Soul knife

by _ABzTrAcT_Shadow_

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Soul Knife

the soul knife

Never caught unarmed, the soulknife is the literal interpretation of using the power of the soul as a weapon. Creating a soul blade is the core of the soulknife, and with it, they are deadly combatants. Versatile and varied, the soulknife can be found in all shapes and sizes, wielding blades unique to the wielder and customized to fit the needs of the soulknife. Fluid in function, the soulknife has mastered how to alter their Soul blade to fit the situation, bringing power and versatility into any combat.

A soulknife is all about options! When they get into combat they can focus on doing many things to fight off enemies or protect allies. what makes a soulknife a great addition to any party is their strong crowd control powers that allow them to stop enemies in their tracks!

Creating a Soulknife

When creating a soulknife character, think about where your character comes from and his or her place in the world. Most soulknife's are trained in special monasteries created by their Githzerai masters, others discover their power by themselves and hone their innate power much like a Sorcerer might learn by themselves. Talk with your DM about an appropriate origin for your soulknife. Did you come from a distant land, making you a stranger in the area of the campaign? Or is the campaign set in a world full of psionic beings?

Class Features

As a Soulknife you gain the following class features.

Hit Points Hit Dice: 1d10 per Soulknife level Hit Points at 1st Level: 10+ Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Soulknife level after 1st

Proficiencies Armor: Light armor, Medium armor shields Weapons: Martial weapons and simple weapons Tools: none Saving Throws: Strength and Charisma Skills: Choose two from Athletics, Acrobatics, Deception, Insight, and Perception, persuasion

Equipment You start with the following equipment, in addition to the equipment granted by your background:

(a) 2 Short Swords (b) a martial melee weapon and a shield (a) an explorer's pack or (b) a dungeoneer's pack

Class table

soul knife
level Proficiency bonus Features
1st +2 Soulknife DC, Soul Blade, soul armor
2nd +2 Soul Sight
3rd +2 Soulknife Archetype
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Improved Soul Blade
7th +3 Soulknife Archetype Feature, Soul Shackle
8th +3 Ability Score Improvement
9th +4 Soul Smite
10th +4 Mind Barrier
11th +4 Soulknife Archetype Feature
12th +4 Ability Score Improvement
13th +5 Soul Sever
14th +5 Psychic Assault
15th +5
16th +5 Ability Score Improvement
17th +6 Soulknife Archetype Feature
18th +6
19th +6 Ability Score Improvement
20th +6 Purity of Soul

Class features

Soulknife DC

Your Soulknife DC is equal to 8 + your Charisma Modifier + your Proficiency Bonus

Soul Armor

Starting at 1st level, you can now use your soul to protect you from harm by shaping it into a suit of armor as a free action, when you do this your ac equals 10 + dex + cha. While in soul armor you can still gain the benefit of the Defense fighting style should you have it and using soul armor doesn't use a summon. Additionally, you can shape your Mind Blade into a shield. Soul armor lasts until you dismiss it

Soul Blade

As a bonus action, you can create a semisolid blade composed of energy distilled from your soul. You can only have two of these blades at a time. Your Soul Blade does 1d8 damage and you can add either Strength, or dex for your attack and damage mod depending on the type of weapon it is. The Soul Blade glows phosphorescent in the color of your soul, and sheds dim light in a 5 feet radius. The blade lasts until you dispel it as a bonus action or it is forcefully removed from your grip/possession. You can summon this a number of times equal to your lvl. The blades damage will increase to 1d10 at lvl 6, 2d10 at lvl 14. And changing the soul blade’s shape uses one summon. You regain half of your summons after a short rest. And can shape it into any simple or martial melee weapon

Your blade damage depends on your soul color: you can choose a soul color depending on your alignment Note soul colors /dmg might change based on race or multi class talk with your dm/players about this

Soul Color/Dmg Chart

Lawful Good - amber, fiery red - fire - ice blue, sky blue, sea blue - cold - platinum, silver, gold - radiant - purple, deep purple, pink - psychic

Lawful Neutral - Amber fiery red - fire - ice blue, sky blue - cold - silver, gold - Radiant - purple, deep purple, pink - psychic - light green and forest green - acid - white - force light gray - necrotic (rare)

Lawful Evil - fiery red crimson red - fire - ice blue, sea blue - cold - purple, deep purple - psychic - dark green and forest green - acid - Black, dark gray, light gray - necrotic White - force

Neutral good - Silver, Gold - Radiant - amber, fiery red - fire - ice blue, sky blue, sea blue - cold - deep purple, pink - psychic - light green and forest green - acid White - force

True neutral - amber, fiery red - fire ice blue - sky blue, sea blue - cold - Silver, Gold - Radiant - light green and forest green - acid - purple, deep purple, pink - psychic light gray - white - force - necrotic (Semi rare)

Neutral evil - Black, dark gray, light gray - necrotic - crimson red, fiery red - fire - ice blue, sea blue - cold - purple, deep purple - psychic - dark green and forest green - acid White - force

Chaotic Good - Gold, silver - radiant (uncommon) amber, fiery red - fire - ice blue, sky blue, sea blue - cold - deep purple, pink - psychic - light green and forest green - acid - White - force

Chaotic Neutral - Gold - radiant (rare) fiery red, crimson red - fire - ice blue - sky blue, sea blue - cold - dark green and forest green - acid - purple, deep purple, pink - psychic light gray, dark gray - white - force - necrotic (Semi uncommon)

Chaotic Evil - black, Dark gray - necrotic - fiery red, crimson red - fire - ice blue - sky blue, sea blue - cold - purple, deep purple - psychic - dark green and forest green - acid White - force

Soul Sight

At lvl 2 Your eyes have become attuned with the spiritual world. You can see the glow of others souls which appear as glowing outlines around their body. You can see the glow of their soul in any lighting except magical darkness. You cannot see this glow if they are completely obscured by walls or large objects or anything you can't see through. Though you can see the souls of creatures faintly, this sight does not give you the ability to automatically discern if something is an illusion or not, instead it gives you advantage on Checks to discern if an illusion of a living creature is real or not.

Soulknife Archetype

At 3rd level, you choose an archetype that you strive to emulate: Soul Shaper, Seeker, or Soul Slicer each is detailed at the end of the class description. Your choice grants you features at 3rd, 7th, 11th and 17th level.

Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you 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.

Improved Soul Blade

Starting at 6th lvl your soul blade now ignores resistance to its dmg type, at 13th lvl it treats immunity as resistance

Soul Shackle

Starting at 11th level, as an action you can choose up to four enemies within 50 feet of you. Those targets must make a Wisdom saving throw or become soul shackled to each other for 1 min and then take 3d8 of your soul damage type and 2d4 psychic dmg. While soul shackled, targets cannot willingly move more than 10 feet from each other. If they are already more than 10 feet from each other, move them to within 10 feet of one of the targets (your choice). Each time one of the creatures attempts to move further than 10 feet from another, it must make a Wisdom saving throw breaking itself free. on a successful save they take no damage and are free, On a failed save, they remained shackled and take 2d6 of your soul type damage. This takes up 2 summons and at 16th lvl you can soul shackle 6 enemies for 3 summons and at 20th lvl you can soul shackle 8 enemies for 4 summons

Soul Smite

At lvl 9 you can expend summons to deal more damage with you strikes Each summon used is equal to 1d6. Ex. if you use 3 summons for soul smite, it grants an additional 3d6 to that attack if it hits, this has a max dmg of 5d6

Mind Barrier

Starting at 10th level, advantage in saving throws against fear, charm, mind control effects and any effect that would attempt to alter your mind

Soul Sever

Beginning at level 13, you may choose to attempt to temporarily sever the soul of a creature. As a action, you can attack a target if you hit it must make a charisma saving throw equal to your Soulknife Save DC. On a failed save, the creature takes 2d10 psychic damage and 2d10 of your soul dmg type and has disadvantage on all rolls for 1 minute. the creature may remake this save at the end of each of its turns until the effect has ended. Each time it fails the saving throw, it takes 2d8 of your soul dmg type. This uses 4 summons and can not affect a creature currently affected by it

Psychic Assault

Beginning at level 14, as an action, you may manifest a number of soul Blades equal to your Charisma modifier and throw them at any number of target creatures within 60 feet of you. Make a ranged attack roll for each blade thrown. For each hit, a blade becomes embedded in the target. Each blade does 1d4 damage. The following effects will also take place 1 blade = half movement 2 blade = disadvantage on dex saves 3 blade = - 2 to attack rolls 4 blades = you make a cha save, failing and you have disadvantage on attack rolls 5 blades = you make a cha save, failing and you are restrained
The blades can be removed if the target spends an action to try and remove them, to do so they must make a contested cha check against you if you roll higher the blades stay if they roll higher then they remove them, and the blades last for 1d6 rounds. The blades dmg increases to 1d6 at lvl 17, and this ability uses an amount of summons equal to the amount of blades summoned.

Purity of soul

At 20th level, your soul has become so powerful that you can draw on more of the energy from your soul and your soul blade is now more powerful:

You have an infinite amount of summons for your soul blade only. You must still use your summons for all of your other abilities that require them, and your soul blade now deals 3d10 of your soul dmg type. Additionally, you have 4 more summons, and your soul smite now deals d8’s of dmg instead of d6’s and has a max cap of 6d8 dmg

Archetypes

Soul Shaper

The Soul shaper focuses on shaping their soul in extraordinary ways to control the battle field

Soul Trap

At third lvl as an action you can throw your soul blade at a surface that isn’t a creature, when you do so you create a soul trap, whenever a hostile creature gets within 15 feet of the soul trap they must make a cha save against your soul knife dc or be trapped, when trapped by the soul trap they have half movement speed and cannot move more than 15 feet away from the soul trap and take an extra d6 of your soul dmg type when ever they take dmg this increases to 1d8 at 10th lvl. The soul trap lasts for 10 min while not trapping anything, after it traps something it lasts for 1 minute. This costs 2 summons and cannot affect something already affected by this

Soul Barrier

At the 7th level as an action you can create a 40 foot long 30 foot high line at a point you can see within 30ft that prevents any creature from crossing, if a creature attempts to cross the line they must make an wisdom Saving Throw against your Soulknife DC or be unable to cross the line and take 2d10 + your Charisma modifier Of your soul damage.. On a successful save, they take half damage and are able to cross the line freely. The barrier lasts for 2 minutes. The barrier is not visible to creatures without soul sight. This takes up 2 summon

Soul Shock

At lvl 11 as an action you can attempt to stun an amount of creatures equal to your cha modifier (minimum of one) within 25 feet of you. the targets must make a Charisma save against your soul knife dc, on a failure they are stunned for 1d6 rounds, on a Success nothing happens, this takes 2 summons and they can remake the save at the end of their turn

Fighting spirit

At lvl 17 when you drop to zero hp you can have you soul emerge from your body to fight on, it has your same stats, ac, and abilities and uses you soul blade for the weapon, although it can not pick up objects, it has a third of your max hp when that drops to zero it returns to your body, during this you still make death saves as normal (you do not take death save failures from this spirit taking dmg but do if your body does), it also returns to your body if your body regains any hp, you regain use of this after a long rest

Seeker

Searching for enlightenment a seeker attunes their own soul with that of nature, becoming a primal spirit of nature themselves. A seeker excels at keeping his enemies at bay by hindering their movements and actions by using nature against them.

Shape soul

You can shape your soul blade into almost any ranged weapon with a range of 60/90 and one summon give you 10 shots and at lvl 16 gives you 15 shots and you have the respective shots to your lvl when you summon it ie. when you first summon it it has the 10 or 15 shots ready without you having to spend another summon

Spellcasting

Starting at 3rd level, your attunement with nature has empowered your spirit with primal magics. See Chapter 10 of the Player's Handbook for the general rules of spellcasting

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 1
17th 3 11 4 3 3 1
18th 3 11 4 3 3 1
19th 3 12 4 3 3 2
20th 3 13 4 3 3 2

Cantrips

At 1st level, choose two cantrips of your choice from the Druid spell list. You learn additional Druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Seeker table.

Spell Slots

The Seeker table shows how many spells slots you have to cast your spells of 1st level and higher. To cast one of these Seeker 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.

Spells Known of 1st Level and Higher

You know three 1st level druid or ranger spells of your choice spells on the druid spell list. The Spells Known column of the Seeker Spellcasting table shows when you learn more druid spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. The spells you learn at 4th, 8th, 12th, 16th and 20th level can come from any spell list

Spellcasting Ability

Charisma is your spellcasting ability for your Seeker spells, since the power of your magic relies on your ability to manipulate the power of life to project your will into the world. 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 spell you cast and when making an attack roll with one.

Spell save DC

spell save dc = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Inevitable shot

Starting at 3rd level, all features granted by the Soulknife class has their range increased by 30 feet including spells. All touch ranged spells have a range of 15 feet.

Improved Inevitable shot

At lvl 7 when you make a ranged attack with a spell or your soul blade you ignore quarter, half, and three quarters cover.

Split shot

Starting at 11th level, you can use an action to make a ranged attack with your soul blade and split the shot into multiple projectiles, you can split your shot into a number of projectiles equal to your cha mod and roll for each shot separately, each shot can hit a different target or the same one, each shot deals a d6 dmg, this increases to a d8 at lvl 17. This uses 3 summons and can't be paired with soul smite

Soul Slicer

The soul slicers are the more martial orientated sect of soul knifes using their abilities to Enhance their soul blade while still being able to have some utility on the battlefield

Soul strike

Starting at lvl 3, your soul blade now deals an extra 1d4 dmg, this increases to 2d4 at lvl 6, 3d4 at lvl 14

Swift Strikes

At lvl 7 as a bonus action you can give yourself a third attack when you take the attack action on your turn for a number of rounds equal to your cha modifier (minimum of one), this uses one summon and can be used once per long rest, twice at lvl 14

Hardened soul

At 11th lvl you now have resistance to your soul dmg type and one other soul dmg type, if you are already resistant to your soul dmg type you choose two soul dmg types to have resistance to

Soul suppress

At 17th level you can attempt to suppress the soul of a creature which the soul you can see and you are in melee with. As an action you can make an attack against a creature and if you hit the target must make a charisma Saving Throw against your Soulknife DC. On a failed save, the target takes 4d10 dmg of your soul dmg type and have a penalty of - 3 to all rolls and a - 2 to their save dc if they have one (so if they cast fire ball and the dc is normally 20 it is now 18). on a success they take 1d6 dmg and nothing else happens, this takes 5 summons and can’t affect a creature that is already affected by this, and this lasts for 5 minutes.

multi classing

Multiclassing Prerequisites. To qualify for multiclassing into the Soulknife class, you must meet these prerequisites: Charisma 13 and Dexterity 13 or Strength 13 Proficiencies. When you multiclass into the Soulknife class, choose one of the following proficiencies: Arcana or Insight

 

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