Base Class: Monk
The souls of the cursed lands cannot find rest and seek out those who would set them free. A Warrior of the Departed Souls taps into their knowledge and talents in order to bolster themselves. With this powers, the warrior is able gain skills and feats that they had never learned or practiced or even borrow their essence to allow them to continue fighting through even the toughest of battles. The souls can come from many sources, they might have been attached to a weapon that was dropped or looted from their final battle. It may come from trinkets left behind, or snagged from a defeated soul the moment it starts to pass on.
Spirit's Chosen
Your sensitivity to the lingering souls of the world allows you to bond with their important equipment. During a short rest, you can bind to a weapon by communicating with the spirit of it's former owner. In doing so, you can proficiency with that weapon, allowing for it to be used as a monk weapon as long as it does not have the heavy property.
Additionally, You are able to cast Speak with Dead on yourself a number of times per day equal to your wisdom modifier. Wisdom is your spellcasting stat for this.
Shepard of the Damned
When a creature dies within 30ft of you may immediately consume it (no action required) to gain an amount of temporary hit points equal to your monk level + wis modifier. Additionally, you can use a reaction to instead store that soul in a trinket in your possession. When you do so, you do not gain the temporary hit points, but you gain one soul point to fuel the features detailed in the subclasses features. The warrior may have no more souls stored at a time than their proficiency bonus, if an attempt to store another soul is made, the oldest stored soul is released automatically.
Wisdom of the Past: One soul can be exchanged as an action to grant the warrior a 1d6 bonus to a specific skill check, chosen at the time the feature is used. This bonus lasts for 1 hour where after the soul is released back into the realm.
Fortified Soul: As an action, a soul can be exchanged to gain the same temporary hit points it would have given if the soul had not been sealed away.
Death's Guiding Hand: As a bonus action, a soul can be used to grant the warrior a d4 to attack rolls for the next minute. This bonus does not stack with Bless, if the warrior is affected by both one d4 is rolled and taken.
Lessons of the Fallen Warriors
Your mastery over souls allows your weapon bond to be even stronger. The heavy weapon restriction is removed for your monk weapons and you gain weapon masteries based on your current bonded weapon's type as listed below.
1-h melee weapon - Slow, Sap
2-h melee weapon - Push, Topple
Ranged weapon - Slow, Vex
Each of these features can be applies once and it must be two separate attacks per turn.
Lastly, you can use a bonus action to consume a soul charge in order to switch your bonded weapon to a different one in your possession. As part of this bonus action, you can stow your current weapon and a new one.
Soul Manipulation Savant
When you use the flurry of blows feature, you can make the additional attacks with a bound melee weapon. If you are bound to a ranged weapon, you can apply an additional martial arts die to each arrow, in place of any unarmed attacks that turn.
Additionally, when you have no soul charges, you can spend 3 ki points (no action required) to regain one. This effect can be done once per rest, as the wear on your own soul is very strenuous.
Soul Subjugation
The original Shepard of the Damned features are improved
Wisdom of the Past: On top of the 1d6 bonus, you also gain proficiency in that skill during the duration. If you already have proficiency you instead gain expertise.
Fortified Soul: Any attack that has it's total reduced by your temporary hit points cannot reduce below you 1 hp, even if the total damage would be enough to do so.
Death's Guiding Hand: This bonus becomes a d6 and applies to attack and damage rolls.
Additionally, you no longer need to use your reaction to store a soul charge.
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