Soul Weapon

* HD: 1d10
* Bonus Skill Points: None
* Spellcasting: Moderate

You learn how to intertwine flinging spells and wielding weapons in combat. If you use your action to make one or several unarmed, melee weapons or ranged weapon attacks, you may cast a spell with a ranged or melee attack and a casting time of one action as a bonus action as long as you have a hand free for your casting. The highest level spell you can cast this way equals [Soul Weapon] level divided by 5 (rounded up and minimum level 1).

Both the unarmed or weapon attacks and the spell attack receive a -2 penalty to hit. If you use any Extra Attack, all the Extra Attacks and the spell attack receive an extra -1 penalty for each Extra Attack used in a turn.

##### **Secondary Selection**

Infuse Soul [***Soul Weapon***]

Once per long rest, you gain the ability to infuse your weapon with the power of your own Soul. As a bonus action, you may give your weapon a first level enhancement, +1 to hit and +1 to damage, for 10 rounds plus your Intelligence modifier (minimum of +1).

##### **Primary Selection**

Soul Weapon Archetype [***Soul Weapon***]

* ***Cabalist - Undermine***: Instead of making a spell attack as part of the Martial Arcanist ability, you can choose to cast an enchantment or illusion spell that requires a saving throw, targets only one creature, and normally has a casting time of an action, as a bonus action. If you choose to cast an enchantment or illusion spell this way, your spell save DC is lowered by -2. If you use the Extra Attack ability, the penalty increases to -3.

* ***Rival - Parry***: As a reaction, you may attempt to parry a melee attack targeting you if you are wielding a melee weapon of your own. Roll an opposed melee weapon attack with a +2 bonus to hit. If you roll higher than the incoming attack roll, you parry the attack and it does not deal damage to you. You can use this ability a number of times equal to your proficiency modifier per long rest and you can only parry Small or Medium-sized creatures this way.

* ***Sage - Body, and Mind***: You gain the Martial Arts ability from the [*Discipline*] AO with some modifications and you replace all instances of [*Discipline*] with [*Soul Weapon*] for the purposes of the Martial Arts ability. The modifications are:
	+ The armor you wear can now be up to medium armor.
	+ This ability only applies to unarmed attacks, not attacks with the quarterstaff.
	+ You do not gain the ability to make an unarmed attack as a bonus action if you use your action to make an unarmored attack.
	+ You may apply your Infuse Soul ability on your unarmored attacks.
* ***Soul Blade - Animated Weapon***: You learn to cast the spell Find Familiar as Soul Mastery once per long rest. You must still abide by the Soul Consumption requirement. When you cast Find Familiar this way, you add the *flying sword* to the list of creatures you can summon with the spell. If you summon a *flying sword* with this ability it gains a few changes:
	+ The *flying sword* keeps its construct creature type.
	+ The *flying sword* only has 4d6 HD.
	+ The *flying sword* cannot speak and has no emotions, but it understands your commands and you can still communicate commands telepathically to it.
	+ By spending your attack action you can command the *flying sword* to make a melee weapon or spell attack if it is within 20 m of you. This attack spends the *flying sword’s* reaction.

* ***Vanguard - Absorb***: You may add the AV bonus of a shield you are using to any saving throw you make against a spell or spell effect. In addition, you gain the War Caster feat.

##### **Secondary Selection**

Fighting style [***Soul Weapon***]

* ***Archery***: +2 attack rolls made with ranged weapons.
* ***Defense***: While you’re wearing armor, you gain a +1 bonus to AC.
* ***Dueling***: When you’re wielding a melee weapon in one hand and no other weapon, you gain a +2 bonus to damage rolls with that weapon.
* ***Great Weapon Fighting***: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you’re wielding with two hands, you can reroll the dice and must use the new results.
* ***Protection***: When a creature you can see attacks a target other than you that is within 1 m of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
* ***Two-Weapon Fighting***: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Soul Weapon Archetype [***Soul Weapon***]

* ***Soul Blade - Health Infusion***: Your flying sword familiar gains a number of extra hit points equal to your level in [*Soul Weapon*].

##### **Primary Selection**

Greater Soul Gift [***Soul Weapon***]

You unlock two minor magical powers in your Soul. Choose two Soul Gifts from the Soul Gift list. See below.

##### **Secondary Selection**

General Upgrade [***Soul Weapon***]

Gain one of your choices:

* One point to use in the Accomplishment section or to store for later purchase in the same section

* 10 Potential

#### **Level 4**

Ability Score Improvement or Feat [***Soul Weapon***]

You can increase one ability score of your choice by 2, or two by one. Or gain a feat of your choice.

#### **Level 5**

Extra Attack [***Soul Weapon***]

As part of your attack action, you can make two attacks instead of one. You must possess at least 1 level of [*Soul Weapon*] to be eligible for this ability (excluding this level).

#### **Level 6**

Soul Weapon Archetype [***Soul Weapon***]

* ***Cabalist - Subtle Charmer***: Whenever you cast Charm Person you do not require a Verbal component. In addition, if you successfully afflict another creature with the effects of Charm Person, they do not know they were charmed by you after the spell ends.

* ***Rival - Riposte***: If you successfully parry an attack using your Parry ability, you may immediately make an attack of opportunity with a +2 bonus to hit if the attacker is within your range as part of the same reaction.

* ***Sage - Spellfist***: Your unarmed strikes count as magical. If you cast a spell as a bonus action first and use your attack action to make unarmed attacks as part of the Martial Arcanist ability, the unarmored damage you deal is converted into the spell’s damage type.
* ***Soul Blade - Power Infusion***: The damage your flying sword familiar makes is considered magical. In addition, your flying familiar gains first level weapon enhancement, +1 to hit, and damage. After 11 level picks of [*Soul Weapon*] this bonus increases to +2, and after 16 level picks it increases to +3.

* ***Vanguard - Elemental Resilience***: If you possess a shield you may add an elemental resistance to that shield after you have rested. When you finish a long rest, as an action, choose between cold, fire, or lightning. As long as you are wielding the shield, you gain resistance against the chosen damage type until you finish a long rest.

#### **Level 7**

Soul Gift [***Soul Weapon***]

You unlock one minor magical power in your Soul. Choose one Soul Gifts from the Soul Gift list. See below.

#### **Level 8**

Ability Score Improvement or Feat [***Soul Weapon***]

You can increase one ability score of your choice by 2, or two by one. Or gain a feat of your choice.

#### **Level 9**

General Upgrade [***Soul Weapon***]

Gain one of your choices:

* One point to use in the Accomplishment section or to store for later purchase in the same section

* 10 Potential

#### **Level 10**

Action Surge [***Soul Weapon**]*

On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this ability, you must finish a short or long rest before you can use it again.

#### **Level 11**

Soul Weapon Archetype [***Soul Weapon***]

* ***Cabalist - Thought Cutter***: Against creatures that are either charmed by you or affected by at least one of your enchantment or illusion spells that targets only one creature and requires a saving throw, you gain a number of benefits:
	+ Your critical hit range increases 19-20 against the creature.
	+ You gain advantage on your first attack roll against the creature on each of your turns.

* ***Rival - Spell Parry***: You gain the ability to also parry spells that require an attack roll and targets you, with your Parry ability. You oppose the spell attack roll with your melee attack roll. You may still use your Riposte ability in retaliation if the caster is within range.

* ***Sage - Enlightenment***: Whenever you use the Martial Arcanist ability to cast a melee or ranged attack spell that is of 1st level or higher as a bonus action, you may immediately cast a cantrip that requires a melee spell attack as part of the same bonus action. The cantrip suffers the same penalties to hit as your normal spell attack when using the Martial Arcanist ability.
* ***Soul Blade - Alacrity Infusion***: While your flying weapon familiar is within 2m of you, your flying weapon can attack one additional time per turn.

* ***Vanguard - Arcane Reflection***: As a reaction, you may attempt to reflect a spell that would hit you back at its caster. To reflect a spell this way, the spell must require a melee or ranged spell attack roll, it must target only you and you must wield a shield. Roll an opposed melee spell attack. If you roll higher than the incoming spell attack roll, you reflect the spell back at the caster and the spell deals damage to the caster instead of you. You can use this ability a number of times equal to half your proficiency modifier (rounded up) per long rest and you can only reflect spells that are less than, or equal to ¼ of your total level (rounded up) this way.

#### **Level 12**

Ability Score Improvement or Feat [***Soul Weapon***]

You can increase one ability score of your choice by 2, or two by one. Or gain a feat of your choice.

#### **Level 13**

Soul Gift [***Soul Weapon***]

You unlock one minor magical power in your Soul. Choose one Soul Gifts from the Soul Gift list. See below.

#### **Level 14**

Greater Martial Arcanist [***Soul Weapon***]

Your insight into the mysteries of the occult and the martial broadens. When you use your Martial Arcanist ability your unarmed or weapon attacks and spell attack receive a penalty to hit equal to -1, instead of -2. The extra penalty from using Extra Attacks is still in effect.

#### **Level 15**

Counterstrike [***Soul Weapon***]

Whenever an opponent casts a spell whilst engaged with you, you may use your reaction to make an attack of opportunity against that target.

#### **Level 16**

Ability Score Improvement or Feat [***Soul Weapon***]

You can increase one ability score of your choice by 2, or two by one. Or gain a feat of your choice.

#### **Level 17**

Soul Gift [***Soul Weapon***]

You unlock one minor magical power in your Soul. Choose one Soul Gifts from the Soul Gift list. See below.

#### **Level 18**

General Upgrade [***Soul Weapon***]

Gain one of your choices:

* Two points to use in the Accomplishment section or to store for later purchase in the same section

* 20 Potential

#### **Level 19**

Ability Score Improvement or Feat [***Soul Weapon***]

You can increase one ability score of your choice by 2, or two by one. Or gain a feat of your choice.

#### **Level 20**

Arcane and Martial Mastery [***Soul Weapon***]

Your martial and arcane powers swell. You gain one more use of Action Surge. In addition, whenever you cast a spell whilst you are engaged in melee or ranged combat, you gain a benefit to that spell casting of your choice:

* Increase your spell save DC with +2.
* Ignore one damage resistance.
* Your spell attack gains a +2 to hit.

#### **Soul Gifts**

You unlock minor magical advantages by the power of your own Soul. When you gain a level in [*Soul Weapon*], you can choose one of the Soul Gifts you know and replace it with another Soul Gift that you could learn at that level.

Some Soul Gifts include “Enchant” in their title. You can enchant weapons with these Soul Gifts through a 10 minute uninterrupted ritual where you infuse fragments of your Soul into your weapons. Across all your weapons, you can only have two Soul Gifts Enchants activated at one time if you have less than 10 level picks of [Soul Weapon], three Soul Gift Enchants if you have more than 10 level picks in [Soul Weapon]. You can’t apply the same

You can exchange Soul Gift Enchants or apply them to a new weapon, by doing a new uninterrupted 10 minute ritual with the weapon, adding those Enchants you want, and removing those you want. If you change your Soul Gift on a level up between one Enchant that is active on a weapon, for another Soul Gift, the weapon is automatically not Enchanted with that Soul Gift.

###### *Agile Foresight*

You add double your Dexterity modifier to your Dexterity saving throws.

###### *Aquatic Alteration*

You can breathe underwater for a number of minutes equal to 10 \* your Intelligence modifier (minimum 1).

###### *Enduring Soul Infusement*

Your Infuse Soul ability now lasts for 10 rounds plus twice your Intelligence modifier (minimum 2).

###### *Enchant - Deadly*

Whenever you roll a critical hit with a weapon enchanted with this Soul Gift, you roll one more weapon damage die. This enchant cannot stack with any other effects that add weapon damage dice to critical hits.

###### *Great Focus*

Once per short or long rest, you may choose to succeed on a failed concentration check of your choice.

###### *Martial Prowess*

Once per long rest, for one full combat you gain +1 to your AC as a bonus action.

###### *Enchant - Old Friend*

Once per short rest, when you are wielding a weapon enchanted by this Soul Gift, you automatically succeed on a Resolve saving throw against being frightened.

###### *Schemes of Teranis*

You gain two skill points in Deception and Stealth. You may gain rank 5 with both of these skills.

###### *Arcane Martial Adept*

Prerequisite: 5 level picks in [*Soul Weapon*]

You gain the Martial Adept feature.

###### *Enchant - Benevolent*

Prerequisite: 5 level picks in [*Soul Weapon*]

Once per short rest, after you make a successful attack with a melee weapon enchanted by this Soul Gift, you may give an ally a help action for their melee attack until the end of their next turn as a free action. Alternatively, once per short rest, after you make a successful attack with a ranged weapon enchanted by this Soul Gift, you may give an ally a help action for their ranged attack until the end of their next turn as a free action.

###### *Delivery System*

Prerequisite: 5 level picks in [*Soul Weapon*]

If you deliver a spell through a ranged weapon attack, the range of the spell becomes equal to the range of the weapon if that is greater than the spell’s range.

###### *Enchant - Deny Magic*

Prerequisite: 5 level picks in [*Soul Weapon*]

Once per long rest, when you make a melee or ranged attack with a weapon that has been enchanted by this Soul Gift, you may infuse your weapon attack with the Dispel Magic spell as Soul Mastery, delivering the spell through the weapon attack you make. If your attack misses, the spell is wasted.

###### *Divinatory Aptitude*

Prerequisite: 5 level picks in [*Soul Weapon*]

You may learn one ability score value, one saving throw value, one resistance damage type, one immunity damage type, or a vulnerability damage type of a creature, when you perform a critical hit against it.

###### *Enchant - Elemental Strikes*

Prerequisite: 5 level picks in [*Soul Weapon*]

You may turn your melee or ranged weapon damage to all fire, cold, or lightning damage a number of times per short rest equal to your Intelligence modifier (minimum 1).

###### *Empowered Spell*

Prerequisite: 5 level picks in [*Soul Weapon*]

Once per short or long rest, you may cast one spell with the Empowered Metamagic ability without sorcery points.

###### *Enchant - Ethereal Bane*

Prerequisite: 5 level picks in [*Soul Weapon*]

When you attack a creature that is incorporeal/exist in the Ethereal dimension with a weapon enchanted by this Soul Gift, your weapon is treated like magical for the purposes of damage, you are able to target and roll damage them, and you deal 1d6 extra damage against creatures affected by those abilities.

###### *Enchant - Glamour*

Prerequisite: 5 level picks in [*Soul Weapon*]

As a bonus action, you can transform the weapon into a mundane item of roughly the same size, or transform it back into its original shape.

###### *Enchant - Greater Range*

Prerequisite: 5 level picks in [*Soul Weapon*]

A ranged weapon enchanted by this Soul Gift, increases its range with an extra 25% (rounded up, minimum 1 m).

###### *Guardian*

Prerequisite: 5 level picks in [*Soul Weapon*]

Once per long rest, if you have a weapon in your hand, you may sacrifice 1d4 AV as a reaction to give that AV to an ally when they are targeted by an attack. They receive the AV you lost to protect themselves against the attack, and your AV recovers to normal at the start of your next turn.

###### *Enchant - Heartseeker*

Prerequisite: 5 level picks in [*Soul Weapon*]

Once per long rest, against a creature a weapon that has been enchanted by this Soul Gift has dealt damage to, you gain advantage on one Survival skill check to track them.

###### *Enchant - Holy Strikes*

Prerequisite: 5 level picks in [*Soul Weapon*]

You may turn your melee or ranged weapon damage to all radiant or necrotic damage a number of times per short rest equal to your Intelligence modifier (minimum 1).

###### *Precise Strikes*

Prerequisite: 5 level picks in [*Soul Weapon*]

For a number of times equal to your proficiency modifier per long rest, you may add a bonus to hit with a melee attack equal to your Intelligence modifier.

###### *Quickened Spell*

Prerequisite: 5 level picks in [*Soul Weapon*]

Once per short or long rest, you may cast one spell with the Quickened Metamagic ability without sorcery points.

###### *Enchant - Returning Weapon*

Prerequisite: 5 level picks in [*Soul Weapon*]

After you throw a weapon that has been enchanted by this Soul Gift, it returns automatically to the same square the attack was launched from on the battlefield at the end of your turn. You can catch it if you end your turn in that space as a free action if you have a hand free.

###### *Enchant - Arcane Fire*

Prerequisite: 9 level picks in [*Soul Weapon*]

Once per long rest, when you make a melee or ranged attack with a weapon that has been enchanted by this Soul Gift, you may infuse your weapon attack with the Faerie Fire spell as Soul Mastery, delivering the spell through the weapon attack you make. If your attack misses, the spell is wasted.

###### *Enchant - Called*

Prerequisite: 9 level picks in [*Soul Weapon*]

As a bonus action, you can teleport a weapon enchanted by this Soul Gift to you, if you can see your weapon and have a free hand.

###### *Enchant - Chilling/Corrosive/Flaming/Sparkling*

Prerequisite: 9 level picks in [*Soul Weapon*]

Once per long rest, as a bonus action you can activate 1d4 acid, cold, fire or lightning damage to each of your weapon damage rolls for a number or rounds equal to your proficiency bonus with the weapon enchanted by this Soul Gift. Once you have chosen the damage type from the selection above, you cannot change it to another type next time.

###### *Frightening Skill*

Prerequisite: 9 level picks in [*Soul Weapon*]

Once per long rest, after you make a successful attack with a weapon enchanted by this Soul Gift, you may attempt to frighten a creature that can see you with a bonus action. You make an attack roll that doesn’t deal any damage versus the opponent's Resolve saving throw, on a failure the creature is frightened of your display of mastery until the end of your next turn. You may attempt to continue this effect on each of your turns by spending bonus actions and making opposed rolls. On a success, the creature is not frightened anymore.

###### *Martial Sprint*

Prerequisite: 9 level picks in [*Soul Weapon*]

Once per long rest, you may cast Haste on yourself as a bonus action. If you do not already possess Haste as a spell known, you may add it to your spells known.

###### *Occult Absorption*

Prerequisite: 9 level picks in [*Soul Weapon*]

Gain one elemental resistance of your choice.

###### *Subtle Spell*

Prerequisite: 9 level picks in [*Soul Weapon*]

Once per short or long rest, you may cast one spell with the Subtle Metamagic ability without sorcery points.

###### *Take Advantage*

Prerequisite: 9 level picks in [*Soul Weapon*]

When you score a critical hit on your turn and haven’t spent your bonus action, you may spend it and immediately cast a special melee spell attack as a bonus action if the critical hit was performed with a melee weapon, or a special ranged spell if the critical hit was performed with a ranged weapon, as long as the spell delivered has a casting time of an action or less. Special spell in this context means that it automatically hits and your Soul Check is an automatic success.