magic and further understanding of weapons. A major element of this class is soul-forged weapons which a Soul Forge can ‘forge’ to add to their ‘armory’. After which, they may summon and dismiss these weapons. Each soul-forged weapon is a conceptually forged weapon of an archtype whose design is informed by the one who wields it. As someone very capable in combat, Soul Forges often find work in places where weapons are involved. These individuals, utilizing their unique and rare strength, often find success within their endeavors if they don’t die during their line of work. It’s often either through meditation or desperation that a Soul Forge forges and summons their first soul-forged weapon. Within a group, the Soul Forge is a versatile combatant and can fill a number of positions in terms of rear, mid, or frontline, sometimes changing this role within battle. Hardy enough to stand at the front line, they can use their abilities to further enhance their survivability or manage enemy positioning. From afar, they are capable of influencing the battlefield wielding ranged weaponry, or puppeteering a battlefield of their weapons.

Weapon Affinities

Starting at level 3, the following attributes may be chosen as acceptable affinities.


  • Fire Affinity You may soul forge weapons which deal fire damage instead of the default damage type.
  • Cold Affinity You may soul forge weapons which deal cold damage instead of the default damage type.
  • Lightning Affinity You may soul forge weapons which deal lightning damage instead of the default damage type.
Soul-forged Weapons
Weapon Type Base damage Traits
Knuckles 1d4 bludgeoning Light, Finesse
Small Blade 1d4 piercing Light, Finesse, Thrown (20/60)
Whip 1d4 slashing Finesse, Reach
One-Handed Blade 1d8 slashing Versatile (1d10)
Two-Handed Blade 2d6 slashing Two-Handed
One-Handed Basher 1d8 bludgeoning Versatile (1d10)
Two-Handed Basher 2d6 bludgeoning Two-Handed
One-Handed Axe 1d8 slashing Versatile (1d10)
Two-Handed Axe 1d12 slashing Two-Handed
One-Handed Polearm 1d8 piercing Versatile (1d10), Thrown (20/60)
Two-Handed Polearm 1d12 piercing Two-handed, Reach
Bow 1d8 piercing Two-Handed, Range (150/600)
Crossbow 1d10 piercing Two-Handed, Range (100/400)

  • Large Weapon Affinity When you soul forge weapons with the Two-handed trait, you may treat them as if they have ‘Reach’ if they do not already.
  • Thrown Weapon Affinity As a bonus action, you may teleport a soul forge weapon thrown this turn to your hand.
  • Dual Wielding Affinity When you soul forge weapons with the ‘Light’ trait, you may soul forge a copy paired to it. The copy does not take up an additional Armory slot and you may summon either one one or both.
Additional Affinities

Starting at 15th level, the following attributes may be chosen as acceptable affinities in addition to those of a lower level requirement.


  • Psychic Affinity You may soul forge weapons which deal psychic damage instead of the default damage type.
  • Necrotic Affinity You may soul forge weapons which deal necrotic damage instead of the default damage type.
  • Radiant Affinity You may soul forge weapons which deal radiant damage instead of the default damage type.
  • Light Weapon Affinity When you soul forge a weapon a One-Handed weapon, it gains the ‘Light’ trait.
  • Destruction Affinity When you wield one of your soul-forged weapons with the ‘Two-handed’ trait, you critical hit on 19-20.
  • Ammunition Affinity When you wield a soul-forged ranged weapon, you may use a one-handed melee weapon as ammunition. If you do, add the weapon’s damage die to the damage roll.

Additional Affinities

Starting at level 7, the following attributes may be chosen as acceptable affinities in addition to those of a lower level requirement.

Additionally, at level 7, you may select one of these as a bonus affinity.


  • Shifting Affinity You can instinctively modify the form briefly on a melee soul forged weapon. As a reaction, when you would attack at disadvantage with a soul forged weapon, gain advantage.
  • Seeking Affinity As a bonus action, you can alter the shape of the projectile for your soul forged ranged weapon and attack at a spot that would be considered full cover as if it was 1/2 cover.
  • Poison Affinity You may soul forge weapons which inflict poison. These soul-forged weapons don’t deal damage, and instead a creature makes a CON save DC equal to 8 + your proficiency modifier + your ability modifier for the attack. On failure, the creature is poisoned for a number of round equal to your proficiency modifier.

Additional Affinities

Starting at 9th level, the following attributes may be chosen as acceptable affinities in addition to those of a lower level requirement.


  • Force Affinity You may soul forge weapons which deal force damage instead of the default damage type.
  • Thunder Affinity You may soul forge weapons which deal thunder damage instead of the default damage type.
  • Acid Affinity You may soul forge weapons which deal acid damage instead of the default damage type.
  • Magic Weapon Affinity When you wield your soul-forged weapons, their damage count counts as magical for purposes of overcoming damage resistances.
  • Strength Affinity You may wield soul-forged melee weapons with the Two-handed trait in one hand. This does not allow you to dual wield two of these weapons.
  • Dexterity Affinity When you soul forge weapons with the ‘Versatile’ trait, you treat them as if they have the ‘Finesse’ trait.

Armory Slots

Soul-forged Armory

The Soul Forge has a group of weapons magically housed in a personal dimension that they can summon to their hands and dismiss. When you forge a weapon at level 3, it occupies one armory slot. The forged weapons are permanent and cannot be changed unless a day long ritual is performed. Summoning and dismissing these

Potential Extraction

A Soul Forge who focuses on the utility of each weapon and drawing out the potential of each one is likely to tread the path of the Master. Forged Mastery focuses more on utilizing the weapon to it’s utmost potential by combining their raw talent in combat with the unique aspects of soul-forged weapons. A soul-forged weapon in the hands of a Soul Forge is capable of bringing out more power from each weapon. At level 3, once per short or long rest, you may draw out a hidden well of power within your weapons. As a bonus action, when to hit an enemy, you may deal additional damage of the weapon’s damage type equal to your Affinity score.

Soul Binding

Beginning at 6th level, you gain the ability to add additional gear to your Armory besides your soul-forged weapons. Without taking up any slots, you may spend an hour focusing on the gear to store the first time. You may store up to one tool set, one set of armor, and one shield, in your armory. These do not count towards your armory score. As a bonus action you can summon and dismiss one of these soul bound items. If you summon the armor or shield, you may summon it donned or doffed.

Additionally, at the cost of an Armory slot, you may replace a soul-forged weapon with a magical weapon you possess. You may not modify the construction of the magical weapon or benefit from your affinities, but it can be dismissed and summoned similarly to any soul-forged weapons.

Anything removed from soul binding, or upon the soul forge’s death, appears within 5 ft of the soul forge.

Road to Mastery

Upon reaching level 10, your experience and capabilities with your soul-forged weapons can be freely utilized. You may benefit from this archtype’s abilities with non-soul-forged weapons.

Attack Pattern

At level 15, once per turn, when you hit a creature with a Soul Forged weapon during your turn, you may immediately make an additional attack against that creature.

Superior Skill

Starting from level 18, gain +2AC when targeted by weapon attacks.

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