\pagebreakNum
# Subclasses
## Gluttonous Emperor
The souls own the abilities, and you own the souls. So in the end, you own it all. The Gluttonous Emperor uses the abilities of their subjects as their own, always wanting more power.
### Your Strength is Mine
From 3rd level onwards you can temporarily strengthen yourself using a soul in your storage. By spending 5 SP, you can temporarily replace one of your stats with the stat of a Soul Soldier in your Soul Storage. The stats must be of the same type. The effect lasts for 1 minute, or until the Soul owning the stat is either summoned from the inventory or released.
### Hungry Hungry Reaper
From 7th level onwards, whenever you or a Soul Soldier within 15ft of you kills an enemy, you regain hit points equal to 1d8+ your wisdom modifier
### Strength and status
From 10th level onward, when you use the feature "Your Strength Is Mine", you can choose to half the duration. In exchange for this, you may also copy a feature from the Soul Soldier who's stat you use to replace your own for as the ability lasts.
### Wiping the Board Clean
You reap what you sow, and in your case, you reap a lot. Starting at 14th level, whenever you or a Soul Soldier within 15ft of you kills an enemy, you gain a +1 to attack, damage and saving throws, upto a maximum of +3. This effect lasts until you are out of combat.
### Soul Devourer
At 20th level, you gain a somewhat off putting ability. If you so choose, you can devour a soul within your storage to gain one of their abilities semi-permanently. You can only store 1 feature gained like this, and devouring a new soul will replace the old one.
In case of absorbing a spell casting ability, you do not gain the ability to refill spell slots over a short or long rest. Once all spell slots gained from the absorption have been expended, the ability deletes itself. Irrelevant of what ability it is, you can always choose to release it, no matter the time.
\columnbreak
## Mist Lord
You have wandered within the mist for so long that it has become a part of you. Wherever you go you will feel the darkness pull on you, as if to drag you back to the mist so eerily familiar.
### Fog Walking
You are the mist. Starting at 3rd level you can turn part of your body to mist as a bonus action, gaining resistance to either bludgeoning, piercing or slashing damage. It costs 1 SP per round to maintain this ability, and can be disabled at any time
From 10th level onwards, while in this state, you gain resistance to all three damage types instead
### Miasmic presence
There is something uncanny about the air you exude. Breathing becomes painful in your presence. From 7th level, any hostile creature that starts its turn within 10ft of you must make a wisdom saving throw or be frightened until the start of their next turn. The save DC equals 8 + your wisdom modifier + your proficiency bonus. A creature that makes the save is immune to the effect unless you spend 3 SP.
### Gone Like Morning Dew
At 10th level you gain the ability to disappear in plain sight. As an action, you can spend 5 SP to go invisible. This effect lasts 1 minute, until you attack or cast a spell, or until you end it at will.
### Must Have Been the Wind
Starting at 14th level, while "Gone Like Morning Dew" is in active, your Soul Soldiers gain part of the effect. Attacks against your soldiers have disadvantage until they are hit, after which the effect becomes dormant until the start of your next turn.
### This Calls For Expansion
At 20th level you gain the ability to create a dome of magical mist which traps your enemies. Once per long rest, as an action, you can deploy this 15ft radius dome centered on an area you can see within 30ft. Within this area, you are at your peak, like a hunter in their natural habitat. You and your soldiers gain the following effects while within its range:
* your attacks crit on a 19 and a 20
* you have a +2 to AC
* if fog walking is activated, the resistance is temporarily upgraded to immunity
The mist lasts for 1 minute, after which it disappears.
\pagebreakNum
## Monarch of War
No battleground is cleaner than one the Monarch of War has swept through. An army that never falters and never tires, and a master that knows no stopping.
### Battle Fuel
Starting at 3rd level, whenever something dies at the hands of you or one of your summons, you regain your proficiency modifier in Soul Power.
### Aura of Death
Souls are no longer the only way for you to wreak havoc on the battlefield. From 7th level onwards, when a creature that you can see within 10ft of you dies, it remains active for 1 more round. They attain a zombified state, have 1 hit point and attack the nearest target you deem an enemy. They count as summons for you for the duration they are zombified.
### Dead Man Switch
At 10th level, you gain the ability to make soldiers that die on the battlefield explode. When one of your summons you can see reaches 0 hit points, you can use your reaction and spend 5 SP to have them violently combust. Any creature within 10ft of the Soldier must make a dexterity saving throw, taking the Soldier's CR in necrotic damage on a failed save and half as much on a successful one.
The DC for the saving throw equals (8 + your wisdom modifier + your proficiency bonus).
This action destroys the Soul Soldier, even if it were a Favorite Toy.
### Rally the Troops
Camaraderie strengthens armies, and yours is no different. From 14th level onwards, all your Soul Soldiers have pack tactics.
Additionally, when one of you Soul Soldiers is destroyed while others are still summoned, you can spend 10 SP to send them into a berserk state, granting the following effects:
* they have advantage on strength and dexterity saving throws
* they gain a +2 to attack and damage rolls
* they have resistance to bludgeoning, piercing and slashing damage
This effect lasts your proficiency bonus in rounds and once used can't be activated again until after a short or long rest.
### Why Pick Just One?
From 20th level onwards you gain an additional Favorite Toy. You cannot create or exchange both Favorite Toys in one long rest.
\columnbreak
## Seraphim
Holy and undead are attributes that normally don't coincide. The Seraphim, however, is different. Darkness compressed to light, divinity born from death.
### Divine Necromancy
Your Soul Soldiers are filled with your divine powers, and gain some resistance to its effects. From 3rd level onwards, Soul Soldiers you summon have immunity to effects such as a cleric's turn undead feature.
Additionally, at 7th level, they gain resistance to radiant damage.
### Divine Ordainment
Starting at 7th level you exude an aura akin to those of the celestial realm. Your Soul Power now has similar functionality to a paladin's lay on hands pool. As an action, you can touch a creature and draw power from your Soul Power to restore a number of hit points to that creature, up to the maximum amount of your remaining Soul Power.
Alternatively, you can expend 5 SP from your pool of Soul Power to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Divine Ordainment, expending SP separately for each one.
Lastly, you gain the ability to expend a use of your hit die, taking the number rolled as damage and regaining half of it in SP (minimum of 1). This damage can not be reduced in any way.
### Bonded Through Faith
From 10th level onwards, the divinity within you connects you even more to your blessed soldiers. Whenever you receive healing from any source, your soldiers regain half as many hit points as you do.
### Death's Templars
Your death is divine. All should fall and come under your rule. From 14th level onwards, on the first attack a Soul Soldier successfully makes that turn, they deal an additional 1d8 radiant damage.
Additionally, you gain the ability to transmute any necrotic damage you deal into radiant damage.
### The Lord's Angels
As radiant as the morning sun, steadfast flowing through the heavens. At 20th level, all of your Soul Soldiers gain a flying speed of 30ft, where you and your Favorite toy gains one of 60ft. Whenever one of your Soul Soldiers hits another creature with the effect of Death's Templars, you gain half of that d8's damage as healing (minimum of 1).