Base Class: Fighter
Some fighters learn to draw upon power beyond the physical. Those who walk the path of the Resonant Soul awaken a powerful energy in their spirit, learning to project it into the world around them. Their soul reverberates their strikes and guards their body, imbuing their combat with unearthly power.
When a Resonant Soul fighter battles, they are followed by ghostly movements and strikes. Translucent limbs follow their own and their form becomes difficult to target. This synergy of corporeal and incorporeal makes a fearsome foe if one is ever to cross them.
Soul Points
Starting at 3rd level, your soul has an abundance of energy so large that it can temporarily detach itself to interact with the physical world.
You gain access to a pool of soul points. You have a maximum amount of soul points equal to twice your proficiency modifier, and your soul points recover to their maximum on a short or long rest.
Reverberated Strike
Starting at 3rd level, your soul gains the ability to echo an attack you have made.
As a bonus action, you may spend 1 soul point to echo an attack you made earlier in the turn. This echoed attack uses the same attack roll result as the original and must target the same creature. The echoed attack deals psychic damage equal to the total of the damage dice rolled for the original attack.
Vitality Sensing
Starting at 7th level, you can extend your soul to detect others in the area.
As an action, you can spend 1 soul point to sense the location of each creature (except undead or constructs) within 60 ft of you.
For 1 minute after the use of this feature, you can see invisible creatures as if they were visible. You can also see up to 30 ft from you into the ethereal plane during this time.
Greater Echo
Starting at 10th level, your mastery over your soul increases.
You may echo up to two attacks you have made when you use Reverberated Strike. You may not copy the same attack twice, and you may not copy attacks made with Reverberated Strike.
Guardian Spirit
Starting at 15th level, you can use your soul to defend yourself.
As a reaction to being targetted by a melee or ranged attack, you may spend 1 soul point to impose disadvantage on all attacks that creature makes towards you until the end of your next turn. If the creature hits you at any point while this disadvantage is imposed, your next attack roll before the end of your next turn against it is made with advantage.
Indomitable Soul
Starting at 18th level, you regain 2 soul points upon using second wind.
Additionally, you can spend 1 soul point as an action to unleash your soul's energy and enter your Indomitable Soul form. At the start of each of your turns, you must spend 1 soul point or the form ends. This form lasts until you end it by choice (no action required) or until you run out of soul points to sustain it.
Upon entering this form, you gain temporary hit points equal to twice your number of missing soul points, which you lose upon ending the form. As an action while in this form, you can replace these temporary hit points with new temporary hit points equal to twice the number of soul points you are missing.
While in this form:
- Your Reverberated Strikes deal the full damage of the copied attack as psychic damage.
- At the end of your turn, you may teleport up to 15 ft from your current position. Immediately after teleporting, you can make one weapon attack against a creature within 5 feet of the space you appear in.
Comments