Base Class: Fighter
You are from a mysterious organization that prides itself on its high class of fighting men and women. You are on your journey, a pivotal moment for every young dead hand, before you can take up your official mantle you must first explore the world.
I Serve
At 3rd level, you gain proficiency in your choice of 2 of the following skills, survival, perception, insight, investigation, or persuasion. You also can read, write, and speak Ferrian.
To Answer
At 3rd level, a weapon of your choosing becomes bonded to you. The weapon upgrades itself to a +1 weapon and you can summon it to your dominant hand by spending your reaction. In addition, you can use your bonus action the "charge" the weapon. Charged weapons deal an additional damage die, plus your the weapons modifiers divided by 2 on a successful hit.
(The weapon gets stronger as you level up, at 7th level it becomes a +2 weapon, at 10th Level the weapon charging adds an additional damage die, and at 15th Level the weapon becomes a +3 weapon and the charged damage an additional damage die.)
The Call
Starting at 7th level, you gain the ability to use the Call. You speak a command to a creature you can see within 30ft of you. The target must succeed on a Constitution saving throw (DC 10 + CON + Prof) or follow the command on its next turn. The command can be directly harmful to the creature, but it cannot result in the creatures death. This a power that extends beyond words and the ability works as long as you can speak, you can use this ability a number of times equal to your proficiency bonus.
To Take
Starting at 10th level, a hand of your choosing turns cold and a spectral skull appearing under the skin of your palm. By using an action you can use the skull on a creature within 5ft of you and the target must succeed on a Constitution saving throw (DC 13 + CON + Prof) or the soul of the creature is ripped out of it's body, instantly killing it.
You can only us this ability if the creature is affected by the following conditions, blinded, grappled, incapacitated, paralyzed, prone, restrained, stunned, or unconscious. You may also use this ability if there are 2 or more allies within 5ft of the creature or it has any levels of exhaustion. Creatures that succeed on the CON save have disadvantage on their next CON save against this ability. This ability doesn't work against any creature that doesn't have a soul. You can pull souls out of objects like a sentient magic item or a liches phylactery.
And Defend
Starting at 15th level, whenever you attack a creature when 3 or more hostile creatures are in your reach you have advantage on attack rolls against that creature. In addition when 3 or more hostile creatures are in your reach the first attack made against you in a round has disadvantage.
To The Death
Starting at 18th level, you can use the souls that you pull from creatures to empower yourself, whenever you kill a creature using the skull you gain temporary hit points equal to half of the creatures remaining hit points. In addition as a free action you can spend collected souls add Xd10 necrotic or radiant damage to your attacks, or you can spend souls to heal Xd10 hit points. If you have at least 5 souls you can also bring yourself back from the dead at 5*X hit points. X is the amount of souls that you spend per ability.
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