Kingsglaive Rulers have often sought out new and unique ways of protecting themselves and their kingdoms, be it rare artifacts, powerful mages, even trained monsters. The Kingsglaive are elite soldiers infused with powerful but dangerous magic which they use to protect King and country. Some favor a single soul weapon, allowing them to focus their attack strategies to a razor's edge. Others prefer to maintain a variety of soul weapons that they may be prepared for any situation. Regardess of their style, a Kingsglaive can be counted on to deal damage where it counts. Sacrifice for Society In a process known only to royalty, the Kingsglaive are imbued with powerful, raw magic, granting them extrordinary abilities. An unfortunate side-effect of extended exposure to this tumultuous source of magic is a significantly shortened lifespan. Kingsglaives, on average, live about 60-80% as long as other members of their race. Additionaly, the Kingsglaives' souls become so intertwined with the magic and their weapons that they are bound to them upon death. Their Fractured souls pass on, but a modicum of their sentience is left within the weapon referred to as their Soul-Shard. Sufficiently powerful Kingsglaives often leave behind Soul-Shards embued with powerful enchantments. It is for these reasons that Kingsglaive are widely regarded for their bravery and pitied for their sarificee. Quick Build You can make a Kingsglaive quickly by following these suggestions. First, put your highest ability score in Strength(or Dexterity) followed by Contitution. Second, choose the Inheritor background. The Kingsglaive Level Proficiency Bonus Features Soul Strikes 1st +2 Soul Weapon, Eldritch Physicality - 2nd +2 Returning Soul Weapon - 3rd +2 Soul Focus Feature - 4th +2 Ability Score Improvement - 5th +3 Extra Attack - 6th +3 Soul Focus Feature - 7th +3 Soul Strike +1d6 8th +3 Ability Score Improvement +1d6 9th +4 Dimensional Sheath +2d6 10th +4 Soul Focus Feature +2d6 11th +4 Ricocheting Soul, Extra Attack +2d6 12th +4 Ability Score Improvement +3d6 13th +5 Shadow Aura +3d6 14th +5 Soul Focus Feature +3d6 15th +5 Seeking Soul +4d6 16th +5 Ability Score Improvement +4d6 17th +6 Spirit Bleeding +4d6 18th +6 Piercing the Veil +5d6 19th +6 Ability Score Improvement +5d6 20th +6 Spirit-Bound +5d6

CLASS FEATURES As a Kingsglaive, you gain the following features: HIT POINTS Hit Dice: 1d8 per Kingsglaive Level Hit Points at 1st Level: 8 + your Constitution Modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution Modifier per Kings Level after 1st PROFICIENCIES Armor: Light Armor Weapons: simple weapons, martial weapons, the Kingsglaive's Soul Weapon Saving Throws: Dexterity and Wisdom Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, and Stealth STARTING EQUIPMENT You start with the following items, plus anything provided by your background. • A single one-handed simple or martial melle weapon that the Kingsglaive is bound to called a Soul Weapon • (a) a Shortbow and Quiver of 20 Arrows or (b) a simple weapon • (a) a Dungeoneer's Pack or (b) an Explorer's Pack • Leather Armor Alternatively, you may start with a Soul Weapon and 4d4 x 10 gp to buy your own Equipment. Soul Weapon During the ritual that imbued you with a potent, condensed magic, you learned to bond yourself to a single weapon, that you may protect yourself and others from harm. Beginning at 1st level, you may spend an 8-hour period to form a magical link with a single on-handed simple or martial melle weapon. Once bonded, the weapon becomes immune to the broken condition and may be used with your other Kingsglaive class features. As long as you and your soul weapon are on the same plane, you may insinctually know its location withing a few yards. Your Soul Weapon is considered to have the throwing property with a range of (20/60). If the base weapon does not have the throwing property, it has a range of (10/30) instead. Eldritch Physicality The magic you've been infused with has enhanced your musculature, giving you greater strength and reaction speed. At 1st level, Increase your Strength or Dexterity score by 1 point. You can’t increase an ability score above 20 using this feature. Additionally, you may make any Strength or Dexterity-based skill rolls at advantage (depending on which stat you increased) Returning Soul Weapon Your connection to your Soul-weapon grows, you trust that it will always return to you. Beginning at 2nd level, Whenever a thrown Soul Weapon reaches its target(or misses), it blinks back to its sheath at your side. Soul Focus At 3rd level, you choose a focus for you combat training, such as the Stalker focus. Your Soul focus shapes how you perforM in combat situations and may modify your relationship with your Soul Weapon. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels. Ability Score Increase When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, 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’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. The number of attacks increases to three when you reach 11th level in this class. Soul Strike As you grow in power, your strikes begin cutting deeper, striking a creature's essence. Beginning at 7th level, When you hit a creature with a Soul Weapon attack, the creature takes an extra 1d6 psychic damage. This extra damage increaes by 1d6 at 9th level and every three levels thereafter to a maximum of 5d6 at 18th level. You can deal this extra damage only once per turn Dimensional Sheath At 9th level, you learn to store your Soul Weapon in its own pocket dimension(typically located in the palm of the hand). Storing or retrieving a Soul Weapon in this way takes an action. This pocket dimension has the space for only one Soul Weapon, even if your Soul focus grants you multiple. If you have a Soul Weapon stored in this way, you may, as an action, make a ranged attack with advantage, launching the Soul Weapon at an unsuspecting target. Ricocheting Soul Your essence displaces the world around you and your Soul Weapon, allowing you better control over your strikes. Beginning at 11th level, whenever you make a successful ranged attack with a Soul Weapon, you may make a second ranged attack with disadvantage against a creature within 15 feet of the first. Shadow Aura Eldritch energies seep from your pores when you fight, shrouding your form and making you difficult to hit. Beginning at 13th level, you may take the Hide action as a bonus action. Additionally, you may use your action to release a cloud of magic from your skin, shrouding you in a magical darkness. This effect lasts until your next turn; any attacks made against you before your next turn have disadvantage. 2

Seeking Soul You learn to imbue your Soul Weapon with a bit of transmutation magic, allowing you to strike concealed enemies. Beginning at 15th level, attacks made with your Soul Weapon ignore cover. Spirit Bleeding Your attacks leave a lasting effect on your enemies. Begining at 17th level, each successful attack made with you Soul Weapon deals an additional 1 point of bleed damage. Piercing the Veil Your sight clears, you can see what is hidden to most. at 18th level, you are able to see invibility as the spell. Spirit Bound At 20th level, your soul is irreversably bound to your Soul Weapon. As long as you wield your Soul Weapon, you have advantage on all attack rolls. Upon your death, a portion of your sentience is bound to your Soul Weapon and you weapon becomes a Soul-Shard, a +3 enchanted Legendary Artifact. The enchantment is determined by your personality the manner in which you lived your life(to be determined by the DM). If the Kingsglaive has followed the Arsenal focus, he chooses one weapon with which to bond permenantly on death. 3