Base Class: Rogue
Never caught unarmed, the Soulknife is the literal interpretation of using the soul as a weapon. Creating a Soulblade is the core of the Soulknife, and with it, they are deadly combatants. Versatile and varied, the Soulknife can be found in all shapes and sizes, wielding blades unique to the wielder and customized to fit the needs of the Soulknife. Fluid in function. the user has mastered how to alter their Soulblade to fit the situation, bringing power and versatility to any combat.
Some abilities might refer to your Soulknife save DC. The DC is equal to 8 + your Intelligence modifier + your proficiency bonus.
Soulblade
As a bonus action, you can create a semisolid blade composed of pure soul energy produced from your inner being. You can wield up to two Soulblades at a time. Your Soulblade can take any weapon shape you choose as long as it has the light or finesse properties. You are also considered proficient with this weapon if you aren't already. The blade sheds dim light in a five foot radius in the color of your soul. The blade count as magical for the purposes of overcoming resistances and immunities. You may choose to use your Intelligence modifier for attack and damage rolls made with this weapon. The blade lasts until you dispel it or until it leaves your grip for more than three seconds. You can also throw your Soulblade as a ranged weapon with a range of 30/60 feet, regardless of whether or not the form has the thrown property.
Soul Sight
Your constant exposure to soul energy allows you to see the souls of other creatures. While in darkness, your eyes glow faintly in the color of your soul. The glow of other souls appears as either a glow outlining them or as a concentration of color in their torso.You can see this glow in any lighting except magical darkness. You cannot see this glow if they are obscured by thick walls or large objects at least a foot thick. Different creatures have different colors of souls. The following list has examples of most creatures.
Aberrations - Bright Purple
Beasts - White
Celestial - Gold
Constructs - Varies. If the creator gave it a soul, it will appear coppery.
Dragons - Varies. If a dragon is good aligned, its soul is platinum. If a dragon is evil aligned, it is crimson.
Elementals - Varies. An elemental's soul reflects the plane that it came from.
- Plane of Fire: Fiery Red
- Plane of Water: Aquamarine
- Plane of Air: White with gray hints
- Plane of Earth: Mud Brown
Fey - Deep purple with specks of white
Fiends - Jet Black
Giants - Grey
Monstrosities - Varies. Usually it is a combination of other souls' colors.
Oozes - Oozes tend not to have a soul, unless a wizard created them with one. If so, the soul is mustard yellow.
Undead - Varies. Undead usually don't have souls. If they do, the color is that of the creature type they used to be.
Plants - Plant life doesn't commonly contain a soul. If by some circumstances they do, it would appear lime green.
Humanoids - Varies. Most humanoid souls are pale blue when they are born, but they change colors based on their personalities and talents. For example, a wizard might have a cobalt soul to represent a connection to arcana, an orc might have a dark red soul to represent its thirst for battle, etc.
As an action you can sense where all creatures with a soul within 60 feet of you are. If they are within 30 feet, you can also tell what color their soul is and their race. While you know the location of these creatures, you cannot have disadvantage on attack rolls that rely on sight.
Soul Defense
You can now use the power of your soul to protect you from attacks. Your AC is now equal to 10 + your Dexterity modifier + your Intelligence modifier. You cannot be wearing armor to benefit from this effect. You can also turn one of your Soulblades into a shield, and you are considered proficient with this shield if you aren't already.
Soul Barrier
As an action, you can create a wall up to 40 feet long, 20 feet high, and 1 inch thick that prevents any creature with a soul from passing through. Any creature with a soul that tries to cross it must make an Intelligence saving throw against your Soulknife save DC. On a failure, the creature takes 10d6 psychic damage and is unable to cross the wall. On a success, the creature takes half as much and can cross the wall freely. You can use this ability per long rest equal to your Intelligence modifier (minimum 1).
Soul Crush
Channeling all-powerful magic energy, you attempt to utterly destroy a creature's soul within 10 feet of you that you can see. Once per long rest, you can force a creature to make a Constitution saving throw against your Soulknife save DC. On a success, the creature takes 14d6 psychic damage and is stunned until the end of its next turn. On a failure, if the creature has 150 or less hit points, its soul is separated from its body and obliterated, killing it instantly.
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