Soul Forsworn (5e Class)

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Soul Forsworn


A lifeless body falls to the ground, only to arise again like a puppet on strings. Grasped in their hand is a sword, emanating a faint crimson glow that is reflected in the eyes of the wielder. Soul Forsworn are those who have forsaken their mortal bodies and instead bound their souls to objects of power. Their original body carries on as a vessel, strung along like a puppet, controlled from an attached item that has become the new conduit of the soul. These items come in many forms such as weapons, trinkets or armour.

Unusual Magics



Creating a Soul Forsworn


Quick Build

You can make a Soul Forsworn quickly by following these suggestions. First, <!-Ability score-> should be your highest ability score, followed by <!-Ability score->. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->

Class Features

As a you gain the following class features.

Hit Points

Hit Dice: 1d8 per level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per level after 1st

Proficiencies

Armor:
Weapons:
Tools:
Saving Throws:
Skills:

Equipment

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

    Table: The

    LevelProficiency
    Bonus
    Features
    1st+2<!-Class Feature1->
    2nd+2<!-Class Feature2->
    3rd+2<!-Class Feature3->
    4th+2Ability Score Improvement
    5th+3
    6th+3
    7th+3
    8th+3Ability Score Improvement
    9th+4
    10th+4
    11th+4
    12th+4Ability Score Improvement
    13th+5
    14th+5
    15th+5
    16th+5Ability Score Improvement
    17th+6
    18th+6
    19th+6Ability Score Improvement
    20th+6

    <!-Class Feature->

    <!-Class feature game rule information->

    <!-Use semi-colons for subheaders->

    <!-Subclass Feature->

    <!-At <!-insert level-> level, you chose a <!-insert name of subclass feature i.e. path, archetype, discipline, etc.->. Choose between <!-list the subclass options->, <!-all/both-> detailed at the end of the class description. Your choice grants you features at <!-insert the level when subclass features begin-> and again at <!-list all the levels the class gains subclass features->.->

    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.

    <!-Class Feature->

    <!-Class feature game rule information->


    Embodiment of Armor

    Stalwart defenders and unyielding juggernauts, this soul bond is the most hardy as the user binds their soul to their armor. This soul bond allows the forsworn to morph and enhance the armor to suit their needs.

    <!-Class Feature->

    <!-Class feature game rule information->

    <!-Class Feature->

    <!-Class feature game rule information->

    <!-Class Feature->

    <!-Class feature game rule information->

    Embodiment of Blades

    Perhaps the most common form of soul bond is the Embodiment of Blades. Those that undergo this ritual bind their souls to a weapon or set of weapons. This soul bond allows for powerful magic to be channeled through the weapon.

    <!-Class Feature->

    <!-Class feature game rule information->

    <!-Class Feature->

    <!-Class feature game rule information->

    <!-Class Feature->

    <!-Class feature game rule information->

    Embodiment of Masks

    Forsworn of the mask are typically the most elusive and eccentric. This bond is unique in that the masks must be carved out of a rare and magical wood whereas the other bonds can use any kind of weapon or armor. This soul bond grants unusual powers for the more creative minds.

    <!-Class Feature->

    <!-Class feature game rule information->

    <!-Class Feature->

    <!-Class feature game rule information->

    <!-Class Feature->

    <!-Class feature game rule information->

    Embodiment of Tomes

    Outcast wizards, warlocks abandoned by their patron... Those lose their magic or have magic but wish for an even greater power resort to binding their soul with their spellbook. Absorbing the knowledge within allows them to circumvent the need to memorize spells.

    <!-Class Feature->

    <!-Class feature game rule information->

    <!-Class Feature->

    <!-Class feature game rule information->

    <!-Class Feature->

    <!-Class feature game rule information->

    Spell List

    You know all of the spells on the basic spell list and additional spells based on your subclass.

    1st Level

    <!-1st level spell list->

    2nd Level

    <!-2nd level spell list->

    3rd Level

    <!-3rd level spell list->

    4th Level

    <!-4th level spell list->

    5th Level

    <!-5th level spell list->

    Multiclassing


    Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

    Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:



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