Soulbound Sentinel

Soulbound Sentinels are mortals who have sacrificed their natural mortality, binding their life essence to living relic armor. Their bodies may fall, but their souls endure in spectral form, defending allies and delivering ghostly justice. They walk the line between life and death as stalwart guardians.

Class Features

Hit Die d10
Primary Ability Strength, Charisma
Saving Throws Strength, Constitution

Proficiencies

Armor All armor, Shields
Weapons Simple weapons, Martial weapons
Tools Smith's tools
Skills Choose 2 from Arcana, History, Insight, Religion, Athletics

Starting Equipment

• Chain mail, shield, martial weapon
• Leather armor, longbow, 20 arrows, martial weapon
• Two martial weapons and smith’s tools

Class Resources

Soul Bonds 6 (Long rest)

Class Abilities

Martial Abilities

Resource Soul Bonds
Soulbound Armor
Passive Level 1

Your armor is your lifeline. You cannot die as long as you wear it (see Spirit Anchor).

Buff Effect
Duration: Permanent while wearing armor
Guardian’s Resolve
Passive Level 1

Gain resistance to nonmagical bludgeoning, piercing, and slashing damage while armored.

Buff Effect
Duration: Permanent while wearing armor
Phantom Strike
Action 1 Soul Bond Level 2

Dash through foes and strike with force damage.

Damage Effect
Damage: 1d6 + Str mod force (+1d6 per 4 Sentinel levels)
Soul Shield
Reaction 1 Soul Bond Level 3

As a reaction when hit by an attack, spend 1 Soul Bond to gain +2 AC against that attack.

Buff Effect
Duration: That attack
Spectral Reprisal
Reaction 1 Soul Bond Level 5

When an adjacent ally is hit, you can use your reaction and spend 1 Soul Bond to strike the attacker for 1d8 + Con mod force damage.

Damage Effect
Damage: 1d8 + Con mod force (+1d6 at 11th level)
Anchor Empower
Bonus Action 2 Soul Bonds Level 7

Spend 2 Soul Bonds to grant your next attack advantage and deal an extra 1d8 force damage.

Buff Effect
Damage: 1d8 force (+1d8 at 11th level)
Duration: Next attack
Soul Drain
Bonus Action 1 Soul Bond Level 9

Spend 1 Soul Bond when you hit to siphon vitality. You heal for half the damage dealt.

Healing Effect
Anchor Eruption
Action 3 Soul Bonds Level 11

Spend 3 Soul Bonds to slam the ground. All creatures in 15‐foot radius must make a Str save or take 3d6 force damage and be knocked prone (half damage on success).

Damage Effect
Saving Throw: Strength
Damage: 3d6 force (+1d6 per 4 Sentinel levels)
Conditions: prone
Ectoplasmic Blade
Passive Level 12

Your weapon attacks deal an extra 1d6 force damage.

Damage Effect
Damage: 1d6 force (+1d6 at 13th level)
Duration: Permanent while armored
Unbreakable Will
Bonus Action 2 Soul Bonds Level 14

Spend 2 Soul Bonds to end one effect on you that is causing you to be charmed or frightened.

Utility Effect
Radiant Anchor
Action 1 Soul Bond Level 3

(Beacon subclass feature) Spend 1 Soul Bond to fire a radiant cone—see subclass.

Damage Effect
Saving Throw: Dexterity
Damage: 2d6 radiant (+1d6 per 5 Sentinel levels)
Ethereal Rend
Bonus Action Level 10

When in Spectral Aegis form, you can use a bonus action to strike a creature you moved through, forcing a Dex save or be restrained by ectoplasm until end of your next turn.

Control Effect
Saving Throw: Dexterity
Conditions: restrained
Duration: 1 round

Transformations

Spectral Aegis
1 minute or until healed Level 6

You reanimate your armor as a ghostly sentinel when you fall (Soul Rebirth). You fly equal to walking speed, your strikes become incorporeal, and you ignore nonmagical physical obstacles.

Changes:

Fly speed = walking speed, Strikes become force damage, Incorporeal movement

Special Actions:

Ethereal Rend

Limitations:

Can’t speak or use non‐armor worn items

Eternal Guardian
1 minute Level 18

Transform into a colossal living‐armor war golem. You gain +2 AC, immunity to nonmagical physical damage, and your melee attacks deal +1d10 force damage.

Changes:

+2 AC, Immunity to nonmagical bludgeoning, piercing, slashing, Melee attacks +1d10 force damage

Limitations:

Cannot speak or cast spells, Cannot wear other armor

Auras

Soul Beacon
10-foot radius Level 6

Your anchored soul radiates protective energy.

Effect:

All allies gain +1 to saving throws and resistance to psychic damage.

Class Features

Spirit Anchor (Level 1)

At 1st level, you bind your soul to a suit of relic armor. As long as you wear this armor, you cannot die—when you are reduced to 0 hit points, you instead drop to 1 hit point and the armor glows with soul‐fire until the end of your next turn.

Guardian’s Resolve (Level 1)

Also at 1st level, while wearing your anchored armor you gain resistance to nonmagical bludgeoning, piercing, and slashing damage.

Phantom Strike (Level 2)

At 2nd level, you can spend 1 Soul Bond to dash in a straight line up to your movement, passing through creatures and objects. Each creature you pass through takes 1d6 + Strength mod force damage and is pushed 5 feet. You can’t end inside a solid object.

Resource Cost: 1 Soul Bond

Soul Rebirth (Level 6)

At 6th level, when you fall in combat and drop to 0 hit points, your soul fully reanimates the armor as Spectral Aegis. You rise immediately with half your hit points in ghostly form. In this form you gain a flying speed equal to your walking speed and incorporeal strikes (1d8 + Con mod force damage). Lasts until you stabilize or are healed.

Spectral Aegis Improvement (Level 10)

At 10th level while in Spectral Aegis form, your incorporeal strikes deal 2d8 + Con mod force damage, and you can choose to ram a creature as a bonus action (Strength save DC 8 + Prof + Con mod or be knocked prone).

Prerequisite: Soul Rebirth

Eternal Guardian (Level 18)

Starting at 18th level, you can transform into a colossal war golem of living armor for 1 minute. You gain +2 AC, immunity to nonmagical abuse, and your melee attacks deal +1d10 force damage. You cannot speak or cast spells. Once you use this feature, you can’t use it again until you finish a long rest.

Resource Cost: —

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