There is a limited number of additional pages for this class exclusively. They are features, items, or other things that would not narratively fit another class. They also have a unique story and background due to the nature of them being revived. This class is inspired by the destiny franchise. I do not claim to be a part of it in any way nor am trying to attach it to. Just mentioning for framing.
tbd
As a soul warrior, you gain the following features.
Hit Dice: 1d10 per Soul Warrior Level
Hit Points at 1st Level: 8 + your Constitution modifier
At Higher Levels: 1d10 (or 6) + your Constitution Modifier per level after 1st
Proficiencies
Armor: None
Weapons: Simple, Martial
Tools: None
Saving Throws: Wisdom, Constitution
Skills: Choose 2 proficiencies from insight, investigation, perception, survival, athletics, and history
Languages: Common and 2 other languages of your choice
Equipment:
Any martial weapon or 2 simple weapons
Leather armor, a simple weapon, or 20g worth of gems
An adventuring pack or an explorer's pack
You are a caster of your soul and the power inside of it. The force can be manipulated in thousands of ways conceptually. It manifests and can be stored within your eternity companion. This requires a focus to cast.
When using features
Your Soul Save DC: 8 + Proficiency + Your Wisdom Modifier
Your Soul Attack Modifier: Proficiency + Wisdom Modifier
As a soul caster, your life force may take form as elements of the world. Each short rest you must choose between the elements: fire, lightning, necrotic, radiant, or cold.
When becoming a soul caster with this class, you gain access to soul charge(s). Your maximum soul charge(s) is 3x your level + your wisdom modifier.
On a long rest, you regain 1d20 soul charge up to your maximum
At level 10, instead 2d20
At level 20, instead 3d30
As a bonus action action or out of combat, whenever a free soul (recently dead creature or otherwise free soul) or large source of your chosen element at the moment is within 30 ft. you may attempt to soul charge.
Soul charge will replenish your resource by an amount based on the result. This is the only way to charge it.
Roll a wisdom save of DC 27 minus your soul warrior level.
Upon passing, gain 1d4 soul charge. Upon failure, gain 1d4 - 2 soul charge.
At the 19th level, you gain 1 soul charge every time.
You may choose a lethal focus. If this weapon is not relevant to your being and character, it does not gain proficiency.
At the 8th level, if this focus is a ranged weapon it can create its most form of ammunition.
At the 10th level, if your focus becomes tied to your soul and if it leave your perception range, you are magically aware of where it is.
At the 18th level, you can recall your focus to your hand.
At the 2nd level, you gain access to "Upgrading Weapons". When determining costs weapon parts can be made with gold using your eternity companion and "focus" is your soul charge.
If this weapon is a ranged weapon, you may consume 1 soul charge to create ammo for it. It creates a number of ammunition equal to your soul warrior level x 5. This ammo disappears if loaded into a weapon that was not manifested, created, or modified using the "Upgrading Weapons" methods.
After the 3rd level, you may choose one of the following classes.
Hunter:
At the 3rd level hunters gain Uncanny Dodge as if they were a rogue costing 1 soul charge each time they do so. This can be used against melee ranged and spell attacks.
At the 7th level hunters gain ability to move up to 15 ft. with using dodge.
At the 12th level hunters gain the evasion feature and can dodge on a bonus or reaction action. Additionally may expend 4 additional soul charge to dodge against any attack or evasion on any for 5.
At the 15th level gain the ability to cast haste for 5 soul charge.
Titan:
At the 3rd level titans gain the ability to create half cover that has hit points equal to their soul warrior level. This can be done with 1 soul charge.
At the 7th level titans cover is full cover instead of 1/2.
At the 12th level titans gain 1 AC.
At the 15th level titans gain the ability to enhance their cover for 5 soul charge they have created which allows them to attack from behind it.
Warlock:
At the 3rd level warlocks gain the ability to create rifts of strength for 1 soul charge. This rift is a 5 ft. circle that lasts for 1 minute. It increase outgoing damage by 1d10. At level 12 you gain 1 additional 1d10 in outgoing damage.
At the 7th level a warlock rift gives temporary hit points equal to 1d10 for the first person who stands in it.
At the 12th level warlocks gain +5 to arcana.
At the 15th level warlocks gain the ability to cast magic circle for 5 soul charge.
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
After level 5, Once per short rest, you can choose between one of the following elements. When doing so gain its features. Features for subclasses and elements are the damage type for their tab.
If attacking a target with immunity to your element chosen at the short rest, it will deal 1/4 damage and can not be absorbed.
If a subclass feature does not specify a to hit, use your soul attack. Most elemental features take an action and can be assumed to take 1 unless otherwise specified.
Supers for Fire Element Subclasses cost 15 soul charge to cast. Each will last 3 turns.
Some features cause "burn" dealing 1d4 per "tick".
When the fire element is chosen, you may choose between one of the following subclasses as well.
Dawn-blade:
Super: When casting your super you fly into the air gaining a flight speed of 40 ft. Each turn you can throw 1 fire blade at a target within 30 ft. Fire blades work as a fireball with no AoE.
(15) Well of Radiant Fire: At the beginning of your super you may choose to slam your blade into the ground. When doing so it creates a 15 ft. circle of radiance. This heal allies by 2d6 + Wis per turn and increases outgoing damage from inside the ring by 2d10.
(10) Icarus Dash: You can also as a free action dash 20 ft. in any direction while flying.
If you are flying at the end of this super you will descend as if you had slow fall.
Golden Gunner:
Super: Summon a gun that can be fire twice per turn attack within 100 ft. dealing 3d10. Golden gun hits burn targets. It can only be shot up to 6 times (or 8 if you channel it through an attuned weapon. when channeling through a weapon roll 1d6 on a 1 the weapon is scorched and needs repair.)
(14) Precise Fire: Critical hits on golden gun super at 18-20.
(18) Precise Fire: Critical hits on golden gun super at 16-20.
Praxis Sol: Summon a large hammer or axe of fire
Axe Super: Once per turn slam in front of you dealing 1d8 per level.
Hammer Super: Twice per turn throw a hammer of fire at a target within sight dealing 2d8 if it hits. Hammers deal an additional 2d8 if you are in a sun spot totaling to a max of 5d8 per hammer.
(14) Praxis Heart: If you take damage for an ally, your next fire feature deal 2d8 more damage.
When the fire element is chosen, you also gain access to the following features. These feature will all use your spell attack and save when used to deal damage.
(5)(Passive) Burning Graces: Killing targets with a critical from a fire ability grants the consumed soul charge back.
(6)(Passive) More Fire: Dealing damage with fire increase your next fire soul feature's damage by 1d10.
(8) Fire Knife: On an action throw a blade at a target within sight, dealing 5d6 for 3 soul charge
(16) Blade Barrage: For 10 soul charge, throw multiple blades covering a 15 ft. cone subjecting targets to a dexterity save dealing 6d6 to each or half on a successful save. This also burns targets.
(11) Heat Rising: For 10 soul charge, give yourself a flight speed equal to your movement speed. This requires concentration and lasts until you lose it or 1 minute is up.
(11) Hammer Strike: For 3 soul charge on an action, lunge forward striking a target within 10 ft. with a hammer of fire for damage equal to an attuned weapon burning it.
(17) Empowering Strike: For 3 soul charge on an action attack an ally with your soul focus giving their next attack advantage and how much damage you would deal to them instead of hurting them.
(13)(Passive) Sun warrior: Dealing over 15 damage with a fire feature creates a sun spot. Standing in a sun spot grants 1 soul charge and an additional 1d8 fire damage on the next fire feature used. Enemies in sun spots are burned.
(19) Sun Singing: If you are reduced below 5 hit points as a free action cast your super using an additional 10 soul charge (25 total). Standing up with 30 hit points when you do so and becoming free of all conditions. If all points are expended you instead retain 5 hit points.
Supers for Lightning Element Subclasses cost 15 soul charge. Each will last 2 turns.
When choosing the lightning element you must choose between one of the following subclasses as well.
Arc strider:
Super: Create a staff of lightning with immense power. Strike 2 times per turn in a 15 ft. cone dealing 2d6 per 5 levels in soul warrior.
(10) +20 movement
(17) Reflector: As a reaction while arc staff is active, spin your staff against incoming attacks, making a strength save of 8 + the incoming attacks to hit result to reflect it. Upon failure you may half the damage.
Storm caller:
Super: Send lightning forward at one target within 20 ft. each turn. Dealing 10d4.
(10) Chaining Lighting: If a target is hit, the 2 closest targets take half damage.
(18) Chaos Reach: Instead channel all the damage against one target (20d4) subjecting it to a dexterity save. Upon success takes half damage.
Havoc Bringer:
Super: Slam the ground sending lightning to all creatures in a 20 ft. circle and subjecting them to a dexterity save. Upon failure they take 4d10 damage, upon success half as much.
(10) Gain 4d10 temporary hit points when casting havoc bringer that last until your next long rest or they are all consumed.
(19) Living Missile of Arc and Thunder: On your first turn activating your super, you may instead fly forward up to 80 ft. striking a 15 ft. circle dealing lighting damage to the targets and ending your super. Upon failure, they take 12d10 lighting damage, upon success half as much.
When choosing the lightning element you also gain access to the following features
Arc wave: For 2 soul charge on an action, launch a arcing lightning forward. A lighting line 20 ft. subjected to a save of dexterity save upon fail 3d6, upon success half as much.
Thunder strike: For 3 soul charge, lunge forward 10 ft. and strike a creature on an action. If you do so 2d10 and stun them for 1 turn. This requires a running start.
Arc-bolt: On an action for 4 soul charge, throw a small charge of lighting forward striking the 3 nearest targets with lightning as long as they are within 5 ft. of each other for 3d10. If they are not within it will not chain or take damage.
(14) Storm Charge: For 5 soul charge call lightning.
(8) Pulse weave: When being reduced by more than 20 hit points, gain the ability to strike once with your soul focus attack.
(11) Frontal Assault: Killing a target with a lighting feature increases your next soul focus attack by 1d12.
Supers for the Necrotic Element Subclasses cost 20 soul charge. Each of these will last for 4 turns.
Additionally some features deal "void burn"
Void Burn: Creatures affected by void burn take additional 1d10 necrotic damage. Void burn can be inflicted up to 3 times making creature take an additional 3d10. Void burn decreases by 1 charge at the end of the creature's turn.
When choosing the void element choose between one of the following subclasses
Nova Bomb
Super: Throw a nova at a location within 40 ft. creating a 15 ft. circle damaging targets on impact and dealing the same damage to the area for the next 3 rounds. It will deal 2d10 and apply void burn each round and on impact. Targets may make a dexterity saving throw to half the damage on impact on a success.
(13) Internal Nova: If novas will not damage you if you are within its radius
(16) Active Blink: While a nova bomb is active you can use blink consuming no soul charge
Chaos
Super: Launch a charge of void chaos forward moving at 20 ft. per round. You can channel it up to 4 turns changing direction at moving it farther. It will deal 3d12 for each round it moves.
(11) Control the Chaos: You can try to control the chaotic super for rounds after the first 4 rounds. For each it requires a concentration / wisdom save of 14 increasing by 1 each round.
(14) Chaos Accelerant: You can over charge abilities with soul charge. If you do so by 1-10 it increases by 1-10d4. If by 11-20 it increases by 11-20d6. If by 21-30 it increases by 21-30d8. If by 31-40 it increases by 31-40d10. If by 41-44 it increases by 41-44d12. If by 45 it increases by 45d20.
Targets may make a constitution save against features buffed by Chaos Accelerant. Upon success the damage is halved.
Protector
Super: Create a ward of dawn. It is a 10 ft. sphere. This ward has hit points equal to 10 x your level. It grants 1d10 additional damage on the next attack after leaving the ward. It grants 1d10 temporary hit points when inside of this.
(12) +1 AC
(18) +2 instead
Sentinel
Super: Create a large shield with hit points equal to your level x 5. It is 10 ft. tall and 15 ft. wide. Allies can attack from behind it.
(13) Grant temporary hit points equal to 2d10 that last for 1 minute
Trapper:
Super: Launch an anchor that connects to targets within 30 ft. When connected it halves their movement speed and increases incoming damage to those connected by 3d8.
(13) Forceful connection: You may overcharge your super with 10 soul charge while also allows for advantage on attacking targets connected to it.
(14) In Wait: Your super can be launched at any time and will sit until a target comes in range. It will then activate as if you just casted it. They will activate after 1 hour if nothing comes in range.
(12) Nightstalker: You summon 2 void daggers that take the properties of a soul forged weapon and can be used as a focus. If you drop one you can resummons it as a reaction.
Super: Once per turn, you can strike 2 targets dealings 2d10 per hit and applying void burn.
(16) Killer's Vision: When killing a target you gain truesight for 18 seconds.
When choosing the void element you also gain access to the following features
Protective Strike: For 1 soul charge, as a bonus action after killing a target with a melee, gain temporary hit points of 3d6.
Perfect Strike: On a bonus action, Empower your next melee strike with advantage and expanding your crit range by 1 for 2 soul charge.
Snare: For 3 soul charge, throw a snare. When targets come with 5 ft. of it it will activate subjecting the closest target to a constitution save. Upon success no effect, upon failure apply void burn and they are stunned for 1 turn. This can be used on a bonus action.
Corrosion: For 4 soul charge, throw a corroding charge at a target. Throw a 10 ft. circle applying void burn to all targets.
Void Lance: For 3 soul charge, create a 20 ft. line originating from a single point in 1 direction. Dealing 1d10 applying void burn to targets that pass through it. The charge has 30 hit points.
(13) Blink: For 2 soul charge, teleport up to 30 ft. in one direction as a bonus action.
(15) Void wall: For 4 soul charge create a 30 ft. line with no origin dealing 1d10 applying void burn.
(17) Hunger: For 10 soul charge, channel your void hunger. When channeling hunger you gain 1d12 hit points for every target you kill. Hunger will stop channeling after 2 turns killing no targets.
(19) Unstoppable Shwartzchild: Critical while this element is equipped will stun targets for 1 turn.
Supers for the Cold Element Subclasses costs 30 soul charge and will last for 4 turns.
Additionally targets may be frozen with certain cold features.
Frozen: Targets will be stunned for 3 turn or until they successfully break free. When being frozen targets take 1d4.
Breaking Free: Creatures can try to break free once immediately after being frozen and then once each turn until unfrozen. Breaking free would need a strength save of your soul save DC. Doing so will deal 1d4 cold per turn frozen.
While the cold element is chosen you gain access to one of the subclasses.
Revenant: When casting this super you instead have 2 blades to throw. Targets killed by the blizzard blade will grant one use of the withering blade. Usable as a free action within the next 1 minute.
Silencing Blade: Throw a blade forward freezing all targets in a 15 ft. circle
Squall Blade: Throw a blade forward creating a 10 ft. circle blizzard. This will shatter targets in the circle dealing 1d10. It will slow targets by half their speed on their next turn. This will also deal 1d10 and slow targets if they pass through it each turn.
(16) + 5 movement speed
Behemoth: When casting this you gain 1d8 temporary hit points per 5 levels.
Super: Once per turn you may either use shiver strike on 3 targets or glacial wave
Glacial Wave: Launch 3 glacial peaks forward in a 15 ft. cone.
(16) +1 AC
Shade-binder
Super: Once per turn you may either use penumbral blast against 3 targets or use a shatter shockwave
Shatter Shockwave: Targets frozen are instantly broken free. When this happens they will take 2d12
At level 14 this will instead deal 4d12
At level 18 this will instead deal 6d12
(16) Floating speed equal to movement speed
These are additional features unlocked under the stasis element. Each one has the corresponding level it is unlocked at.
Penumbral Blast: For 3 soul charge on an action freeze one target with 20 ft.
Shiver Strike: For 4 soul charge you may lunge 10 ft. and slam one creature with a melee strike. If a creature is frozen they will be shattered dealing 3d6. If a creature is not they must make a constitution save. Upon success no effect. Upon failure they are throw 20 ft. back.
Glacial Peak: For 5 soul charge you may throw a glacial point. This counts as full cover and has 10 hit points. If it strikes an occupied space targets must make a dexterity save. If they fail they are frozen
Withering Blade: For 4 soul charge you may throw an icy blade at a target. If it hits it will deal 2d6 and slow targets by half speed on their next turn. If this hits and another target is within 10 ft. it will bounce to them landing if they fail a dexterity save.
Grim Harvest: For 10 soul charge, activate grim harvest for 1 minute. Anything killed with cold damage within that minute grants 1 soul charge.
Cold-snap: For 6 soul charge you may throw a crystal on the ground that will track to 3 targets. Freezing them if they fail a dexterity save.
Dusk-field: For 7 soul charge you may cover a 10 ft. circle freezing targets that end their turn inside of it. This lasts for 1 minute.
(18) Cold as Night: Creatures frozen by your features are magically blinded and can not regenerate until broken free.
While conscious, you gain your wisdom modifier to your standard AC.
While in the air, you may attempt to use an enhanced jump Athletics DC 12. Upon failure, nothing happens. Upon success, you may move up to 15 ft. horizontally or vertically.
While using your action to make a soul attack with your focus, you may attack another time.
The element you chose on the short rest can ignore resistance.
For 15 soul charge you can change your element and subclass.
Once per long rest, you can as a free action, protect you eternity companion flawless with intense care and power. Roll 1d100 when doing so. The result of roll will be added to your companion as temporary hit points and last for 1d12 hours. This will take any damage within the last round done to your companion.
If your companion has died, you may use this feature to instantly replenish your soul charge to max.
These are features unlocked by completing challenges. You can have up to 2 aspects equipped at a time. Any additional aspects equipped will take up attunement slots.
Shatterdive: Unlocked by killing a creature of CR 5 or higher by jumping on them. Shatterdive allows you to descend at 60 ft. per round. Any damage you would take from falling is instead dealt in a 10 ft. radius around you. Doing so costs 1 soul charge.
Cryoclasm: Unlocked by killing a creature of CR 6 or higher. This allows you to slide up to 10 ft. in a direction as a bonus action or reaction, that does not provoke opportunity attacks. If this slides into a target it deals 1d6 bludgeoning, if that target is a wall it deals 3d6 instead. Doing so costs 1 soul charge.
Winter's Shroud: Unlocked by outrunning a target with the help of dodge. Using uncanny dodge halves movement speed of 1 target creature within 5 ft. on its next turn. Doing so costs soul charge 1.
Bleak Watcher: Unlocked by sneaking past a creature with passive perception over 20. This allows you to create a point of view in an unoccupied space within 20 ft. that you can see through once. It costs 1 soul charge to do so.
Vex Reflection: As a guardian, if you consume a vex core or come in control powerful enough vex artifact, you gain access to reflections. These are copies of yourself that can only act inside other time streams or a time you are not existing. They have full access to your own actions and features as if you casted simulacrum. These reflections do not expire and last until killed. They can only retrieve limited amounts of information for you and take as long to return to you as they have been away. You gain 1d6 on history rolls pertaining to what your reflections would have seen.
Practice Makes Perfect: When landing a critical attack with a soul warrior feature or weapon, recharge 2d4 soul charge.