Monk
Base Class: Monk

The Way of the Soul Warrior is to be opinionated and decisive. The only Alignment not found in Soul Warrior philosophy is true neutral as it is a far to reclusive and self centered alignment. Soul Warriors are a society centered around philosophy, ideology, and politics. Almost all are ambitious and rarely can you find two with the same opinions on philosophical or political topics. In any situation they can they will try to enforce their own form of justice as they view it. They are a proud people and wish to make the world an ideal place to live. In their own isolated societies however, they rarely can achieve much as they can rarely agree on most things.

Not only are they extensive philosophers, they are also accomplished warriors. In Soul Warrior society if you don't have the strength to back up your philosophy, then it must not be a very good one. otherwise, your discipline and convictions would be seen in your fighting prowess. Soul Warriors fight in both physical prowess, as well as the mystical arts. They use their manifestations of their souls in the form of swords which takes the shape and form that best suites the Soul Warrior's philosophy and personality. When it comes to their mystical arts, they can choose an energy type that best suits their personalities down to their soul.

The Essence of Your Soul

At 3rd level a Soul Warrior’s soul manifests itself in an energy type that best suits their personality and beliefs. Choosing one of the options will give resistance to that energy type and determine the abilities the soul warrior will receive now and in the future.

It is rare for a soul warrior to change their energy type, but if a soul warrior has an epiphany it is possible that their soul will manifest a different energy than before. once per level a soul warrior can change The Essence of their Soul. 

Burning Fire

Burning Fire Circulates through your body. The heat and fire will cause your enemies to burst into powerful flames and cause exhaustion.

Coated Frost

Coated Frost encrusts your soul. Allowing it to creep over your enemies, damaging them and causes ice to coat their bodies restraining them temporarily.

Crackling Lightning

Crackling Lightning surges through your veins. Firing it at others damages and stuns them.

Hateful Darkness

Hateful Darkness permeates your being and surges forth to harm and blind your enemies and keep them from healing.

Purifying Light

Purifying Light flows from your soul to heal you and rebuke your enemies.

Shaking Thunder

Shaking Thunder rumbles in your soul. forcing these vibrations to wash over others causes them damaged from fissures in the body, forcing them to fall prone.

Warping Psychic

Warping Psychic energy thrums within their mind and soul. Warping others minds cases damage and makes them have a migraine to the point of feeling sick.

Willful Force

Willful Force exerts your will over others to damage and push enemies away from you.

Soul Blade

For the cost of half their movement speed, a soul warrior can create a semisolid blade for one hour. The blade is composed of Ki energy distilled from the soul warrior’s own soul. The size of the blade is the same size as a long sword and is considered a light weapon. A soul warrior cannot be dealt lethal damage by his own soul blade, as the soul blade is a part of his soul. However he is dealt the equivalent nonlethal damage.

A Soul Blade is a weapon that does 1d8+1 (1d10+1 at 17th level) Slashing damage. The wielder of a soul blade uses their DEX or STR modifier for attack and damage rolls. For instance, a Medium soul warrior materializes a Medium soul blade that can be wielded as a light weapon, and the blade deals 1d8+1 points of slashing damage. Soul warriors who are smaller or larger than Medium create soul blades identical to long swords appropriate for their size. The size however, does not change the HD or number of HD for the soul blade.

The soul blade cannot be broken and is immune to damage when active. The soul warrior can will his soul blade sheathed at any moment and is considered a magic weapon for the purpose of overcoming damage reduction.

A soul warrior can use feats such as Savage Attacker in conjunction with the soul blade just as if it were a normal weapon. It is impossible however for a soul warrior to duel wield his soul blade as two soul blades; however, he can duel wield with other weapons. All monk abilities that can be applied to your unarmed strike can also be applied to your soul blade. Spells that are applied to weapons can be used on a soul blade.

Even in places where magic effects do not normally function (such as within a anti magic field), a soul warrior can attempt to sustain his soul blade by making a WIS saving throw against the spell DC. On a successful save, the soul warrior maintains his soul blade for a number of rounds equal to his class level before he needs to check again. On an unsuccessful attempt, the soul blade vanishes and no other attempt can be made that turn. For the cost of half their movement speed on their turn, the soul warrior can attempt a new WIS save to rematerialize his soul blade while he remains within the effect.

Soul Burst

At 3rd level the Soul Warrior can infuse the soul blade with the strength of their soul to empower it. When you hit a creature with the soul blade, you can use 1 Ki point to change the damage to 2d8+2 slashing or energy damage depending on what the soul warrior chose for The Essence of Your Soul subclass ability. The damage increases to 3d8+3 at 7th level, 4d8+4 at 13th level and 4d10+4 at 17th level.

Soul Burst (Cold)

At 3rd level the Soul Warrior can infuse the soul blade with the strength of their soul to empower it. When you hit a creature with the soul blade, you can use 1 Ki point to change the damage to 2d8+2 cold damage. The damage increases to 3d8+3 at 7th level, 4d8+4 at 13th level and 4d10+4 at 17th level.

Soul Burst (Fire)

At 3rd level the Soul Warrior can infuse the soul blade with the strength of their soul to empower it. When you hit a creature with the soul blade, you can use 1 Ki point to change the damage to 2d8+2 fire damage. The damage increases to 3d8+3 at 7th level, 4d8+4 at 13th level and 4d10+4 at 17th level.

Soul Burst (Force)

At 3rd level the Soul Warrior can infuse the soul blade with the strength of their soul to empower it. When you hit a creature with the soul blade, you can use 1 Ki point to change the damage to 2d8+2 force damage. The damage increases to 3d8+3 at 7th level, 4d8+4 at 13th level, and 4d10+4 at 17th level.

Soul Burst (Lightning)

At 3rd level the Soul Warrior can infuse the soul blade with the strength of their soul to empower it. When you hit a creature with the soul blade, you can use 1 Ki point to change the damage to 2d8+2 lightning damage. The damage increases to 3d8+3 at 7th level, 4d8+4 at 13th level and 4d10+4 at 17th level.

Soul Burst (Necrotic)

At 3rd level the Soul Warrior can infuse the soul blade with the strength of their soul to empower it. When you hit a creature with the soul blade, you can use 1 Ki point to change the damage to 2d8+2 necrotic damage. The damage increases to 3d8+3 at 7th level, 4d8+4 at 13th level and 4d10+4 at 17th level.

Soul Burst (Psychic)

At 3rd level the Soul Warrior can infuse the soul blade with the strength of their soul to empower it. When you hit a creature with the soul blade, you can use 1 Ki point to change the damage to 2d8+2 psychic damage. The damage increases to 3d8+3 at 7th level, 4d8+4 at 13th level and 4d10+4 at 17th level.

Soul Burst (Radiant)

At 3rd level the Soul Warrior can infuse the soul blade with the strength of their soul to empower it. When you hit a creature with the soul blade, you can use 1 Ki point to change the damage to 2d8+2 radiant damage. The damage increases to 3d8+3 at 7th level, 4d8+4 at 13th level and 4d10+4 at 17th level.

Soul Burst (Thunder)

At 3rd level the Soul Warrior can infuse the soul blade with the strength of their soul to empower it. When you hit a creature with the soul blade, you can use 1 Ki point to change the damage to 2d8+2 thunder damage. The damage increases to 3d8+3 at 7th level, 4d8+4 at 13th level and 4d10+4 at 17th level.

Soul Projection

At 6th level you project your soul into another to do damage amongst other effects depending on what essence the Soul Warrior manifests in The Essence of Your Soul ability.

Charnel Touch

A soul warrior who chose Hateful Darkness can spend 2 Ki points and an action to have tendrils of darkness reach out and hit up to three enemies to blind them and keep them from healing. The enemy must first make a CON saving throw against the ability's DC. the saving throw is 8 + your Wisdom modifier + your proficiency bonus. If the enemy fails it takes 2d8 necrotic damage, is Blinded, and is unable to heal until the start of your next turn. A successful CON saving throw half’s the damage dealt, the enemy is not blinded, and the enemy is able to heal. The damage and number of targets increases with each soul warrior level. 3d8 at 8th level, 4d8 at 12th level, 5d8 at 16th level, and 6d8 at 20th level and four targets at 10 level, five targets at 14th level, and six targets at 18th level. and increases his 30ft line of sight to a range of 60ft at 12 level.

Encrusting Frost

A soul warrior who chose Coated Frost can spend 2 Ki points and an action to encase up to three enemies in ice, doing cold damage and restraining them. The enemy must first make a CON saving throw against the ability's DC. the saving throw is 8 + your Wisdom modifier + your proficiency bonus. If the enemy fails it takes 2d8 cold damage and is Restrained until the start of their next turn . A successful CON saving throw half’s the damage dealt and the enemy is not Restrained. The damage and number of targets increases with each soul warrior level. 3d8 at 8th level, 4d8 at 12th level, 5d8 at 16th level, and 6d8 at 20th level and four targets at 10 level, five targets at 14th level, and six targets at 18th level. and increases his 30ft line of sight to a range of 60ft at 12 level.

Force Push

A soul warrior who chose Willful Force can spend 2 Ki points and an action to push three enemies 15ft. away from you while causing force damage. The enemy must first make a STR saving throw against the ability's DC. the saving throw is 8 + your Wisdom modifier + your proficiency bonus. If the enemy fails it takes 2d8 force damage and you choose whether the enemy is pushed away from you or pulled towards you 15 ft. A successful STR saving throw half’s the damage dealt and the enemy is not pushed. The damage and number of targets increases with each soul warrior level. 3d8 at 8th level, 4d8 at 12th level, 5d8 at 16th level, and 6d8 at 20th level and four targets at 10 level, five targets at 14th level, and six targets at 18th level. and increases his 30ft line of sight to a range of 60ft at 12 level.

Lightning Arc

A soul warrior who chose Crackling Lightning can spend 2 Ki points and an action to fire an arc of lighting at up to three enemies, doing lighting damage and stunning them. The enemy must first make a DEX saving throw against the ability's DC. the saving throw is 8 + your Wisdom modifier + your proficiency bonus. If the enemy fails it takes 2d8 lightning damage and is Stunned until the start of their turn. A successful DEX saving throw half’s the damage dealt and the enemy is not Stunned. The damage and number of targets increases with each soul warrior level. 3d8 at 8th level, 4d8 at 12th level, 5d8 at 16th level, and 6d8 at 20th level and four targets at 10 level, five targets at 14th level, and six targets at 18th level. and increases his 30ft line of sight to a range of 60ft at 12 level.

Psychic Pressure

A soul warrior who chose Warping Psychic can spend 2 Ki points and an action to cause horrid mental pain to up to three enemies to the point of feeling sick. The enemy must first make a INT saving throw against the ability's DC. the saving throw is 8 + your Wisdom modifier + your proficiency bonus. If the enemy fails it takes 2d8 psychic damage and is Poisoned for 1 turn. A successful INT saving throw half’s the damage dealt and the enemy is not Poisoned. Even enemies immune to poison are not immune to this Poisoned condition unless they do not have a brain or are immune to psychic damage. The damage and number of targets increases with each soul warrior level. 3d8 at 8th level, 4d8 at 12th level, 5d8 at 16th level, and 6d8 at 20th level and four targets at 10 level, five targets at 14th level, and six targets at 18th level. and increases his 30ft line of sight to a range of 60ft at 12 level.

Rebuking Purity

A soul warrior who chose Pure Light can spend 2 Ki points and an action to hit up to three separate enemies with purifying beam of light, damaging your enemies and giving you healing power in the process. The enemy must first make a DEX saving throw against the ability's DC. the saving throw is 8 + your Wisdom modifier + your proficiency bonus. If the enemy fails it takes 2d8 radiant damage. A successful DEX saving throw half’s the damage dealt. You can heal yourself for half the rolled damage no mater the result of the saving throw. The damage and number of targets increases with each soul warrior level. 3d8 at 8th level, 4d8 at 12th level, 5d8 at 16th level, and 6d8 at 20th level and four targets at 10 level, five targets at 14th level, and six targets at 18th level. and increases his 30ft line of sight to a range of 60ft at 12 level.

Thermal Explosion

A soul warrior who chose Burning Fire can spend 2 Ki points and an action to engulf up to three enemies in fire, doing strong damage and exhausting them. The enemy must first make a DEX saving throw against the ability's DC. the saving throw is 8 + your Wisdom modifier + your proficiency bonus. If the enemy fails it takes 2d8+4 damage and 1 level of Exhaustion with a maximum of 4 levels. A successful DEX saving throw half’s the damage dealt. The damage and number of targets increases with each soul warrior level. 3d8+6 at 8th level, 4d8+8 at 12th level, 5d8+10 at 16th level, and 6d8+12 at 20th level and four targets at 10 level, five targets at 14th level, and six targets at 18th level. and increases his 30ft line of sight to a range of 60ft at 12 level.

Violent Tremors

A soul warrior who chose Shaking Thunder can spend 2 Ki points and an action to cause up to three enemies to undergo violent vibrations throughout their bodies, doing thunder damage and falling Prone. The enemy must first make a STR saving throw against the ability's DC. the saving throw is 8 + your Wisdom modifier + your proficiency bonus. If the enemy fails it takes 2d8 thunder damage and falls Prone. A successful STR saving throw half’s the damage dealt and the enemy does not fall Prone. The damage and number of targets increases with each soul warrior level. 3d8 at 8th level, 4d8 at 12th level, 5d8 at 16th level, and 6d8 at 20th level and four targets at 10 level, five targets at 14th level, and six targets at 18th level. and increases his 30ft line of sight to a range of 60ft at 12 level.

Quicken Soul Blade

Starting at 11th level, when you take the Attack action on your turn, you can attack with the Soul Blade as a bonus action.

You can also use Soul Burst while preforming this action.

Precognition

At 11th level a soul warrior gains the ability to see the future as it turns to the present and is able to react to danger before his senses would normally allow him to do so. Enemies that would gain advantage from a surprise attack, a nonmagical monster ability, an invisible enemy, or when the soul warrior is blinded do not get advantage. However, enemies do gain advantage if you're immobilized, prone, or any other condition where you are not able to easily move out of the way of an attack.

Energy Nimbus

At 17th level the soul warrior creates an aura of energy that does a variety of different things depending on The Essence of Your Soul subclass feature.

Blinding Aura

If you chose Hateful Darkness you can spend 1 Ki point to create a nimbus of darkness around you for 1 min. You can see through the darkness but the darkness is only in your 5ft. square so enemies are not covered in it. Treat yourself as being invisible for advantage and disadvantage but enemies know where you are. For the first successful attack in a round, every attacking enemy needs to make a WIS saving throw against the DC. The DC is 8 + your wisdom modifier + your proficiency bonus. on a failed save the enemy takes 1d10 necrotic damage and is Blinded until the start of their next turn. They take half as much damage on a successful save.

Fire Plume

If you chose Burning Fire you can spend 1 Ki point and an action to cover your body in flames and unbearable heat for 1 minuet. it does not harm or hinder you in any way and any enemy that attacks you is wrapped in waves of fire and heat. For the first successful attack in a round, an attacking enemy needs to make a DEX saving throw against the DC. The DC is 8 + your wisdom modifier + your proficiency bonus. on a failed save the enemy takes 1d10 fire damage and gains 2 levels of Exhaustion (maximum level 4). They take half as much damage on a successful save.

Fracturing Frequency

If you chose Shaking Thunder you spend 1 Ki point and an action to emanate an aura frequency that causes enemies to loose their footing for 1 minuet. it does not hinder you in any way but makes an enemy that attacks you to fall prone. For the first successful attack in a round, an attacking enemy needs to make a CON saving throw against the DC. The DC is 8 + your wisdom modifier + your proficiency bonus. on a failed save the enemy takes 1d10 thunder damage, falls Prone, and becomes Stunned until the end of their turn. They take half as much damage on a successful save.

Healing Light

If you chose Purifying Light you spend 1 Ki point and an action to wrap up to three creatures in healing light for 1 minuet. You select 3 creatures including yourself that are within 30 ft. of you. At the start of those creature's turns they heal for 1d10 + your Wisdom modifier for 1 min.

Repelling Force

If you chose Willful Force you can spend 1 Ki point and an action to wrap yourself in a shell of invisible armor for 1 minuet. it does not hinder you in any way, gives a +5 to AC, and any enemy that attacks you is pushed back from retaliating force. For the first successful attack in a round, an attacking enemy needs to make a STR saving throw against the DC. The DC is 8 + your wisdom modifier + your proficiency bonus. on a failed save the enemy takes 1d10 force damage and is pushed back 15 ft. They take half as much damage on a successful save.

Retaliating Confusion

If you chose Warping Psychic you spend 1 Ki point and an action to create an aura of psychic energy for 1 minuet. it does not hinder you in any way but warps the mind of those that attack you, making them sick and causing them to forget you're there. For the first successful attack in a round, an attacking enemy needs to make a INT saving throw against the DC. The DC is 8 + your wisdom modifier + your proficiency bonus. on a failed save the enemy takes 1d10 psychic damage, is Poisoned, and is Charmed until the start of their next turn. They take half as much damage on a successful save. Even enemies immune to poison are not immune to this poison condition unless they do not have a brain or are immune to psychic damage. However, the charmed condition works normally.

Surging Cloak

If you chose Crackling Lightning you can spend 1 Ki point and an action to have lightning surge through your body for 1 minuet. it does not hinder you in any way but shocks an enemy's system that attacks you, stunning them. For the first successful attack in a round, an attacking enemy needs to make a DEX saving throw against the DC. The DC is 8 + your wisdom modifier + your proficiency bonus. on a failed save the enemy takes 1d10 lightning damage and is Stunned until the start of their next turn. They take half as much damage on a successful save.

Wrapped in Cold

If you chose Coated Frost you spend 1 Ki point and an action to wrap yourself in a coating of creeping ice for 1 minuet. it does not hinder you in any way but rapidly encases an enemy that attacks you, restraining them. For the first successful attack in a round, an attacking enemy needs to make a DEX saving throw against the DC. The DC is 8 + your wisdom modifier + your proficiency bonus. on a failed save the enemy takes 1d10 cold damage and is Restrained until the end of their next turn. They take half as much damage on a successful save.

Way Of The Soul Warrior Image

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