Fighter
Base Class: Fighter

Meisters are individuals with exceptional wavelengths who fights alongside a sentient weapon, forming a bond between two souls. Through trust, synchronization, and shared battles, Meister and Weapon grow together until they can achieve the ultimate transformation: a Death Weapon.

Level 3: Soul Resonance

Level 3: Soul Resonance

You gain the ability to synchronize your soul wavelength with that of your Soul Weapon. As an action, you can spend a use of your Action Surge to enter Soul Resonance with your partner. While in Soul Resonance, you gain the following benefits:

  • Your attacks are considered attacks that can harm the soul.
  • Your attacks deal an extra 1d6 damage, either psychic or force.
  • You gain advantage on attack rolls and saving throws.
  • All movement made by the Meister is doubled and jump height is tripled.

Soul Resonance lasts for a number of rounds equal to your Fighter level, after which you become fatigued and cannot use this feature again until you finish a long rest. To maintain resonance, the Meister needs to make a concentration save whenever you take damage. After each fail, Soul Resonance's duration is reduced by 1 minute.

Level 7: Anti-Demon Wavelength

Level 7: Anti-Demon Wavelength

The Anti-Demon Wavelength is a special wavelength that specializes in driving away evil and acts as a powerful barrier against Madness.

At 7th level, activating this feature as an action surrounds the user with a 30ft. radius sphere that puts any creature under the "Calm Emotions" spell effect. This aura lasts for 10 minutes. Further, you can make any hostile creatures in the radius indifferent to you or your party. This effect lasts until you attack them, creatures already hostile to you have advantage on the save. The DC for this ability is equal to 8 + Proficiency + Strength/Dexterity. You can use this feature once per short rest.

Level 10: Soul Perception

Level 10: Soul Perception

After reaching 10th level, Meisters can briefly see beyond the material plane. With this feature, the user is able to sense and perceive the souls of other beings. Not only can they see the form of their own soul, but they can read an individual's personality, characteristics and Soul Wavelength.

This feature allows the user the benefits of the Truesight ability for one minute as a bonus action. It also allows you to perceive and determine the type of soul of other beings. This feature can be used a number of times equal to half your Proficiency Bonus.

Level 15: Tag-Team Soul Resonance

Level 15: Tag-Team Soul Resonance

You gain the ability to make an soul connection between you and other travelers and perform a soul resonance to both empower them against a formidable opponent. As an action, you can spend a use of your Action Surge to enter Tag-Team Soul Resonance with allies in melee range. While in Tag-Team Soul Resonance, the travelers gain the following benefits:

  • Your attacks are considered attacks that can harm the soul.
  • Your attacks deal an extra 1d6 damage, either psychic or force.
  • You either gain advantage on attack rolls or saving throws.
  • All movements are doubled and jump height is tripled.

Tag-Team Soul Resonance lasts for 10 rounds, after which you become fatigued and cannot use this feature again until you finish a long rest. To maintain resonance, the members of the Tag-Team Soul Resonance need to make a concentration save whenever they take damage. After each fail, Tag-Team Soul Resonance's duration is reduced by 1 round.

Level 18: Soul Collection

Level 18: Soul Collection

Having become a full-fledged Meister, your bond with your Soul Weapon has reached the point where it can finally consume souls. This is the culmination of your training together. Your Soul Weapon can consume the soul of a worthy creature you defeat. These souls are permanently counted toward its evolution.

To become a Death Weapon, your Soul Weapon must consume:

  • 99 Worthy Souls: souls of creatures with sufficient spiritual significance.

  • 1 Kishin Soul: the soul of a being of legendary importance to an entire realm.

Once all 100 souls have been consumed, your Soul Weapon becomes a Death Weapon. If the Meister dies before completing the collection, the count resets to 0.

Level 3: Soul Weapon

Level 3: Soul Weapon

You gain a Soul Weapon, a sentient soul capable of inhabiting weapons. Your Soul Weapon has its own personality, memories, emotions, opinions, and desires. It is a separate individual from you, but the two of you share a supernatural bond.

Weapon Form

Your Soul Weapon can inhabit a weapon that you touch.

While inhabiting a weapon, it is indistinguishable from a normal weapon of that type except to creatures capable of perceiving souls.

You can use the weapon normally, using your own Strength or Dexterity as appropriate.

 

Level 18: Death Weapon

Level 18: Death Weapon

 

I DON'T KNOW

Comments

Posts Quoted:
Reply
Clear All Quotes