{"name":"Soul Hunter","overview":"A sound soul dwells within a sound mind and a sound body. Soul Hunters are highly skilled fighters, trained to empower their bodies with their very soul in combat. Soul Hunters typically learn their craft from a monastery, but some learn from another soul hunter. They are often sent out into the wilderness to slay monsters as part of their training, granting them a reputation of being brave protectors of the realm.\r\n\r\n[h3]Creating a Soul Hunter[\/h3]\r\nHow did you become a Soul Hunter? How were you taught? Why did you choose this path? Do you want revenge, did you follow in someone's footsteps, do you want power, do you want to protect something, or is it something else?\r\n\r\n[h3]Quick Build[\/h3]\r\nYou can make a Soul Hunter quickly by following these suggestions. First, [b]Strength[\/b] or [b]Dexterity[\/b] should be your highest ability score, followed by [b]Wisdom[\/b]. Second, choose either the outlander or soldier background.\r\n\r\n[aloud]Version 2.1. This class is meant to be used with the @[Combat Revamped](article:e101b0d6-cfba-4c6b-a1f4-a806efd0a5d2) Supplement[\/aloud]","hit_dice":"1d8","hit_points_at_1st_level":"8 + your Constitution modifier","hit_points_at_higher_levels":"1d8 (or 5) + your Constitution modifier per level after 1st","armor_proficiencies":"All armor, shields","weapon_proficiencies":"Simple weapons, martial weapons and firearms.","tools":"tinker tools","saving_throws":"Constitution, Wisdom","skills":"Pick two from Acrobatics, Animal Handling, Athletics, Nature, Perception, Religion, and Survival.","starting_equipment":"You start with the following equipment, in addition to the equipment granted by your background:\r\n[ul]\r\n[li](a) Ring mail or (b) leather armor,\r\n[li](a) a martial weapon and a shield or (b) a martial weapon and a firearm(small arm)\r\n[li](a) a dungeoneer's pack or (b) and explorer's pack\r\n[\/ul]","spellcasting":"","class_features":"[h2]Soul Points[\/h2]\r\n[b]When you become a Soul Hunter at 1st level,[\/b] you have a maximum of 2 Soul Points(SP), gaining more according to the Soul Points column in the class table below.\r\n[br]On a short rest, you recover spent Soul Points equal to [roll:1D4] + your Wisdom modifier.\r\n[br]You recover all spent soul points upon completing a long rest.\r\n\r\n[h2]Soul Shield.[\/h2]\r\n[b]At 1st level,[\/b] [u][tooltip:But after the surprise round]at the start of the first round of combat[\/tooltip][\/u], you gain temporary hit points equal to your SP Maximum.[br]\r\nThis ability activates again if the battle lasts more than 6 rounds.[br]\r\n[b]At 13th level,[\/b] Add your Wisdom modifier (minimum 1) to the number of temporary hit points gained by Soul Shield.\r\nYou lose all remaining temporary hit points provided by this ability at the end of combat.\r\n\r\n[h2]Soul Resonance[\/h2]\r\n[b]At 2nd level[\/b], as an action, you may spend 2 SP to recover from 1 instance of any condition imposed on you, besides unconsciousness.\r\n\r\n[h2]Combat Stance(Subclass)[\/h2]\r\n[b]At 3rd level,[\/b] you choose a Combat Stance(Subclass) that will define the Style of your tactics in battle.[br]\r\nThe archetype you choose grants you features at [b]3rd level[\/b] and again at [b]7th, 11th, 15th, and 18th level[\/b].\r\n\r\n[h2]Ability Score Improvement[\/h2]\r\nWhen you reach [b]4th level,[\/b] and again at [b]8th, 12th, 16th, and 19th level[\/b], you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can\u2019t increase an ability score above 20 using this feature.\r\n\r\nUsing the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.\r\n\r\n[h2]Extra Attack[\/h2]\r\n[b]At 5th level,[\/b] you can attack twice, instead of once, whenever you take the Attack action on your turn.[br]\r\n[b]At 14th level,[\/b] you can attack 3 times whenever you take the Attack action on your turn.\r\n\r\n[h2]Soul Strike.[\/h2]\r\n[b]At 5th level,[\/b] as a bonus action, you may spend 2 SP to enwreathe your weapon with your soul, doubling its Melee damage and extending its reach by 5ft until the next time you hit a creature or the end of your turn.\r\n\r\n[h2]Soul Sight.[\/h2]\r\n[b]At 6th level,[\/b] as a bonus action, You may spend 2 Soul Point to gain Truesight 30ft for 2 turns.\r\n[br][b]At 12th level,[\/b] this increases to 60ft and gives Blindsight 30ft.\r\n\r\n[h2]Soul Shell[\/h2]\r\n[b]At 9th level,[\/b] as a bonus action, you may spend 3 Soul Points to give yourself resistance to all damage for 1 minute. You must spend an additional Soul Point every time you are hit or end your turn. You may use an action or a bonus action to end this effect, additionally, this effect ends if you have no Soul Points remaining.\r\n\r\n[h2]Soul Wave[\/h2]\r\n[b]At 10th level,[\/b] as a bonus action, you may spend 3 Soul Points to increase the range of your melee attacks by 45 feet for 1 turn.\r\n[br][b]At 17th level,[\/b] this lasts for 3 turns\r\n\r\n[h2]Soul Mastery[\/h2]\r\n[b]At 20th level,[\/b] you gain 20 Soul points instead of 1.","subclass_options":"[h1]Assault[\/h1]\r\n[h2]Scout.[\/h2]\r\n [b]At 3rd level,[\/b] as a bonus action, you can spend 1 SP to gain +10 movement speed when wearing light or medium armor until the start of your next turn.[br]\r\n[h2]Rally.[\/h2]\r\n [b]At 7th level,[\/b]  At the end of your turn, you can gain a number of temporary hit points equal to half the damage you dealt during your turn, they stack with previous uses of [i]Rally[\/i] and [i]Soul Shield[\/i].[br]\r\n[h2]Duck and Weave.[\/h2] \r\n[b]At 11th level,[\/b] as a free action, you can spend 3 SP to use the Dodge action as a reaction for 6 turns.[br]\r\n[h2]ReAssemble.[\/h2]\r\n [b]At 15th level,[\/b] Rally now gives temporary hit points equal to the full damage you dealt this turn.[br]\r\n[h2]Revenge.[\/h2]\r\n[b]At 18th level,[\/b] you can spend 5 SP to deal twice your normal damage for the next 2 turns after Taking damage.[br]\r\n[hr]\r\n[h1]Defense[\/h1]\r\n[h2]Knight.[\/h2]\r\n[b]At 3rd level,[\/b] as a bonus action, you can spend 1 SP to guard at the end of your turn, gaining +3 ac to all attacks you can see.[br]\r\n[h2]Martial Shield.[\/h2]\r\n[b]At 7th level,[\/b] you can add your proficiency bonus to the AC provided by a shield.[br]\r\n[h2]Protection.[\/h2]\r\nAt  [b]11th level,[\/b] as a free action, you can spend 3 SP to add your Bonus AC(your AC-10) to the AC of one creature within 10 ft of you for 3 turns. You must finish a short or long rest to use this ability again.[br]\r\n[h2]An Actual Shield.[\/h2]\r\n[b]At 15th level,[\/b] Whenever [i]Soul Shield[\/i] activates you don't gain any temporary hit points. Instead, you add your SP Maximum to your AC for 3 turns.[br]\r\n[h2]No.[\/h2]\r\n[b]At 18th level,[\/b] as a reaction, you can spend 5 SP to roll [roll:1d20], on a 16 or higher you prevent all damage that would be dealt to you and anyone you choose within 30ft until the start of your next turn.","table_data":"Level | Prof. Bonus| Features|Soul Point total\r\n1st | +2 | Soul Points, Soul Shield| 2\r\n2nd | +2 | Soul Resonance | 3\r\n3rd | +2 | Combat Stance(Subclass) | 4\r\n4th | +2 | Ability Score Improvement | 5\r\n5th | +3 | Extra Attack, Soul Strike | 6\r\n6th | +3 | Soul Sight | 7\r\n7th | +3 | Combat Stance feature | 8\r\n8th | +3 | Ability Score Improvement | 9\r\n9th | +4 | Soul Shell | 10\r\n10th | +4 | Soul Wave | 11\r\n11th | +4 | Combat Stance feature | 12\r\n12th | +4 | Ability Score Improvement | 13\r\n13th |  +5 | Soul Shield Improvement | 14\r\n14th | +5 | Extra Attack | 15\r\n15th | +5 | Combat Stance feature | 16\r\n16th | +5 | Ability Score Improvement | 17\r\n17th | +6 | Soul Wave Improvement | 18\r\n18th | +6 | Combat Stance feature | 19\r\n19th | +6 | Ability Score Improvement | 20 \r\n20th | +6 | Soul Mastery | 40","source":"world of excal-heim","jsondata":"","tags":"","isShared":"on","templateId":"5460","blockId":"688880","world":"e9b43e33-c3aa-41d2-93b5-8155ba14e28c","folder":"14178"}