Base Class: Fighter
Soul Warrior
Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.
Cantrips
You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.
Spell Slots
The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.
Spells Known of 1st-Level and Higher
You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list.
The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Eldritch Knight Spellcasting
|
Fighter Level |
Cantrips Known |
Spells Known |
— Spell Slots per Spell Level — |
|||
|---|---|---|---|---|---|---|
|
1st |
2nd |
3rd |
4th |
|||
|
3rd |
2 |
3 |
2 |
— |
— |
— |
|
4th |
2 |
4 |
3 |
— |
— |
— |
|
5th |
2 |
4 |
3 |
— |
— |
— |
|
6th |
2 |
4 |
3 |
— |
— |
— |
|
7th |
2 |
5 |
4 |
2 |
— |
— |
|
8th |
2 |
6 |
4 |
2 |
— |
— |
|
9th |
2 |
6 |
4 |
2 |
— |
— |
|
10th |
3 |
7 |
4 |
3 |
— |
— |
|
11th |
3 |
8 |
4 |
3 |
— |
— |
|
12th |
3 |
8 |
4 |
3 |
— |
— |
|
13th |
3 |
9 |
4 |
3 |
2 |
— |
|
14th |
3 |
10 |
4 |
3 |
2 |
— |
|
15th |
3 |
10 |
4 |
3 |
2 |
— |
|
16th |
3 |
11 |
4 |
3 |
3 |
— |
|
17th |
3 |
11 |
4 |
3 |
3 |
— |
|
18th |
3 |
11 |
4 |
3 |
3 |
— |
|
19th |
3 |
12 |
4 |
3 |
3 |
1 |
|
20th |
3 |
13 |
4 |
3 |
3 |
1 |
Seperate Soul
At 3rd level, through your intense meditation, you have learned how to separate your soul from your body. As an action, you can cast your soul out of your body. Your body remains stationary and while you have full control of your soul. While in your soul form your speed increases by 10 and you deal an additional d6 to all damage rolls. You can not get more than 30 feet from your body, and all attacks on your body while you are in your soul form have advantage. You can stay in this form for one minute and you have 3 charges, you regain all 3 charges on a long rest. At the end of 1 minute or if you choose to end it your soul is shunted back to your body, this requires no movement and does not provoke opportunity attacks.
Your soul form and body share hit points, your Ac is the same, any spells cast on your body affect your soul form and vice versa, all saving throw and stats are the same, and your soul form is not affected by difficult terrain.
Attackers can attack your soul form just as they would normally attack any other creature. For the purposes of rules such as flanking or engaged requirements, it is just as if you are there.
Mindful Meditation
At 7th level you gain the ability to enter intense meditation. You can now gain the benefits of a long or short rest without becoming unconscious. Instead, you can spend the time in peaceful meditation. You remain fully conscious and aware yet you still must spend the full time to gain the benefits of the rest.
You also can no longer be put to sleep by magical means.
Soul Strike
At 10th level, you learn how to make your weapon strikes that are imbued with soul magic. With the power of your soul magic you enhance the range and effect of your weapon. While in your soul form you can choose to make a Soul Strike. This requires an action and does the following, the strike is unnaturally strong and affects all creatures within a 10 ft cone emanating from you, this attack does not roll to hit, rather the defender must make a dexterity saving throw equal to your spell save dc if the defender fails its dex save it is not hit and you deal no damage, you gain temporary hit points equal to 10 times the number of targets hit, and your damage is equal to the damage of your primary melee weapon. You can do this once per short rest.
Soul Strike can only be used with a melee weapon.
Improved Manifested Soul
At 15th level you have become completely one with your soul. While in your body your eyes glow with a red aura and black and red smoke whip around you in times of distress. Your soul has manifested physically and is now anchored to you. While in soul form you gain an extra attack, your bonus damage die increases to a d10, your soul form now has an increase of 2 to its AC, and your body no longer vulnerable while you are in your soul form. Attacks on your body are a flat roll. Your connection has increased in strength and you can now be up to 60 feet away from your body.
Inevitable End/Destructive Dash
Starting at 18th level, you can now focus all your soul energy into one powerful lunging strike. As an action while in soul form you can use, you lunge 30 feet in a straight line with a width of 10 feet, all creatures hit are moved to the location where you end the dash regardless of the saving throw, all creatures affected take 10 d10 and must make a Strength saving throw or take half damage, if the creature fails its saving throw all attacks have advantage on it until the start of its turn. After you complete this dash you return to your body at the end of your turn. If you end the dash more than 60ft away from your body you instantly return to your body. You can use this once per long rest.
If you are not in soul form and you use this ability you instead dash 60 feet in a straight line expending one of your soul manifest charges. This ability fragments your soul using its power to launch yourself forward. This can be used as many times as you have soul manifests remaining.
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