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Soulbound

Warriors usually hone their martial connection to their weapon over years of training, making their skill and craft part of their life -- For the Soulbound, life quite literally depends upon their weapon. Usually through a ceremony of powerful magic or a dark curse, the Soulbound has their essence fully imbued into a certain weapon; a sword, mace, or bow. A husk of a human is then made to pilot this weapon, fully dependent on the physical and spiritual connection to the being within. If separated, the two become powerless and may even die, but together they wield a martial prowess nearly unmatched on the battlefield. Brittle but powerful, tenuous but deadly, the Soulbound deals incredible blows with supernatural strength and ability.
hit dice: 1d8
hit points at 1st level: 8 + your Constitution modifier
hit points at higher levels: 1d8 + your Constitution modifier per level after 1st level
armor proficiencies: Light Armor
weapon proficiencies: Only proficient with Soulbound weapons
tools: None
saving throws: Constitution, Dexterity
skills: Choose two from
starting equipment:
Leather Armor, soulbound weapon, explorer's pack

Essence Points Per Level:
Level 6 (8ep)
Level 7 (8ep)
Level 8 (10ep)
Level 9 (10ep)
Level 10 (12ep)
Level 11 (12ep)
Level 12 (12ep)
Level 13 (14ep)
Level 14 (14ep)
Level 15 (14ep)
Level 16 (16ep)
Level 16 (16ep)
Level 17 (16ep)
Level 18 (18ep)
Level 19 (18ep)
Level 20 (18ep)
spellcasting:
class features:
As a soulbound, you gain the following class features.  

Fell Weapon

  Your weapon has +1 to hit for every three levels in this class after level 1. No matter the type of weapon, it has the versatile and reach properties, and is 1d8 (1d12) damage Additionally, if you are disarmed or drop your soulbound weapon, you must make a constitution saving throw equal to 10 + your proficiency bonus. On a fail, you drop to zero hit points and begin making death saving throws. On a success, you lose half of your hit point total and cannot take any actions, bonus actions, or reactions except to retrieve your weapon.   Level 4; +2 to hit   Level 7 + 3 to hit   Level 10 +4 to hit   Level 13 +5 to hit; additionally damage die becomes 1d12 (1d12 +1d6)   Level 16 +6 to hit   Level 19 +7 to hit  

Arcane Arquebus

You posses a mysterious artefact that is not bonded to you but contains great power to shoot arcane projectiles. The arquebus' damage die is 1d8 and takes a bonus action to fire and a bonus action to reload.    

Bonded Weakness

The husk that your soul weapon wields, and vice versa, exist in a critical symbiosis. If you are disarmed or drop your soulbound weapon, make a DC10 + your proficiency bonus, consitution saving throw. On a fail, you drop to zero hit points and begin making death saving throws. On a success, you lose half of your hit point total and cannot take any actions, bonus actions, or reactions except to retrieve your weapon.  

Bonded Power

Beginning at first level, your bond and fighting style give you versatility and defense on the battlefield. You may spend your reaction to impose disadvantage on any attack or action that would disarm you. Additionally, you may spend your reaction to stance switch and draw or stow your arcane arquebus.  

Vital Essence

Beginning at 2nd level, you can draw upon a limited well of energy within your sword to perform great feats. This well is represented by Essence Points of which you have a number equal to your level. You may spend essence points to perform one of the following effects each turn:   Deft Prowess: As a free action in initiative, you may spend one essence point to gain an extra bonus action or reaction this turn. At level one this can only be used once per round of initiative. At level 10, this ability can be used twice per round of initiative.   Precision of the Soul: When you may an attack roll against an enemy, you may spend two essence points to mark them with your strike. The next two attacks against that enemy have advantage.   Vicious Strike: When you hit an enemy with a weapon attack, you may spend an essence point to add 2d6 to the damage. The next two attacks against you have advantage.  

Reactive Duelist

At second level, you gain the ability to aid allies in combat with lightning speed. When an ally is hit by an enemy attack, you can use your reaction to make a ranged weapon attack with your arquebus at the attacking enemy. When you do so, you may burn an essence point to immediately recharge your arquebus after firing, and the enemy has disadvantage on its next attack.  

Path of the Soulbound

At third level, you choose a path that shapes the bond with your weapon. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels. No matter which Path you choose, you gain an additional Essence Point at third level.  

Ability Score Improvement

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.  

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.    

Bloodtendril Armor

  • Beginning at 11th level, your growing power results in a bramble of your own wicked veins protecting your body in dire moments. As a reaction, you may spend 2 essence points and add your proficiency bonus to your armor class until the beginning of your next turn. When you do, you take 1 d12 damage. Additionally, after using your reaction to perform bloodtendril armor, you may spend another 4 essence points to add your dexterity modifier to your armor class as a free reaction until the beginning of your next turn. When you do, make a constitution saving throw equal to 10 + your dex modifier. On a failure, you take 3 d6 damage and half as much on a success.
 

Power Grows

  • Beginning at 13th level, the damage die for your arquebus becomes 1d12 and the damage die for your bonded sword becomes 1d12 (one-handed) and 1d12 + 1d6 (two handed).
subclass options:

Bladehealer

You've honed your connection to your weapon to such a point that you can draw the lifeforce from your enemies, or yourself, to restore your allies. In dire moments of battle, the Bladehealer can turn the tide by providing a second wind of resource for their companions and sapping the last from their foes.   Starting when you choose this path at third level, you gain the Life Pull ability. You may use Life Pull any of the following ways once per turn:
  • When you hit an enemy with a weapon attack, you may spend an essence point. If you do, your enemy must succed a Constitution saving throw (DC 8 + your proficiency bonus + your constitution modifier). On a fail, the enemy takes an additional 1d8 damage and you gain the amount rolled in hit points + your proficiency bonus. On a success, the enemy takes no additional damage and you regain 1d4 + your proficiency bonus in hit points.
  • As an action on your turn, you may turn your weapon on yourself, taking damage equal to one roll of your weapon's damage die. You gain a pool of healing equal to twice the damage taken that can be distributed between a number of creatures equal to your proficiency bonus within 30 feet of you.
  • You may spend your reaction to take the brunt of the attack for an ally you can see within 15 feet. When an enemy hits your ally, but before damage, you may declare this ability and take the damage yourself. As part of this reaction, you may spend an essence point an use the Reactive Duelist ability.

Fellbreaker

The memories of your darkened past grow strong within your weapon, and exude a martial prowess both cunning and deadly. The connection to your weapon grows exponentially, allowing for you to be a flurry of destruction on the battlefield.   Starting when you choose this path at third level, your Essence Point maximum is now 5. Additionally, you are no longer limited to one Vital Essence ability per turn and gain the following abilities:  
  • Imbued with Terror: Whenever you spend an essence point as part of an attack, the target of the attack must succeed a Wisdom saving throw (DC 8+your proficiency bonus + your Constitution modifier) or take an additional 1d4 psychic damage.
  • Wellspring of the Sword: If you would run out of essence points, roll a d20. On a 15 or higher, you have one essence point instead of going to zero.
  • Pestilent Fury: Spend an amount of essence points up to a maximum of 5. You can make a ranged weapon attack with your fell sword on an amount of enemies equal to the amount of essence points spent. The DC to hit each enemy becomes 8 + your proficiency bonus + your dex mod; roll to hit each enemy and for each hit count that attack as a critical. You lose half of your HP maximum and skip your next turn. No other essence abilities can be used in conjunction with this ability in the same turn.
 

Arcane Hunter

In battle, you are dedicated to your enemies never escaping your grasp. Your essence reaches out the natural magic of the world to control and manipulate the battlefield and reality itself.   Starting when you choose this path at third level, you gain Ensnaring Strike as a spell that is always prepared. You may cast this spell once per long rest without expending a spell slot.  
  • When taking this path, you learn two cantrips and 3 level one spells of your choice from the Druid, Ranger, Wizard, Sorcerer, or Warlock spell list. You have three level one spell slots at level three.
  • As a bonus action on your turn, you may spend a number of essence points equal to a spell slot level you wish to restore and gain that spell slot back.
  • You gain proficiency in Arcana, Religion, and one other skill of your choice.

Fellbreaker Path Feature (lvl 6)

  • Deepened Wield: When making a constitution saving throw, you may spend an essence point to gain advantage on the roll. If spending an essence point results in succeeding a saving throw, roll damage for your fellsword; the damage total is dealt to the source that caused you to make a constitution saving throw.

Fellbreaker Path Feature (lvl9)

  • Cutting Dread: At ninth level, your attacks are deeper and more effective. Your Vicious Stirke damage becomes 2d10 but costs 2 essence points, and your Imbued with Terror damage becomes 1d8 at no additional cost.

Created by

Byoung196.

Statblock Type

Class Features

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