Ancient Soul, Intelligence Variant (5e Class)

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Ancient Soul of Intelligence

One of the six ancient souls. This one embodies the power of the mind.

Creating an Intelligence Soul

Why do you have this power?

Quick Build

You can make an Intelligence Soul quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the Sage background.

Class Features

As a Ancient Soul of Intelligence you gain the following class features.

Hit Points

Hit Dice: 1d6 per Ancient Soul of Intelligence level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Ancient Soul of Intelligence level after 1st

Proficiencies

Armor: light armor
Weapons: simple and Martial Melee Weapons
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, Deception, History, Insight, Intimidation, Investigation, Medicine, Nature, Perception, Performance, Persuasion, Religion, Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) A Longsword or (b) Any Simple Weapon
  • (a) A Rapier or (b) Any Simple Weapon
  • (a) An Explorer's Pack or (b) A Scholar's Pack
  • (a) Leather Armor or (b) {{{item4b}}}
  • If you are using starting wealth, you have 3d4x10 in funds.

Table: The Ancient Soul of Intelligence

LevelProficiency
Bonus
FeaturesCantrips—Spell Slots per Spell Level—
1st2nd3rd4th5th6th7th8th9th
1st+2Bound Weapon, Spellcasting32
2nd+2Arcane Blade33
3rd+2-342
4th+2Ability Score Improvement443
5th+3Increasing Soul Presence, Arcane Blade Improvement4432
6th+3Extra Attack, Warping Movement4433
7th+3-44331
8th+3Ability Score Improvement44332
9th+4-443331
10th+4Quick Teleportation543332
11th+4Soul Capacity 50%, Arcane Blade Improvement5433321
12th+4Ability Score Improvement5433321
13th+5-54333211
14th+5Mental Speed54333211
15th+5Soul Aura543332111
16th+5Ability Score Improvement543332111
17th+6True Intelligence Soul, Arcane Blade Improvement5433321111
18th+6Signature Spells5433331111
19th+6Ability Score Improvement5433332111
20th+6Deific Form5433332211

Bound Weapon

Your spirit links you to a weapon. Starting at 1st level, when you finish a long rest, you can touch one weapon of your choice, you can attack with intelligence with that weapon.

Spellcasting

Your Spirit has granted you access to powerful spells and key memorization for them.

Cantrips

Starting at 1st level you can pick 3 cantrips from the Ancient Soul of Intelligence spell list. You gain more as seen from the cantrip number on the cantrip table.

Spells Known

Starting at 1st level, you know 3 spells from the Ancient Soul of Intelligence spell list. Whenever you gain a level in this class, you gain 1 more spell from this spell list. You can also learn spells from being taught them from any caster, similar to a wizard copying spells into a spellbook. You have any spells you know prepared.

Casting Spells

You can cast spells of levels known a number of times equal to spell slots for the designated level. Spells for a specific spell slot can be cast at a higher spell slot, but not a lower one. Intelligence is your spellcasting modifier for these spells

Spell Attack Modifier

Your spell attack bonus equals your proficiency bonus+your intelligence modifier

Spell Save DC

Your spell save DC equals 8+your proficiency bonus+your intelligence modifier

Arcane Blade

Your spirit allows you to put slight arcane power into your weapon. Starting at 2nd level you do an extra 1d6 Force Damage from your bound weapon. This upgrades to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.

Ability Score Increase

When you reach 4th level, and again at 8th, 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.

Increasing Soul Presence

The soul within you starts to present itself more. Starting at 5th level you can expend a spell slot (up to 5th level) when you do this, you create a number of clones equal to the level of spell slot you expend. You can only have one expended spell slot for this feature at a time. The clone cannot cast spells or use your arcane blade feature. Finally the clone has hit points equal to 1/8 of your maximum hit points.

Extra Attack

Starting at 6th level you can attack twice instead of once when you take the attack action on your turn.

Warping Movement

Your spirit gives you intense magical power. Starting at 6th level you can teleport your movement instead of walking it. This cannot be combined with dash or other movement boosting abilities.

Quick Teleportation

Your spells have been strengthened. Starting at 10th level, any teleportation spell you cast (misty step, thunderstep, etc. are included) can be used as a bonus action.

Soul Capacity 50%

Starting at 11th level your Increasing soul presence allows you to use up to 2 slots instead of 1 for clones. These can also use your arcane blade feature, and they have 1/4 of your maximum hit points. As well you can expend a 2nd level or higher spell slot you can surround yourself in an aura. This aura lasts for 10 minutes and gives an extra 1d8 force damage, and you have advantage on arcana and investigation. Starting at 15th level the damage and advantages can be granted to all allies within 30ft of you for the same duration, as a soul aura.

Mental Speed

Starting at 14th level your initiative is based off of your intelligence modifier instead of dexterity.

True Intelligence Soul

Your soul of Intelligence and you have fully linked together. Starting at 17th level while in your capacity 50% form, you can use an action to enter your true form. While in this form you can set up to three spell slots worth of clones instead of two, they can cast spells up to 5th level, and they get 1/2 your maximum HP. You also gain 2d8 extra damage instead of 1d8. Finally you gain the psychoblade.

Psychoblade

Longsword, Magical, 1d6 slashing+ 1d6 psychic

Signature Spell

Starting at 18th level, you can pick one first and one second level, you can now cast those without expending a spell slot. You can choose to change these later on by spending eight hours to change one or both spells.

Deific Form

Starting at 20th level you can push beyond your limits. As an action you can enter your deific form. While in this form you are a Medium Celestial for purposes of damage and grappling. You temporarily have an intelligence score of 30 in this form. Your unarmed strikes in this form all do 2d6(Slashing)+4d6(Psychic)+6d6(Force)damage. you have 2 attacks total with the same abilities. You can also cast spells as an action. When you cast spells in this way, the spell acts as if it was cast a slot higher. This lasts for 1 minute, and when it's over you exit the form and take three levels of exhastion, as well as 5d10 necrotic damage for pushing past your limits.

Ancient Soul of Intelligence Spell List

Cantrips

Acid Splash, Blade Ward, Booming Blade, Chill Touch, Control Flames, Create Bonfire, Dancing Lights, Fire Bolt, Friends, Green-Flame Blade, Light, Lightning Lure, Mage Hand, Mending, Message, Minor Illusion, Mold Earth, Poison Spray, Prestidigitation, Ray of Frost, Shape Water, Shocking Grasp, Sword Burst, Thunderclap, Toll the Dead, True Strike

1st Level

Alarm, Arms of Hadar, Burning Hands, Catapult, Cause Fear, Charm Person, Chromatic Orb, Color Spray, Command, Compelled Duel, Comprehend Languages, Detect Magic, Disguise self, Earth Tremor, Ensnaring Strike, Expeditious Retreat, False Life, Feather Fall, Hex, Hunter's Mark, Ice Knife, Mage Armor, Ray of Sickness, Searing Smite, Shield, Tasha's Hideous Laughter, Tenser's Floating Disk, Thunderous Smite, Thunderwave, Unseen Servant, Witch Bolt, Wrathful Smite, Zephyr Strike

2nd Level

Aganazzer's Scorcher, Alter Self, Arcane Lock, Blur, Branding Smite, Cloud of Daggers, Continual Flame, Darkness, Darkvision, Detect Thoughts, Dragon's Breath, Enlarge/Reduce, Flaming Sphere, Gust of Wind, Hold Person, Invisibility, Knock, Levitate, Magic Weapon, Melf's Acid Arrow, Mind Spike, Mirror Image, Misty Step, Pass Without Trace, Rope Trick, Scorching Ray, See Invisibility, Shatter, Spider Climb, Spike Growth, Suggestion, Web

3rd Level

Bestow Curse, Blinding Smite, Blink, Counterspell, Dispel Magic, Elemental Weapon, Erupting Earth, Fear, Fireball, Fly, Gaseous Form, Haste, Hypnotic Pattern, Lightning Bolt, Magic Circle, Remove Curse, Sending, Sleet Storm, Slow, Thunder Step, Toungues, Vampiric Touch, Wall of Sand, Wall of Water, Water Walk, Wind Walk

4th Level

Arcane Eye, Banishment, Blight, Charm Monster, Confusion, Control Water, Dimension Door, Evard's Black Tentacles, Fire Shield, Freedom of Movement, Grasping Vine, Greater Invisibility, Ice Storm, Otiluke's Resilient Sphere, Polymorph, Shadow of Moil, Staggering Smite, Stoneskin, Wall of Fire

5th Level

Banishing Smite, Bigby's Hand, Cloudkill, Cone of Cold, Dominate Person, Dream, Geas, Hold Monster, Scrying, Steel Wind Strike, Synaptic Static, Teleportation Circle, Wall of Force, Wall of Light, Wall of Stone

6th Level

Chain Lightning, Circle of Death, Contingency, Disintegrate, Eyebite, Flesh to Stone, Guards and Wards, Tenser's Transformation

7th level

Delayed Blast Fireball, Etherealness, Finger of Death, Forcecage, Power Word Pain, Prismatic Spray, Simulacrum, Teleport

8th level

Abi-Dalzim's Horrid Wilting, Antimagic Field, Clone, Dominate Monster, Feeblemind, Glibness, Illusory Dragon, Maddening Darkness, Mighty Fortress, Power Word Stun, Sunburst, Telepathy

9th level

Invulnerability, Mass Polymorph, Power Word Kill, Prismatic Wall, Time Stop, True Polymorph

Multiclassing

To qualify for multiclassing into the Ancient Soul of Intelligence class, you must meet these prerequisites: Intelligence 17, Constitution 15

When you multiclass into the Ancient Soul of Intelligence class, you gain the following proficiencies: Arcana, Light Armor, Martial Weapons

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