Fighter
Base Class: Fighter

Discover the ability to reap the souls of your enemies and expend them with the practices of soul magic to aid you in battle. Soul magic originated with the drow who learned and developed ways of collecting, using, and changing the souls of creatures. The ways of a Soul Knight utilize various spells alongside one's martial prowess to affect a creature's very soul to one's advantage. Whether you studied ancient practices of the drow, learned soul magic from a drow, or are a drow yourself, you learned the practices of soul magic to compliment your fighting abilities.

Drow Tongue

You learn to speak, read, and write Undercommon if not previously known.

Soul Magic Spellcasting

When you reach 3rd level, you gain the ability to cast spells. The spells you can learn however are specifically the spells that make up Soul Magic, the arcane practice that makes a Soul Knight.

Cantrips. You learn three cantrips: Soul Flame, Reap, and Soul Ward. You learn another cantrip, Soul Siphon, at 10th level.

Spell Slots. Similar to Arcane Trickster, Soul Knights have a half spell casting table.

Spells Known of 1st-Level and Higher. The following table details the levels of spells a Soul Knight learns and at what class level they are learned:

Spell Level

Spell Name

Class Level Learned

1

Soul Tear

3

1

Soul Mend

3

1

Soul Tether

3

1

Spectral Warrior

4

1

Ethereal Step

10

2

Soul Snare

7

2

Guarding Soul

8

2

Erupting Soul Fire

11

2

Drow Eyes

16

3

Risen Soul

13

3

Spectral Legion

14

3

Gate of the Afterlife

19

4

Sacrifice of Lolth

20

 

Spellcasting Ability. Intelligence is your spellcasting ability for Soul Magic since you had to learn and study Soul Magic extensively to become a Soul Knight. You use your Intelligence modifier when setting the saving throw DC for a spell and when making an attack for one:

Spell Save DC: 8 + your proficiency bonus + your Intelligence modifier

Spell Attack Modifier: Your proficiency bonus + your Intelligence modifier

Soul Vessel

At 3rd level, you learn to create a Soul Vessel by utilizing a small object worth 10 gp or more as a focus for your Soul Magic and a reservoir for reaped souls. This object can be a gem, trinket, or any other small, previously non-magical item.

Soul Casts. After obtaining a Soul Vessel, any soul you gather with the use of the Reap or Soul Siphon cantrips is stored in the Soul Vessel and becomes accessible as a spell material component called Soul Casts. You will only need to spend a Soul Cast on a spell you know if it states it as a material component. Also, when you first obtain your Soul Vessel, it has 3 Soul Casts already stored. If you have 0 Soul Casts in your Soul Vessel when you begin a long rest, you gain 3 Soul Casts after finishing the long rest.

Until 18th level, you can only have one Soul Vessel at a time that has a limit of 15 Soul Casts. If you take a short rest to do so, you can transfer the Soul Casts of your Soul Vessel to a different small object worth 10 gp or more making it a new Soul Vessel. This makes your previous Soul Vessel return to its original, non-magical form.

Soul-Empowered Strikes

Starting at 7th level, you bind your soul to one weapon of your choice, empowering it with the essence of your soul. You can use a free action to activate the empowerment of the weapon adding an extra damage dice to your damage roll also making it count as magical. To end the empowerment of your weapon you can simply use another free action to do so.

For example, a longsword does 1d8 slashing damage. If you were to empower and activate it, it would do a total of 2d8 slashing damage.

Escape Death's Grasp

Starting at 10th level, you can grasp onto your soul as life fades from your body. When you drop to 0 hit points and have to make death saving throws, you now have advantage on the rolls.

Soul Magic Mastery

You become a master Soul Magic caster changing the very way you cast. Starting at 15th level, you can choose to use Soul Casts to replace spell slots when casting as long as the spell you cast doesn't use Soul Casts as a material component in which case it takes a spell slot and Soul Casts to cast. The amount of Soul Casts needed to cast a spell replacing its spell slot is determined by its spell level. Additionally, you can only use a number of Soul Casts up to the number of spell slots you have for each spell level. This limit resets every time you take a long rest.

Examples:

To replace the spell slot of a 2nd level spell that doesn't require Soul Casts, to begin with, requires 2 Soul Casts.

If you have 4 1st-level spell slots, you can choose to replace the spell slot of up to 4 1st-level spell castings.

Reaper Capacity

You push the limits of your soul reaping abilities to increase the number of souls you can keep at once. Starting at 18th level, you can keep a maximum of 2 Soul Vessels with you each with a limit of 20 Soul Casts for a total of 40 between the two.

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