Fighter: Hollow Knight
Traveling in somber settings sometimes requires one to harness not just their physical strength but their inner strength as well. With the Hollow Knight Fighter archetype you harness your will power in order to overcome the obstacles laid before you.
Hollow Soul
Starting at 3rd level when you follow this archetype you are able to muster the power of your soul to empower you further. This is represented by a number of soul points you have. You can spend these points to fuel various soul spells at your disposal. You start with 3 soul spells Vengeful Spirit, Desolate Dive, and Hollowing Wraiths to start. As you gain levels in this class you will have access to more soul spells.
Soul Points. You start with 4 soul points and gain an extra one at 7th level and one more at 15th level. Once a soul point is used it will be unavailable until you finish a short or long rest, at the end of which you gain all soul points back.
Soul Spell Casting. Wisdom is your spellcasting modifier for your soul spells, since these spells rely on the strength of your will power. You use your Wisdom whenever a spell refers to your spell casting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a soul spell you cast and when making an attack roll with one.
Spell Save DC = 8+ proficiency bonus + your Wisdom modifier
Spell Attack Modifier = your proficiency bonus + your Wisdom modifier
Vengeful Spirit
Spending 1 Soul point you can use an action to cast a spell attack and launch your spirit that flies forward and burns a creature you can see within 30 ft. This does 1d10 necrotic damage and 1d10 fire damage.
Shade Soul
At 18th level the damage increases to 2d10 necrotic and 2d10 fire damage.
Desolate Dive
Spending 2 Soul points you can use an action to slam down on the ground beneath you causing a shockwave to erupt underneath creatures within 5 ft of you dealing 2d10 necrotic damage. Each creature must make a Strength saving throw. On success, they take half damage. On failure, they are knocked prone.
Descending Dark
At 18th level the radius of impact increases to 15 ft and damage increases to 4d10 necrotic damage.
Hollowing Wraiths
Spending 2 Soul points your soul lets out a terrifying shriek. All creatures within 15 ft must make a Wisdom saving throw. On failure, they become terrified of you for one minute and must use their action to move as far away from you as possible. If they cannot move any farther from you then they must take the defensive action.
Abyss Shriek
At 18th level your shriek becomes piercing dealing 2d10 points of psychic damage to its victims. On successful save the creature takes half damage.
Vestments of the Hollow Knight
At 7th level you now don the vestments of the Hollow Knight allowing for greater mobility in and outside of battle. This allows you access to the features Mothwing Cloak, Monarch Wings, and Mantis Claw.
Mothwing Cloak
Donning the Mothwing Cloak you are able to move quickly throughout the battlefield and even dodge attacks. You can choose use your bonus action to take the dash or disengage action.
Monarch Wings
Large gaps no longer daunt you as you can now sprout large wings to help with the extra distance. The distance and height you can now jump is doubled.
Mantis Claws
Walls are no longer an obstacle, with these claws your climb speed equals your movement speed.
The Awoken Dream
At 10th level you further tap into the power of your soul and awaken to the possibilities of yours and others' dreams. You now can spend 1 Soul point to further empower your weapon for 1 minute as a bonus action. While this is in effect any damage done with the weapon is considered magical. On top of that it deals an extra 1d10 radiant damage. Also, with a successful hit with this weapon you can elect to enact the following feature Reveal Hidden Dreams and Protected Memories.