Soulblade (5e Subclass)

Soulblade

Fighter Subclass

Those who have a strong soul who have learned to harness their energy into blades to cut at the souls of others.

Soul Blade

At level 3, as a bonus action, you can create a semisolid blade composed of ethereal energy distilled from your mind. You can only have one of these blades at a time. The blade is identical in all ways to a bladed martial weapon. The Soul Blade glows phosphorescently in the color of your soul, and sheds dim light in a 5 feet radius. You use your Intelligence modifier for attack and damage rolls made with this weapon. The blade lasts until you dispel it as a bonus action or it is forcefully removed from your grip/possession.

Your Soul Blade gains +1 at 7th level, +2 at 10th, extra specified die at 15th, and another extra die at the 18th level.

Soul Lore

Also at 3rd level, you learn magical theory or some of the secrets of arcane arts from the connection your soul has to magic—typical for practitioners of this martial tradition. You gain proficiency in Arcana skill, or if you already have that proficiency, choose between Perception or Investigation skill.

Dual Bladed Soul

At level 7 your Soul Blade counts as magical for purposes of overcoming resistance and immunity and you can have up to two blades and wield both if you so choose.

Soul Molding

Starting at 10th level, you can attune yourself to any mundane weapon over a long rest. When you do, your Soul Blade will change to that shape until you attune to another weapon. you can only attune to one weapon at a time. The Soul Blade takes on all the qualities of the attuned weapon. The weapon can not include ammunition (e.g. bow and arrows) and if thrown, it dissipates after 5 seconds. Double handed weapons count as two weapons.

Soul Barrier

Starting at 15th level, you gain resistance to Psychic damage and advantage in saving throws against fear, charm, mind control effects and any affect that would attempt to alter your mind.

Elemental Soul

At 18th level, you can cast an element upon your Soul Blade that lasts for 5 rounds. The Elemental Soul feature lets you choose one Soul Blade option. You have one use of this feature, and you regain all expended uses of it when you finish a short or long rest.

Elemental Soul

The Elemental Soul feature lets you choose one Soul Blade option for your Soul Blade. The options are presented here in alphabetical order.

If an option requires a saving throw, your Arcane Strike save DC equals 8 + your proficiency bonus + your Intelligence modifier.

  • Celestial Soul. Your Soul Blade deals 1d6 points of radiant damage +1 point. A Celestial Soul Blade causes a globe of searing radiance to explode silently from the Soul Blade of 30 ft. All creatures in the globe are blinded. A creature to which sunlight is harmful or unnatural takes double damage when struck by the Celestial Soul Blade. A successful Reflex save negates the blindness. An undead creature caught within the globe takes 1d6 points of damage each round, or half damage if a Reflex save is successful. In addition, the burst results in the destruction of any undead creature specifically harmed by bright light if it fail its save. The ultraviolet light generated by the spell deals damage to fungi, mold, oozes, and slimes just as if they were undead creatures. Sunburst dispels any darkness spells of lower than 9th level within its area.

Compatreates, wear sunglasses!

  • Electric Soul. Your Soul Blade deals 1d6 points of electricity damage +1 point. An Electrical Soul Blade creates an electrical discharge that begins from the creature or object you strike. The electricity arcs from the original target to other targets. After the first strike, lightning can arc 5 ft to any number of secondary targets. The secondary bolts each strike one target and deal half as much damage as dealt to the last victim in the chain (rounded down). Each target can attempt a Reflex saving throw for half damage. No target can be struck more than once. Everyone except the Soulblade can be affected him being the source of electricity, the electricity would go away from him (basic physics). Each creature struck must make a DC 15 Constitution saving throw. If the saving throw fails by 5 or more, the creature is paralysed, otherwise, a creature that fails the save becomes stunned.

Electricity Soulblades should probably be given a wide berth when fighting.

  • Flaming Soul. Your Soul Blade deals 1d8 points of fire damage +1 point. A Flaming Soul Blade can ignite combustible materials such as parchment, straw, dry sticks, and cloth.
  • Freezing Soul. Your Soul Blade deals 1d8 points of cold damage +1 point. If a Freezing Soul Blade strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches over an area equal to 100 square feet (a 10- foot square). Creatures that were swimming on the surface of the now frozen water become trapped in the ice. A trapped creature must make a DC 15 Constitution check each turn, a failed save resulting in 1d6 cold damage, a successful save half that (rounded up). Attempting to break free is a full-round action. A trapped creature must make a DC 15 Strength check to do so.
  • Plagued Soul. Your Soul Blade deals 1d8 points of poison damage +1 point. A creature struck by a Plagued Soul Blade must make a DC 15 Constitution saving throw. If the saving throw fails by 5 or more, the creature must roll a 1d8. If it rolls a 1-2, it contracts chronic exhaustion, 3-4, extreme delerium, 5-6, muscle dystrophy, 7-8, gradual paralysis, (each of which are viral diseases) and becomes poisoned. Otherwise, a creature that fails the save becomes poisoned.
  • Shadow Soul. Your Soul Blade deals 1d8 points of necrotic damage +1 point. When struck by the Shadow Soul Blade, the target has to roll for an intelligence check for sanity and fear each time they are struck. If the fail the sanity check, they become completely irrational until their following turn. If the fail their fear check, they are stunned for one turn. If they fail both, fall down prone and incapacitated.
  • Thunder Soul. Your Soul Blade deals 1d8 points of thunder damage +1 point. Creatures within a 50 feet radius of the swing are deafened. The swinging of your Soul Blade creates a severe blast of air (approximately 767 mph) that originates from the swing of your Soul Blade, affecting all creatures in its path. Roll a 1d12 when swung, this is the wind force, wf.

A Tiny or smaller creature on the ground is knocked down and rolled wfx10 feet, taking 1d4 points of nonlethal damage per 10 feet. If flying, a Tiny or smaller creature is blown back wfx20 feet and takes 2d4 points of nonlethal damage due to battering and buffeting.

Small creatures are knocked down and rolled wfx5 feet, taking 1d4 points of nonlethal damage per 10 feet, or if flying are blown back wfx10 feet.

Medium creatures are knocked prone by the force of the wind, or if flying are blown back wfx5 feet.

Large creatures are unable to move, but larger have half speed.

Any creature, regardless of size, takes a –4 penalty on ranged attacks and Listen checks in the area of swing.

The force of the gust automatically extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those of lanterns, to dance wildly and has a 50% chance to extinguish those lights.

In addition to the effects noted, a swing from a Wind Soul Blade can do anything that a sudden blast of wind would be expected to do. It can create a stinging spray of sand or dust, fan a large fire, overturn delicate awnings or hangings, heel over a small boat, and blow gases or vapors to the edge of its range.


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