Base Class: Fighter
Mages with innate magical abilities often use their time, honing their skills to bend the weave to their will, but there are those that choose to instead allow their energy to flow with the flow of others. Students of the martial art of the soul thief often begin their journey by observing how martial fighters flourish their blades, and begin to mimic their movements. Then they learn to bend the weave to replicate the weapons they carry. Those that become great can even learn how to replicate other's magic by studying how it feels to be impacted by these feats of the arcane. Soul Thieves of Darkwood often find themselves as thieves, preying upon the ill-prepared.
Retribution
By choosing this archetype at 3rd level, a fighter resolves themselves to not only use their energy but the energy of others to fight back against the hoards to the unknown. As a bonus action you can strike a pose to steal the essence of the enemy's strike. When you are struck by an weapon attack in this stance you may store the attack type. You may then expend a charge as an attack action to use this weapon in your own defense. You use your Strength or Dexterity modifier(your choice) on the to hit score and damage roll. You are proficient with this attack. You can store attacks equal to your intelligence modifier (minimum 1). At the end of a short rest these charges reset.
Mageseeker
At 7th level, you learned the way that spellcasters drag the withering weave to their will. With this knowledge you may replicate their movements, when a creature within 30 ft of you casts a spell up to 3rd level, you may use your reaction to store a charge of this for your own uses. You may then expend a charge as an action to cast the stored spell at the spell's base level, using your own spellcasting modifier. You can store two attacks per short rest. This number increases to four at 15th level, the spell level also increases to 5th level. You regain all expended charges of this feature after a short rest.
Trait Tether
At 10th level, your understanding of creatures has deepened to now steal attributes of their very soul. As an action, you may make a ranged spell attack(INT) roll against a creature with 30ft. Upon hit, the creature takes 1d8 necrotic damage as you rend an attribute from it. You may choose to gain one of the following benefits, which last for one minute:
- Gain the creature’s resistance(s)
- Gain a random feature of the creature
- Gain the creature’s walking speed
- Gain a random ability score of the creature
- Gain the AC of the creature
You may use this feature two times per short rest. This number increases to four at 15th level. You regain all expended points after completing a short rest.
Keeper of Souls
At 15th level your capacity to store spells and attributes increases to four.
Mask of the Fallen
At 18th level you have learned to rend the soul of the fallen to use it to your service. Within a minute of a creature dying you may use an action to command energy from the soul to fight on your side. As a bonus action, you may shift your form into its own and use it against your enemies. Taking its likeness, abilities scores and abilities; your alignment, Charisma, intelligence remains the same. The duration of the form depends on the CR of the creature. You may use this feature once per long rest.
Sample CR
| CR | Duration |
| 0-6 | One Hour |
| 7-12 | One Minute |
| 13-18 | One Round |
| 19+ | One Action |
Previous Versions
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12/30/2024 12:55:46 AM
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25
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Coming Soon
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