Fighter
Base Class: Fighter

As above

 

Life Force Harvest

Starting at third level you gain the ability to harvest the life force you deplete from enemies. Half of all damage you cause to any creature within 10 ft of you is gathered into a special storage device you keep with you at all times. This device cannot be less than 1 gallon in volume nor contain anything else. It can store a maximum of 5 x (your fighter level) of hit points. You may not harvest more than this amount in total between long rests regardless of how much is in the container. Your pool of stored hit points resets to 0 after a long rest. 

At third level you learn how to heal yourself and your allies with the life force you have harvested. Using an action, you open the container of life force and may distribute any amount of the hit points within to yourself or 1 ally within 10 ft of you. 

Life Force Learning

At seventh level you learn how to use the life force you have gathered to learn more about those you are fighting. If you have gathered any amount of hit points from a creature since your last long rest you may use a bonus action to spend 10 hit points to learn that creature's current hit points. You also gain advantage on any insight, perception, or investigation checks involving the creature.

Full of Life Force

At tenth level you gain the ability to gain power from your harvested life force without expending it. When your pool of harvested hit points is half full or more you may use a bonus action on your turn to activate one of several effects on yourself. You may use a bonus action on your turn to switch between these effects. The effect lasts for as long as your pool of hit points remains more than half full or until you end it as a bonus action. 

Amplified armor

The life force you have harvested endows you with additional awareness, dexterity, and durability, adding +2 to your AC 

Empowered strikes

The life force you have harvested imbues your attacks with extra power, you add +2 to the damage of any strength or dexterity based attacks. 

Magnified Movement

The life force you have stored makes you faster and more nimble. Your movement speed increases by 10 ft, your jump distance is tripled, and if an enemy misses you with an attack you can use your reaction move away from them without provoking an opportunity attack from that enemy. 

Refined Reactions

The life force you have stored increases your awareness and reaction times. You may use one special opportunity attack per round that does not expend your reaction. You may still use your reaction to make a normal opportunity attack after using this feature, but it may not be triggered by the same movement that triggered your special opportunity attack. 

Superior Saves

You may add +2 to CON, STR, and DEX saves

Soul Harvest

At fifteenth level you learn to harvest souls as well as life force. You can now use your reaction to snatch the soul of a humanoid as it dies and trap it inside a tiny cage you have on your person. A harvested soul remains inside the cage for 24 hours or until you use it, at which time the soul escapes the cage. You may only use a  harvested soul once, but you can keep up to two harvested souls concurrently. You may harvest up to two souls per long rest given that you have the ability to store them. While a soul is trapped, the dead humanoid it came from can’t be revived.

Steal Life. You can use a bonus action to drain vigor from the soul and regain 3d8 hit points. 

Borrow Experience. You can use a bonus action to bolster yourself with the soul’s life experience, making all attack rolls until the beginning of your next turn with advantage. If you don’t use this benefit before the start of your next turn, it is lost. This feature cannot be used in the same turn as action surge.

Soul Shield: You can use a reaction to send the soul to intercept an attack targeting you or a creature you can see within 10 ft of you. The damage of that attack is reduced by 3d6. 

Mimic Appearance: You can use a bonus action to use the harvested soul as a disguise. You now look like the dead person, but healthy and alive. This disguise lasts for 1 hour or until you end it as a bonus action. Another creature can see through this disguise by succeeding on a Wisdom (Insight) check contested by your Charisma (Deception) check. You gain a +5 bonus to your check.

Maintain Life Force

At eighteenth level your connection to the life force you store has deepened to the point you do not need to be conscious to manipulate it. If you are reduced to zero hit points, half of the hit points you have stored flows into you and heals you. The other half are lost. You may use this feature only once per long rest. 

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