Fighter
Base Class: Fighter

You dedicate yourself to one weapon class (any martial or simple weapon) Your soul connects to the concept of that weapon becoming your strength 

Soul Archetype

When you choose this class at 3rd level you Pick one archetype that will shape your abilities going forward.

  • Saint - You focus on a sharp weapon and offensive abilities
  • Mountain - You focus on a bulky health pool and defensive abilities
  • Primordial- You choose an element and dedicate yourself to that element gaining minor abilities in defensive offensive and support.
  • Radiance - You focus on Supportive tactics buffing allies and healing them
Mountain Soul

Your soul takes the shape of a mountain imbuing you with the ability to become a bastion against the tide of enemies

 

Primordial Soul

You dedicate yourself to an element gaining resistance to that element

Radiant Soul

You choose your soul into a poison for enemies and a cure for allies

Saint Soul

You chose to resonate your weapon with only the offensive portion of abilities 

Soul Bond

At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.

Once you have bonded a weapon to yourself, you can't be disarmed of that weapon even if you are incapacitated . If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.

You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two. once you choose a weapon you lose all proficiency with every other weapon.

Primordial Element Focus

You choose an option to gain resistance to your primordial abilities deals damage of this type as well

Acid Focus

You gain resistance to Acid and your Primordial abilities deal this damage

Cold Focus

You gain resistance to Cold and your Primordial abilities deal this damage

Fire Focus

you gain the fire focus 

Lightning Focus

You gain resistance to Lightning and your Primordial abilities deal this damage

Necrotic Focus

You gain resistance to Necrotic and your Primordial abilities deal this damage

Poison Focus

You gain resistance to Poison and your Primordial abilities deal this damage

Psychic Focus

You gain resistance to Psychic and your Primordial abilities deal this damage

Radiant Focus

You gain resistance to Radiant and your Primordial abilities deal this damage

Thunder Focus

You gain resistance to Thunder and your Primordial abilities deal this damage

Archetype Techniques

You gain various Techniques based on your Soul Archetype

MT: Bastion's Wall

you summon a stone wall 10 ft line with 5hp as a reaction to a dexterity saving throw like fire dragons breathe absorbing 5 points of damage from the breath and giving everyone standing behind it advantage on the saving throw

MT: Collapsing Strike

When you hit with a weapon attack, you can expend 1 Soul Essence , and if the target is Large or smaller, it must make a STR saving throw DC is based on wisdom + proficiency +8 On failure, you push the target up to 15 ft. away from you.

Cost 1 Soul Essence

MT: Cracked Earth

You can use one of your extra attacks to expend 2 Soul Essence to create difficult terrain centered on you out to 15 ft

Cost = 2 Soul Essence

Bonus: Only your enemies are affected this can also be withdrawn with a bonus action 

MT: Earth's blessing

You can use an action to change someone's AC from armor to 12+ your wisdom modifier this effect lasts for one minute

Cost 1-3 Soul Essence

Bonus: You can use an additional Soul Essence to double the time or add the bonus to someone else

MT: Meteor Strike

Hurl your weapon at a creature dealing regular damage make them make a Dex saving throw or be knocked prone

Cost = 2 Soul Essence

Bonus = you can recall your weapon as a bonus action to perform this action as long as you invest soul Essence up to your attacks per turn

MT: Reinforce Armor

Touch an ally's armor making it hard as stone increase their AC by 1

Cost = 1 Soul Essence

Limitations only two members can be affected by this at one time, can't cast on yourself

MT: Rupture

Swing your weapon in an arc in front of you shooting fire and stone out to 10 ft cone

Cost = 3 Soul Essence

Damage = Damage Dice of weapon 2x 

Saving Throw = Dex saving throw

MT: Sunder Armor

 

You replace one of your attacks to try to sunder the armor of the enemy Enemy must make a Strength saving throw if wearing armor and a Constitution saving throw if its natural armor

Cost = 3 Soul Essence

If pass they take half damage from weapon

if fail reduce their AC by 2 for 2 minutes

MT: Volcano's Temper

Use your action to bellow out in rage making enemies within 30 ft of you to attack you or suffer disadvantage this lasts 2 turns

Cost = 3 Soul Essence

PT: DragonHide

Use your reaction to regain hp when hit by your elemental damage type up to half of the damage and becoming immune to it for that instance

Cost 4 Soul Essence

PT: Elemental Aura

Set yourself alight with your chosen element dealing 2d6 for enemies in range of 5 ft of you this lasts for 3 rounds

Cost = 1 Soul Essence

PT: Elemental Breath

Exhale a breath weapon that does 6d6 elemental damage in a cone of 25 ft

Cost = 3 Soul Essence

PT: Energy Retaliation

Elemental energy coats your weapon when an enemy attacks you. you deal 2d6 element damage extra next melee attack

Cost = 1 Soul Essence

PT: Energy Slash

Swing your weapon from top to bottom sending out an elemental wave  up to 20 ft away this does your element type 3d6 

Cost = 2 Soul Essence

PT: Four Season Strike

Roll 4d10 those elements are dealt as 1d8's in this attack these can't be the same if you hit your attuned element you deal 2d8 with it instead for a total of 5d8

Cost = 3 Soul Essence

  • 1-Fire
  • 2-Cold
  • 3-Necrotic
  • 4-Radiant
  • 5-Thunder
  • 6-Lightning
  • 7-Poison
  • 8-Acid
  • 9-Psychic
  • 10-Force

 

PT: Ignite Weapon

Coat your weapon in elemental energy dealing 1d12 damage of your element type on each attack for 2 rounds

Cost = 2 Soul Essence

PT: Reset Weapon

Reset your release states as if you had a long rest

Soul Essence = 2 and takes a minute, or instant 5 

PT: Self Detonation

Set off the energy inside you dealing 4d10 of your element up to 10 feet away

Cost = 3 Soul Essence

RT: Bolster Spirits

Ignite your allies' fighting potential giving them advantage on the next attack

Cost = 1 Soul Essence

RT: Bright Banner

As an action you make a spectral banner appear and plant it in the ground granting temp HP for all allies who stand within 20 ft of it

Buff: allies gain 3d6 Temp HP

Cost = 3 Soul Essence

RT: Cleansing Touch

You may touch a creature to cleanse them of one status effect including exhaustion removing one point

Cost = 1 Soul Essence

RT: Deafening Drums

Emit a War Drumming sound  scattering enemies morale

reduce their accuracy by 1d6 and damage by 1d6 for one turn

Cost = 2 Soul Essence

RT: Donation

Use your hp as a healing pool to give your ally up to 20 hp you take that amount of damage in return

Cost = HP 1 Soul Essence per target

RT: Energy Pulse

Release a Energy wave healing allies and damaging enemies heal allies 2d6 and damage enemies 2d6 range centered on you up to 15 ft away

Cost = 2 Soul Essence

Save = Enemies make a Constitution Saving Throw  if pass they take half damage if fail they take full if undead they take max damage

RT: Power Donation

Expend your Soul Essence to restore your allies' Spell slots

Cost 1 Soul Essence per spelslot  Level 

 

RT: Radiant Retribution

Launch a Bolt of White Light at an enemy up to 45 ft away dealing radiant damage 3d10

Buff = If the enemy has attacked an ally withing the last round you get advantage on this roll

Cost = 2 Soul Essence

RT: Stabilize

Use your radiant power to stabilize the dying to 5 hp

Cost = 3 Soul Essence

Soul Power: Arcane Awakening

Grants you proficiency with arcana and advantage on finding magical presences

Soul Power: Keen Senses

grants proficiency in investigation and perception that uses sight smell or hearing

Soul Power: Physical enhancement

you gain proficiency in athletics and acrobatics

Soul Power: Weapon and man as one

You fused your soul within your weapon letting you ignore negative properties 

ST: Boomerang Blade

When you take the attack action you can make a ranged attack with your melee weapon or a melee attack with your ranged weapon. If it is ranged you deal 1d8 damage with proficiency and strength or dex modifier. If it is melee you can throw up to 25 ft, on hit you deal your weapon's damage dice plus 1d4 if you recall during that round. if you miss you can recall  and reroll the attack 

Recall Requires bonus action

ST: Focus Strikes

When you successfully attack an enemy at least once you can use 1 Soul Essence to give yourself advantage on the following attacks for the rest of the turn

Cost 1 Soul Essence

ST: Rapid Strikes

When you take the attack action you can add attacks to that action this but they all roll at disadvantage Cost minimum Soul essence 1 Maximum of 8

ST: Reactive Blades

When an enemy misses you or attacks another ally you can make an opportunity attack against that creature reducing their movement speed by half until the end of your turn
Cost 1 Soul Essence

ST: Saint's Gambit

When you take the attack Action you can use a bonus action to make another attack. you must attack the same enemy twice including the bonus action if you land both you add an extra damage die

Cost 1 Soul Essence

ST: Sharpen Blades

When you attack a creature as an attack action you can use your bonus action to apply bleed per hit max stack of 4x. this buff lasts 2 rounds. An enemy can make a constitution saving throw to stop the bleed damage after they are under the effect of 2 stacks of bleed.

Stack limit increase

  • 8th level 6x
  • 13th level 8x
  • 18th level 10x

Saving throw minimum

  • 8th level must have 3x to make a saving throw
  • 13th level must have 4x to make a saving throw
  • 18th level must have 5x to make a saving throw

Bleed damage = 1 per stack per round

 Costs 2 Soul essence

ST: Soul Stride

When you move you can use your bonus action to expend 2 soul Essence to increase your speed by 20 and the ability to go through non magic walls walls count as difficult terrain and you don't provoke opportunity attacks while moving this turn.

ST: Soul Sunder

When you attack an enemy for the first time this round you can forgo rolling the first "to hit" to critical the first attack dealing +5 damage and moving the target a direction you choose 5 ft

Cost 3 Soul Essence

Cost 5 Hp

ST: Soul Trance

You can use a bonus action to activate Soul Trance gaining 1 stack providing the following buffs:

  • +1 accuracy stacking up to 5x
  • +1 damage stacking up to 5x 

To gain stack you must consistently attack an enemy every successful attack increases you bonus by one every crit increases by 2 if you miss twice in a row you reset to 1 stack

This lasts for 10 rounds 

Cost 4 Soul Essence

Soul Absorption

When you fell an enemy you can use your reaction to absorb its soul for 1 Soul Essence this can only be used up to 3x per long rest

Improved Soul Weapon

you gain a bonus based on your soul archetype

  • Saint - Your attacks undercut resistance to slashing piercing or bludgeoning based on your soul weapon 
  • Mountain - You gain 1 hp per level up
  • Primordial - You gain a weapon transformation that does pure element damage based on the element you chose
  • Radiance you gain the ability to use lay on hands
Mountain Blessing

You gain 1 hp maximum per level

Primordial Release

You gain a release based on your damage type you chose

  • Fire - FlameSong
  • Acid - VenomLash
  • Cold - SnowSong
  • Radiant - Lightveil
  • Necrotic - Darkveil
  • Lightning - LightningBringer
  • Thunder - Thunderbringer
  • Poison - RottenLash
  • Psychic -  Mindsunder

Each of these last for half a minute and deal 2d8 per attack

Radiant Soul

You gain the lay on hands ability from the paladin class scaling on fighter

 

Saint Blessing

You under cut resistance to your soul weapon's damage type

Soul Versatility

when you hit this level you gain one more soul weapon type and gain proficiency with it as well as the ability to use another soul archetype's abilities you can only select 2 abilities from another soul archetype

Soul and Weapon as One

You gain the maximized potential of your soul and weapon becoming one granting you a great boon based on your archetype

  • Saint - Maximize your damage dice for one bonus action and action does not include attacks from action surge can only be used once per long rest
  • Mountain - Gain resistance to the last damage type you took for 2 rounds can only be used twice per long rest
  • Primordial - Gain your final Release form of your soul weapon
  • Radiant - Proxy cast healing word, lesser restoration, greater restoration, and mass healing word. You can cast one as a level spell slot and another as a 7th once you have done so you must have a long rest before you gain it again
Bulwark

Gain resistance to the last damage type you took for 2 rounds can only be used twice per long rest

Primordial Final Release

You enhance the weapon your soul bond to past your first release increasing the damage to 3d10 for 30 seconds

Radiant Blessing

Proxy cast healing word, lesser restoration, greater restoration, and mass healing word. You can cast one as a level spell slot and another as a 7th once you have done so you must have a long rest before you gain it again

Saint Strike

You gain the ability to have your damage rolls hit max for one action and bonus action once this is used you have to take a short rest to recover it

Previous Versions

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7/8/2024 3:47:17 AM
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