Base Class: Fighter
"An enigmatic wanderer who descends into Hallownest carrying only a broken nail to fend off foes." There is a darkness growing within you, a void that can only be filled by the souls of others. You have learned how to harness those souls, turning them into raw magical power, and you use that power to seek ever greater souls to attempt to satiate the hungering void. This subclass is based on the game Hollow Knight, made by Team Cherry, so all rights go to them!
Hollowed Soul
When you choose this archetype at 3rd level, a dark void grows within your soul. You are able to harness that soul in combat, strengthening your power and resolve. You have can hold a total of 3 Soul Points, which you can expend to perform certain actions. The number of Soul Points you can hold increases by one when you reach 8th level (4), 13th level (5), and 18th level (6).
Whenever you hit a hostile creature of CR 1/8 or greater, you regain one expended Soul Point. You also regain all expended Soul Points when you finish a long rest.
Soulcasting
At 3rd level, you can expend Soul Points to cast Soul Spells. Some of these spells require attack rolls or saving throws. Your Soulcasting ability is Charisma, since the source of these spells is the soul energy of creatures. You use your Charisma modifier when setting the saving throw DC for a Soul Spell you cast, and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier.
Spell attack modifier = your proficiency bonus + your Charisma modifier.
At 3rd level, you know the Vengeful Spirit spell.
Vengeful Spirit. As a bonus action, you can unleash a blast of soul from within you. You expend 1 or more Soul Points, creating a line of soul energy. This line’s width is 5 feet, and its length is 10 feet plus 5 feet for each Soul Points you expended. In addition, this line ignores half and three-quarters cover. Each creature in that line must make a Dexterity saving throw, taking force damage equal to 1d10 for each Soul Points you expended plus your Charisma modifier on a failed save, and half as much on a success.
Soul Focus
At 7th level, you gain the ability to focus your soul into yourself, converting it into healing power. When you use your Second Wind feature, you can also expend all of your movement and 1 or more Soul Points to increase your healing. If you do so, you regain 1d10 additional hit points equal for each Soul Point you expend.
Desolate Dive
When you reach 7th level, you gain access to another Soul Spell, Desolate Dive.
Desolate Dive. As an action if you are on the ground, or as a reaction while falling, you can expend 2 Soul Points. If you are on the ground, you jump up and slam into the ground, releasing a shockwave of concentrated soul. Each creature within 10 feet of you must make a Dexterity saving throw, taking 2d10 force damage and being knocked prone on a failed save, and half as much on a success. If you are falling, you immediately drop to the ground below you, taking no fall damage, and then create the shockwave as before.
Shade Cloak
Also at 10th level, you gain access to the Shade Cloak. As a bonus action, you can transform into shadow and move up to 15 feet in a straight line without provoking opportunity attacks. In addition, you do not change elevation during this movement, allowing you to move over gaps as long as you end this movement on solid ground.
Nail Arts
At 10th level, you learn the secret fighting techniques of the Nailmasters, called Nail Arts. You learn the following Nail Arts:
- Cyclone Slash. As a bonus action, you can charge up a Cyclone Slash, expending 1 Soul Point. The next time you hit a creature with an attack roll, each creature within 5 feet of you takes weapon damage equal to your Charisma modifier.
- Dash Slash. When you use your Shade Cloak ability, you expend 1 Soul Point to make one melee weapon attack immediately after moving.
- Great Slash. As a bonus action, you can charge up a Great Slash, expending 1 Soul Point. The next time you make a weapon attack roll, that attack scores a critical hit on natural roll of 19 or 20. In addition, if the attack hits, you deal one additional die of damage.
Howling Wraiths
At 15th level, you gain access to a third Soul Spell, Howling Wraiths.
Howling Wraiths. As an action, you can unleash a blast of souls in a cone. By expending 2 or more Soul Points, you can create a 15-foot cone of soul energy. Each creature of your choice within the cone must make a Dexterity saving throw, taking 2d10 force damage plus 2d10 force damage for every two expended Soul Points on a failed save or half as much on a success.
Salubra's Blessing
At 18th level, you receive Salubra’s Blessing. You now regain expended Soul Points when you finish a short or long rest.
Isma's Tear
Also at 18th level, you receive Isma’s Tear. You become immune to acid damage.
Previous Versions
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Posted May 4, 2024Nice piece of work!