Fighter
Base Class: Fighter

The archetypal Soulforged Knight combines the martial mastery common to all fighters with a honed connection to the innate magic of their souls. They can project their own raw magical energy into unstable spectral weapons for use in battle. Eventually, the power of their soul can be honed in use as both weapons and defense for themselves and their allies. Through the rigorous training of both body and soul, the Soulforged Knight can learn some few magical abilities as well.

Soulbound Weapon

Starting at 3rd level, you gain the ability to manifest weapons of your soul. You can use a bonus action to manifest any simple or martial melee weapon lacking the Special, Finesse or Reach qualities or either the Crossbow, Hand, Longbow or Javelin ranged weapons. These weapons appear spectral, magical or purely energy in some manner of your choosing and count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You are considered proficient with these weapons, they cannot be considered Heavy and they do not require Ammunition. While wielding a Soulbound Weapon, you cannot summon it in a new form until you first spend a bonus action to dismiss the weapon in its current form.

You may learn the cantrip Blade Ward as a result of your bond between soul and weapon

Sworn Weapon

Starting at 3rd level, if you find and bond with a weapon which is stronger or possesses a different power, ability or trait then your own Soulbound Weapon, you may attempt to absorb its magic into your own soul. Binding the magic of a weapon to your soul requires a one hour ritual performed in the presence of the weapon which, when completed, absorbs the magic into your soul for use in your Soulbound Weapons. Once the ritual is completed, the physical weapon is drained of its magic. This ritual can only be performed upon weapons with which you are attuned or have no attunement.

If you have bonded multiple aspects, you may only prepare one for use at a time. You may attempt to change the aspect of your Soulbound Weapons once every long rest.

Soulwarrior

Starting at 7th level, if you attack a creature in melee more than once in a turn, you may choose to deal an additional 1d4 force damage. Once you have used this feature, you must finish a short rest before you can use it again. In addition, you gain the ability to summon your weapons as a free action.

Soulwarden

At 10th level, you can manifest a second one-handed spectral weapon, a shield or a javelin to be used in conjunction with your primary Soulbound Weapon. Weapons manifest in this way do not inflict a dual-wielding penalty and mirror your primary Soulbound Weapon in type and appearance. Two-handed weapons melee weapons you wield gain Reach, while the Longbow gains an additional 50 feet to its normal range. 

Soul of the Knight

Starting at 15th level, your soul becomes an immeasurable force. You no longer need to rest before using your Soulwarrior feature again and you can now absorb the aspects of magical weapons as an action.

You may gain the ability to cast the Absorb Elements and Shield spells on yourself at will, without expending a spell slot or material components.

Shape of the Soul

When you reach 18th level, your soul is strong enough to accept its true shape after the culmination of your tribulations.

Knight Champion

Your Soulwarrior feature now deals 2d4 damage and now surges through the creature you damage, dealing damage in a 20ft line.

Knight Phantom

You may now manifest two identical Crossbow, Hand and you may attack one additional time with them on your turn. Your Longbow now has an additional +100 to its normal range, reaching a total of (300/600). 

Knight Warden

You gain +2 AC when wielding a shield and your Reach with two-handed weapons now extends from 5ft to 10ft.

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