Fighter
Base Class: Fighter

Every fighter is familiar with death, but none more so than those who call themselves soul reapers. Able to extract fragments of the soul from their enemies and use them to augment their capabilities, fuel stronger attacks and unleash it in blasts of energy. The soul for wich they are a vessel can take a number of forms, from deathly shadows and radiant light to pure energy.

The rare power of a soul master is not one you are born with or can be intentionally aquired trough training, but develops over time in those that have been exposed to an abundance of death in their life. As such their ranks include a number of people, varying from weathered soldiers, to heartless killers, to unlucky survivors of brutal attacks. Regardless of how they came to be they all share an intrinsic relation to death.

soul extraction

Starting at third level, you gain the ability to extract sippets of an enemy's soul when you strike. You have a soul vessel with a maximum 3 charges wich begin empty, but you gain one charge every time you hit a creature with a weapon attack. This ability does not work on constructs or creatures that have no soul.

The maximum amount of charges your soul vessel can store becomes 6 at 10th level and 9 at 18th level.

Soul Empowered strike

Starting at 3th level, you can choose to expend a number of soul charges to empower your attacks. When you hit a creature with an attack, you can choose to use a number of soul charges to add extra damage to the damage roll (no action required), 1 charge for 1d4 additional damage, 2 charges for 1d6 or three charges fot 1d10 extra additional damage. this damage is either necrotic, radiant or thunder.

 

Hitting an enemy with a soul empowered strike does not grant a soul charge but your weapon attack counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

focus soul

At 7th level, you have learnt to focus the soul stored within you to either heal yourself or harm your foes. You gain the following options:

Vengefull Spirit. As an action, you can expend 1-3 soul charges to shoot a blast of energy at a creature within 60 feet. Make a ranged attack using either your strenght or dexterity modifier. On a hit, the blast deal 1d10 damage per soul charge expended. This damage is either necrotic, radiant or thunder.

Gentle Spirit. As an action, you can expend 1-3 soul charges to heal yourself in battle. You regain 1d10 per soul charge expended plus your constitution modifier as hitpoints. 

weapon arts

Beginning at 10th level, you can let the stored soul flow through your weapon granting you extraordinary control and mastery over it. As a bonus action, you can spend 2 soul charges to invoke one of the following weapon arts:

Focus Slash. You gain advantage on all weapon attack rolls until the end of your current turn.

Swift Slash.  If you take the attack action on your turn, you can make an additional attack.

Distant Strike. You extend the reach of all melee weapon attacks by 10 feet and all ranged weapon attacks have their range doubled  until the end of your current turn.

 

stalwart soul

From 15th level, your mastery over the soul has given you resilience against others who try to manipulate yours. You have resistance to necrotic damage and are immune to any effects that would decrease your maximum hp. Additionally, when you take necrotic damage, you can use your reaction and 3 soul charges to become immune to necrotic damage until the start of your next turn.

Master of death

At 18th level, you gain the ability to let loose all the soul you have stored within you in order to stave off death. When you reach 0 hitpoints, you can use your reaction to expend all the soul charges left in your soul vessel and regain 1d10 hp per soul charge expended this way. If you expended 3 or more soul charges, you can imidiately make a weapon attack as part of the same reaction and have advantage on the attack roll. If you  expended 6 or more soul charges, this attack counts as a soul empowered strike as if you expended 3 soul charges. If you expended all 9 charges, the target of the attack is paralized until the end of it's next turn.

When you use this reaction, you can't use it again until you've finished a long rest.

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