Fighter
Base Class: Fighter

Rare to the point of obscurity, the warriors who call themselves the Soulcallers are often described by outsiders as mystical fanatics. The art they practice, however, simply draws its power from the nature of all that is real. Soulcallers' power comes from the bonds they form with their weapons, for although objects possess a spiritual component as people do, the "soul" of a weapon is stronger and more distinct than that of nearly any other kind of object. (It is theorized that this heightened level of distinction not possessed by other objects is due to the nature of a weapon as both a work of art and a tool that, ideally, functions as an extension of its wielder's body and will.) As Soulcallers' skill and power grow, they develop stronger bonds with their weapons, calling on their spirit to strengthen them in battle, some even fully awakening their weapons to sentience.

Bond of Blade and Soul

3rd-level Soulcaller feature

During a long rest, you can meditate to gain guidance from your weapons' souls. If you do so for an hour while in contact with one of your weapons, you gain Inspiration when you finish the rest. This Inspiration lasts until you take another long rest.

Furthermore, you can cast the guidance cantrip, but only on other creatures, and you must be wielding one of your weapons to do so.

Soulcall

3rd-level Soulcaller feature

The bonds you form with the weapons you wield allow you to call on their spirits in battle. When you roll Initiative, you can call on the spirit of one weapon in your possession. Unless specified by a power you are using, the spirit's manifestation is perceptible, and its appearance is yours to decide. While the combat lasts, the enhanced weapon is considered magical, and you gain one of the powers of your choice from below. To choose a power, the weapon you are enhancing must possess the property listed next to its name, if there is one.

Once you enhance a weapon this way twice, you cannot do so again until you finish a long rest. When you reach certain levels in this class, you gain additional uses: 7th (3 uses), 10th (4 uses), and 15th (5 uses).

Avoidance. If you are targeted by an attack while wielding the enhanced weapon, you can use your reaction to gain a +2 bonus to your AC against that attack.

Precision. Your first attack with the enhanced weapon each turn gains a +2 bonus to hit.

Agility (Finesse or Light). Your speed increases by 10 feet.

Bashing (Heavy). Once per turn when you hit with an attack with the enhanced weapon, the target of the attack is knocked back 5 feet.

Bruising (Heavy or Melee Two-Handed). Once per turn when you hit with an attack with the enhanced weapon, the target of the attack has disadvantage on the next attack roll it makes before your next turn.

Fabrication (Ammunition). The enhanced weapon creates its own magical ammunition when you attack with it if you supply none. This ammunition vanishes immediately after you hit or miss.

Hurling (Thrown). You have advantage on thrown ranged attacks with the enhanced weapon.

Onslaught (Versatile or Two-Handed). When you hit with an attack with the enhanced weapon, your next attack with the weapon gains a +2 bonus to hit.

Piercing (Finesse). Once per Attack action when you deal damage with the enhanced weapon, you can deal additional damage equal to your proficiency bonus.

Power (Range). If you hit with an attack with the enhanced weapon against a creature in the weapon's long range, the attack deals additional damage equal to 1d4 + your proficiency bonus.

Swiftness (Light). If you engage in two-weapon fighting while wielding the enhanced weapon, you can make the extra off-hand attack as part of the same Attack action, rather than as a separate bonus action.

Sweeping (Reach). Once per turn as an action, you can target a 10-foot cone in front of you with the enhanced weapon, rather than a single creature or object. Each creature in that cone must make a Dexterity saving throw (DC = 8 + your Strength modifier + your proficiency bonus) or take normal damage from the attack.

Mental Reinforcement

7th-level Soulcaller feature

The souls of your weapons strengthen your willpower while they are manifested. While your Soulcall feature is in effect, you have advantage on Intelligence, Wisdom, and Charisma saving throws.

Improved Soulcall

10th-level Soulcaller feature

Your connection to your weapons has deepened, strengthening their power while they are manifested. When you use your Soulcall feature, you can choose to select one of the following powers in addition to the basic power from that feature. Alternatively, you can choose a second effect from the basic list for which the weapon qualifies.

You can choose from these additional powers no more than twice per long rest, even if you have more uses remaining of your regular Soulcall. At 18th level, you gain a third use of this feature.

Empowerment. Your attacks with the enhanced weapon deal an additional 1d6 force damage.

Haunting. Once per turn when you hit a creature with an attack with the enhanced weapon, you can cause the weapon's spirit to haunt the target until the start of your next turn. The haunted creature has disadvantage on attack rolls or saving throws (your choice) while the effect persists.

Rejuvenation. You immediately regain 3d8 hit points, or you cast lesser restoration on yourself, when you activate your Soulcall.

Mobility. You gain a flying speed equal to your speed, or your movement does not trigger opportunity attacks, while the combat lasts. If you choose a flying speed and are in the air when the effect ends, you descend safely at a rate of 60 feet per round until you reach the ground.

Incarnation. As you manifest your weapon's spirit, it also forms its own "body" near you; upon using your Soulcall feature, you also cast the spiritual weapon spell. The spell lasts for its normal duration, and your spellcasting ability for it is Wisdom.

Blade's Awakening

15th-level Soulcaller feature

You soul has become so intertwined with those of your weapons that they now begin to awaken to full awareness. You can perform a 1-hour ritual to call forth the soul of one of your weapons; this ritual can be done as part of a short or long rest, and you must be in contact with the weapon for the ritual's full duration. Upon the ritual's completion, the weapon's soul is awakened. This awakening has the following effects:

  • The weapon becomes sentient. Work with your DM to determine appropriate personality, desires, and flaws for the weapon. The weapon becomes an NPC under the DM's control, though it is by default friendly to you and your allies.
  • The weapon communicates with you via telepathy, and it understands any language you do. It has hearing with a range of 120 feet and darkvision with a range of 60 feet.
  • If the weapon is not already magical, it becomes a magical weapon with a +1 bonus to attack and damage rolls. Additionally, you cannot be disarmed of the weapon unless you are incapacitated or you allow it.

If you are ever separated from the awakened weapon for more than 24 hours, its sentience fades into dormancy, and you must perform the ritual again in order to reawaken it. At the DM's discretion, the reawakened weapon may have a slightly altered personality as a result of falling dormant. Alternatively, once the sentient weapon falls dormant, you can perform the ritual on another weapon, which becomes awakened as described above. If you do so, the original permanently loses its awakened properties. Thus, you can only have one awakened weapon at a time.

Perfected Bond

18th-level Soulcaller feature

The power of your connection with the souls of your weapons has reached its peak, granting you several benefits:

  • Your weapons' spirits guide you to success. Whenever you finish a long rest during which your awakened weapon was in your possession, you can choose one skill with which you have proficiency. Until the end of your next long rest, double your proficiency bonus when you make ability checks with that skill.
  • Choose one basic power from the Soulcall feature's list for which you awakened weapon qualifies; your awakened weapon now permanently confers that benefit to you while it is on your person. If you awaken a new weapon, you can choose a new power for it at the same time.