Soul Knight
There have been warriors that led charge in battle, augmenting their prowess and blades with magic learned from Sijoul Academy's finest lecturers and tomes of magical study. And then there are the Soul Knights that sprung forth in the midst of combat.
Whether it be from the high intensity of battle, or the stress of never seeing the loved ones back home Soul Knights are never ones that simply wake up with an innate magical ability. Unlike the Eldritch Knights of old, a Soul Knight does not require study, nor the help of Wizards to guide its hand. Instead, a Soul Knight awakens their power over the arcane in situations of high emotional intensity that weigh heavily on their very soul.
When you reach 3rd level, you augment your martial prowess with the ability to cast spells pulled from your soul. See chapter 10 for the general rules of spellcasting and chapter 11 for the sorcerer spell list.
Cantrips. You learn the Booming Blade and Green-Flame Blade cantrips from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 10th level.
Spell Slots. The Soul Knight Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.
Spells Known of 1st-Level and Higher. You know three 1st-level sorcerer spells of your choice.
The Spells Known column of the Soul Knight Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
Whenever you gain a level in this class, you can replace one of the sorcerer spells you know with another spell of your choice from the sorcerer spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability. Charisma is your spellcasting ability for your sorcerer spells, since you learn your spells through study and memorization. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer 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
| Fighter Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th |
|---|---|---|---|---|---|---|
| 3rd | 2 | 3 | 2 | — | — | — |
| 4th | 2 | 4 | 3 | — | — | — |
| 5th | 2 | 4 | 3 | — | — | — |
| 6th | 2 | 4 | 3 | — | — | — |
| 7th | 2 | 5 | 4 | 2 | — | — |
| 8th | 2 | 6 | 4 | 2 | — | — |
| 9th | 2 | 6 | 4 | 2 | — | — |
| 10th | 3 | 7 | 4 | 3 | — | — |
| 11th | 3 | 8 | 4 | 3 | — | — |
| 12th | 3 | 8 | 4 | 3 | — | — |
| 13th | 3 | 9 | 4 | 3 | 2 | — |
| 14th | 3 | 10 | 4 | 3 | 2 | — |
| 15th | 3 | 10 | 4 | 3 | 2 | — |
| 16th | 3 | 11 | 4 | 3 | 3 | — |
| 17th | 3 | 11 | 4 | 3 | 3 | — |
| 18th | 3 | 11 | 4 | 3 | 3 | — |
| 19th | 3 | 12 | 4 | 3 | 3 | 1 |
| 20th | 3 | 13 | 4 | 3 | 3 | 1 |

Essence Blade
At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. This bond allows the weapon to be used as an arcane focus for your spells.
Once you have bonded a weapon to yourself, you can add half of your Charisma score to damage rolls. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.
You can have one bonded weapon, and can summon it with your bonus action. If you attempt to bond with a second weapon, you must break the bond with the first one.
War Sorcery
Beginning at 7th level, when you use your action make an attack, you can forgo one Extra Attack to cast either Booming Blade or Green-Flame Blade.
Spirit Charge
At 10th level you learn how to channel the will of the weave through your soul. Once per turn when you hit a creature with either Green-Flame Blade or Booming Blade, you may force the target to make a Constitution saving throw against your Spell Save DC. If the target fails they must roll on the Arcane Overload Table and take the negative effect. You may do this a number of times equal to your Charisma modifier (minimum of 1) per long rest.
Soul Drain
At 15th level, you can use a bonus action to roll on the Arcane Overload table. When you do so, you take the negative effect of the roll but also gain the positive effect as you pull more from your soul to empower yourself. You may do this a number of times equal to your Charisma modifier (minimum of 1) per long rest.
Improved Essence Blade
Starting at 18th level when you deal damage with your bonded weapon, it now deals additional damage equal to your charisma modifier; rather than half of it.
Arcane Overload
| d6 | Negative Effect | Positive Effect |
|---|---|---|
| xxx1xxx | Roll on this table again at the start of your next turn, ignoring this result on subsequent rolls. | A spell that doesn't have a gp material cost of your choice can be cast at will for the next minute. |
| 2 | You take 3d10 Force damage. | The next successful attack with your essence blade deals additional damage equal to the Force damage taken. |
| 3 | For the next minute you have disadvantage against the next spell with a saving throw that targets you. | For the next minute creatures have disadvantage against the next spell that involves a saving throw that you cast. |
| 4 | You gain one level of exhaustion. | You regain a spell slot of both your highest and lowest level each. |
| 5 | For the next minute you are shut out by the Weave, any spell you cast will be stopped as if by a 9th level Counterspell. | Your martial prowess increases, allowing you to add half of your proficiency modifier to your damage for the next minute. |
| 6 | You have disadvantage on any dexterity based rolls for one minute. | You are under the effects of the Haste spell, without the advantage for Dexterity saving throws, and can act normally when this effect ends. |
Art: Fiendslayer Paladin
Credit: Wesley Burt, Wizards of the Coast