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JNAProductions
2018-08-13, 11:22 PM
HIT POINTS
Hit Dice: d10
Hit Points at 1st Level: 10+Con Mod
Hit Points at Higher Levels: 1d10 (or 6)+Con Mod

PROFICIENCIES
Armor: Light, Medium, Heavy, and Shields
Weapons: Simple and Martial
Tools: Taxidermy tools

Saving Throws: Strength and Constitution
Skills: Choose two from Athletics, Acrobatics, Stealth, Arcana, History, Investigation, Insight, Perception, Deception, Intimidation, and Persuasion.

EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
-(a) Leather armor, (b) Scale Mail, or (c) Chain Mail
-(a) Any two weapons, with 20 pieces of ammo per weapon if needed or (b) any one weapon, with 20 pieces of ammo if needed, and a shield
-Any simple weapon, with 20 pieces of ammo if needed
-Any one pack

Soul-Stitched Warrior


Level
Proficiency Bonus
Features
Stitches


1st
+2
Soul-Stitching
2


2nd
+2
Fighting Style
2


3rd
+2
Archetype
2


4th
+2
Ability Score Improvement
3


5th
+3
Extra Attack
3


6th
+3
Improved Soul-Stitching
3


7th
+3
Archetype Feature
4


8th
+3
Ability Score Improvement
4


9th
+4
Soulful Rejuvenation
4


10th
+4
Warded Soul
5


11th
+4
Archetype Feature
5


12th
+4
Ability Score Improvement
5


13th
+5
Greater Soul-Stitching
6


14th
+5
Soul Projection
6


15th
+5
Archetype Feature
6


16th
+5
Ability Score Improvement
7


17th
+6
Master Soul-Stitching
7


18th
+6
Perfect Soul
7


19th
+6
Ability Score Improvement
8


20th
+6
Archetype Feature
8



Soul-Stitching-At level one, you are able to tear apart your very soul and attach it to other things and people, a process known as soul-stitching. At level one, you can have your soul be deposited in a maximum of two places other than your native body, increasing by one at level four and then every three levels after.

Stitching your soul is a draining process-to do so requires you lose a number of hit dice equal to the cost of the Stitch. If you are out of hit dice, you may instead lose a number of current HP equal to the maximum you can roll on the hit dice spent. (Note that all hit dice spent for soul-stitching must be from this class.)

Stitching takes approximately an hour per stitch. Despite being a painful and draining process, you may rest during a Stitching process, though any hit dice or HP lost are considered lost at the end of the rest, and so are not regained.

Stitches are detailed below.

Fighting Style-At level two, you may pick any one fighting style.

Archetype-At level three, you must choose to be a Vivisectionist or a Brute.

Ability Score Improvement-Usual levels, usual deal.

Extra Attack-Level five, usual deal.

Improved Soul-Stitching-At level six, you can Stitch with others' souls. Anyone who gains from your Stitching can have a maximum of one Stitch at a time, and must spend twice as many hit dice or HP as you do for a Stitch.

Soulful Rejuvenation-At level nine, you are able to return to life after dying more easily, so long as you have a Stitch with some of your soul left. Anyone casting a spell that returns you from the dead has the cost halved for each Stitch they have. (So, having one cuts the cost in half, two cuts it to a fourth, three an eight, etc.) If the cost is reduced to less than 10 GP, then the spell requires no material components.

Warded Soul-At level ten, you gain proficiency in Intelligence, Wisdom, and Charisma saves.

Greater Soul-Stitching-At level thirteen, you may now give up to two Stitches to others. In addition, you finally learn to create your own living Stitches. Creating a living Stitch is a true ordeal, taking 24 hours of intense work. Upon the completion of your work, you lose all your hit dice and take half your maximum HP in damage, but are able to create a single living Stitch. This may be any creature with a CR no greater than 3, subject to DM approval. However, it has half your maximum HP as its hit point total, may use your proficiency bonus in place of its own, and adds your proficiency bonus to its AC and half of that to its saves.

Soul Projection-At level fourteen, you can project your soul from your body. As an action, your body lapses into an unconscious state, and your soul is free to wander. Your soul has the same HP as your body, but has resistance to all damage, is invisible and incorporeal, and cannot meaningfully interact with the world in any real way. You can range up to one mile from your body, though you are not aware of your body in any special way, potentially allowing you to be killed without knowing. If your body is slain, your soul disappears in 1d4 hours.

Master Soul-Stitching-At level seventeen, you can create any number of living Stitches, though no single one can have a CR greater than 3 and their total CR cannot be greater than 10. (CR 0 counts as one tenth a point of CR for these purposes.) Again, any such creatures or combinations of creatures is subject to DM approval.

Perfect Soul-At level eighteen, you gain proficiency in any saves you do not already have proficiency in.



Vivisectionist

Anatomical Precision-At level three, you begin to learn the precise anatomies of creatures you encounter, allowing for deadly precision on you strikes. You gain a single 1d8 die of Sneak Attack, as a Rogue, save that you may use it with any weapon. (If you also have levels in Rogue, you must use a Finesse or Ranged weapon to gain your Rogue Sneak Attack.)

Soul Capturing-At level seven, you are able to capture the fleeing souls of those you slay. Anyone you kill must make a Charisma saving throw against a DC of 8+your proficiency modifier+your Intelligence modifier. If they fail, you siphon off part of their soul. You may either use this soul to regain a single hit die or immediately spend a single hit die.

Improved Precision-At level eleven, you gain two more Sneak Attack dice, for a total of 3d8.

Improved Soul Capturing-At level fifteen, you may use both aspects of Soul Capturing at once, both regaining and spending a hit die.

Greater Precision-At level twenty, you gain two more Sneak Attack dice, for a total of 5d8.



Brute

Me Smack-At level three, you gain the ability to strike especially hard with the most simple of weapons. Double the damage dice of all simple or improvised weapons you use. In addition, you gain proficiency in improvised weapons.

Me Crush-At level seven, your grapples are supremely painful. When you have someone grappled, you may, by succeeding on another opposed grapple check, restrain them until they escape your grapple.

Me Combo-At level eleven, you may attempt to start a grapple as a bonus action in any turn you take the Attack action.

Me Hug Real Good-At level fifteen, you may crush someone you are grappling as part of an Attack action, replacing a single attack per attempt. If they fail a Strength save against a DC of 8+your proficiency modifier+your Strength modifier, they take 2d8+Strength modifier damage.

Me Smack Real Good-At level twenty, your damage die triples with simple or improvised weapons.



Stitches

Weapon Stitch-Requires X2 Hit Dice-You impart your soul into a weapon. The weapon gains a magical +X enhancement. This stitch can only grant a weapon an enhancement equal to half your proficiency bonus or less.

Armor Stitch-Requires (X+2)2 Hit Dice-You impart your soul into a piece of armor or a shield. The armor or shield gains a magical +X enhancement. This stitch can only grant a shield or armor an enhancement equal to half your proficiency bonus or less.

I need more Stitches. MOAR STITCHES! Because I am seriously at a loss for what I can add. I could use some good ideas, please.