Fighter
Base Class: Fighter

These fighters take the souls of their kills and use them to power Soul Arts. Some of them go mad with this power, others use them to repel evil-doers. Some ancient manuscripts tell tales of fighting against armies of their dead warriors, but many people call these folk tales. However, anyone who has fought a Soulmonger knows these tales are very real. The most powerful Soulmonger ever was a warrior named Marcoths the Soulless, or the Mad by his subjects behind his back. He was so powerful it took 5 nations united as one to deafeat him, and he was getting more insane during the battle. He killed his own citizens to continue the battle, and he never surrender until his head was taken from the body. Soulmongers  can heal their party members, empower their strikes and eventually summon the armies of the dead.

Soul Arts

At 3rd level, you use the souls from Soul Taker to power Soul Arts. All info is in Soul Taker. At 3rd level, you learn 2 Soul Arts. Every time you gain a feature from this archetype, you gain another. As soon as you use a amount of souls, they are gone forever and you must use soul taker again.

Soul Taker: At 3rd level, whenever you kill a creature using a non-spell attack, so any spell you cast that kills a creature does not effect this, you can take the soul of the creature, you can do this only once per turn. When you take a soul, it appears around your head as a spectral blue mote of light. That creature cannot be revived by any means short of a wish spell. You can have souls equal to your fighter level times 2. You can the souls to power soul arts. If a soul art call for a saving throw, then the DC equals 10+proficiency+Wis.

Soul Blade

You imbue your blade with up to 5 souls. Your next attack with this weapon does an additional 1d4 necrotic or force damage, your choice, per soul used. The die changes size as you level up, at 10th level, the die become d6s and at 17th level, they become d8s

Soul break

You choose a creature within 15ft of you, and expend up to 5 souls. The target takes 1d6 necrotic damage per soul used and the target must make a CHA save or be knocked unconscious as it's soul is shattered. A undead is immune to this art.

Soul Push

You expend up to 3 souls and choose up to 10 creatures withing 30ft of you. Each target must make a STR save or be pushed back 5ft per soul used. If the creature succeeds, it only moves half as far. If a target fails by 5 or more, it also take 1d4 force damage per soul used.

Soul Rend

You target one undead within 30ft of you. This fails if the target is not an undead. You then expend up to 5 souls and the target takes 1d4 radiant damage per soul expended. The target must make a Wis save or be stunned until the end of it's next turn.

Soul Shroud

You expend up to 5 souls, and choose a number of targets equal to the souls used within 30ft of you. The chosen creatures cannot be found by divination magic, cannot be tracked, and are immune to any other effects that would learns anything about the targets. These benefits last for hours equal to your Wis modifier.

Soul Sight

As an action, you spend up to 5 souls and choose a number of allies equal to souls spent. Those allies, which can include you, can see the soul of creatures within 60ft of them. Each soul has a different color depending on the creature. Illusions do not have souls, and cannot mimic souls or hide souls. Soul colors are listed below. They take the appearance of auras around the creature. This last for 1 hour.

Aberrations: Prismatic shards of Color. Looking at this hurts your eyes, as it is not from our world, and its very soul is a splinter in reality.

Beasts: White. White is a simple color for a simple soul. Looking at it soothes you, but it can be grey if the creature is angered.

Celestials: Gold. This light warms you, and its soft glow is very comforting. 

Constructs: Metallic Grey. The light could change depending on the material the construct is made of, or who created it. It makes you feel loyal and strong.

Dragon: Platinum(Metallic) or Crimson(Chromatic). Metallic dragons make you feel the nobility and legacy of the dragons, filling you with righteous pride. Chromatic dragons make you feel greed and violent impulse.

Elemental: Since elementals differ, each soul looks like the element it represents. Combinations of elements cause those creatures to have mixed light.

-Fire: Blazing Red. This light makes you feel warm, but if the elemental is angered, it will feel blazing hot.

-Water: Flowing Blue. This light is constantly shifting, with currents of light spinning slowly around the elemental. It makes you feel calm and tranquil

-Earth: Shifting Brown. This light grinds past itself, like tectonic plates. It makes you feel strong and tough.

-Air: Gusting White. This light is very pale, but it looks like quick moving gusts. It makes you feel fast and light.

Fey: Pulsing Green. This light pulses with verdant energy. It makes you feel royal and attuned to nature.

Fiends: Dark Red. This light grasps at everything near it. It makes you feel evil and cruel.

Giant: Stone Grey. This light can differ from giant to giant. It makes you feel tall and powerful.

Humanoid: Pale Blue. This light differs from race to race, but generally has a pale blue tinge. It doesn't particularly incite any emotions.

Monstrosity: Random. This light differs from monstrosity to monstrosity.

Ooze: Acidic Purple. This light leaves spectral sludge behind it. It doesn't make you feel anything.

Plant: Green. This light also has flower like growths. It makes you feel regenerative. 

Undead: None. If the undead for some reason has a soul, like a lich stealing one, then it has a soul the color of the one it stole or once had.

 

Soul Transfer

You use up to 5 souls and target one creature within 30ft of you. The chosen amount of souls fly to that target and the target regains 1d6 hit points per soul used.

Spirit Form

At 7th level you can become a ghost from time to time. As a bonus action, you become spectral for a amount of rounds equal to 1+WIS modifier. During that time, you can see and effect thing on the ethereal plane and vice versa. You can move through objects and creatures as if they were difficult terrain, and take 1d10 force damage and you are shunted to the nearest exit point of the object you are in if you end your turn in a object.

You can do this once per long rest, and at 15th level, you can activate this ability twice.

Spirit Army

At 10th level, you can expend up to 2 souls and summon and amount of spectral figure equal to the souls used. The spirits appear in a unoccupied space within 5ft of you. The spirit has an AC equal to 10+WIS+Proficiency, and it uses your skills and saving throws. It has 1 Hit-point. It acts on your initiative but takes it turn after yours. It can attack and it uses your WIS mod plus your proficiency. The attacks deal 2d6 Necrotic damage on a hit. If a spirit dies, you must wait until a short or long rest passes before you can re-summon it.

Spectral Storm

At 15th level, you have become so good at using souls, that you can summon them to empower your skills. As a bonus action, you can expend up to 10 souls and summon a storm of spectral energy. The storm surrounds you and gives you half cover. The storm surrounds you in a 30ft sphere. You gain a flying speed equal to your walking speed and any creature that starts it's turn in the sphere or enters the sphere for the first time on a turn, it must make a WIS save or take 1d6 necrotic damage per souls expended, or half damage on a success. This damage ignore resistances and immunities reduce the damage by half. If a creature fails the save, it must also make STR save or be pulled up into the storm. While in the storm, it is flung around you and must make a Wis save or take the damage as normal. If it succeeds the STR save, it is not blow into the storm. If it starts its turn in the storm, then it must make a STR save to escape.

You can activate this once per long rest.

Soul King

At 18th level you have become so good with controlling souls that even life itself has no control over you. You can't age, and can't be aged by any means, you don't need sleep, and cannot be put to sleep by magic, but that doesn't mean you are immune to the unconscious status condition. You no longer need to eat, drink, and breath, and you are immune to Necrotic damage. The necrotic and force damage you deal ignore resistance and immunities. You are immune to being frightened and charmed.

You can, as a bonus action enter a state of spiritual rage, as a avatar made of souls appears around you. You gain Temp HP equal to 20 times you level. When you lose all the Temp HP or after 1 minute it ends, you can also end it as a bonus action. While in this form, any ghost, ghast, ghoul, poltergeist, specter and all other ghostly beings must make a Wis save when they get within 15ft of you for the first time on a turn or starts it's turn there. The DC equals your Fighter Level+proficiency+Wis. If it fails, it is must obey your every command and is charmed, it is not immune to this charm, you can take a bonus action to command a creature under your control in this way. Your attacks also deal an extra 1d8 necrotic damage.

Previous Versions

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