Soul Mage (5e Class)

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Soul Mage

History

Soul Magic is often seen as being linked closely to necromancy however is completely different. Soul Mages operate by enhancing ones soul or crushing it, this is achieved by manipulating the fundamental vibrations of ones being. Due to people linking this magic to necromancy it is often demonised and outlawed.

Soul Manipulation

Soul Manipulation is a complex process. Most don't even manage to fully manipulate their own soul never mind the soul of other creatures. However those who can master this ability become near unstoppable forces.

Creating a Soul Mage


Quick Build

You can make a Soul mage quickly by following these suggestions. First, Con should be your highest ability score, followed by Dex. Second, choose the Combat Medic background. Third, choose Shield and a weapon

Class Features

As a Soul Mage you gain the following class features.

Hit Points

Hit Dice: 1d12 per Soul Mage level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Soul Mage level after 1st

Proficiencies

Armor: None
Weapons: simple melee weapons
Tools: None
Saving Throws: Constitution, Strength
Skills: Choose three from Persuasion, Athletics, Survival, Intimidation, History, Performance, Insight.

Equipment

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

  • (a) A shortsword or or (b) One simple weapon
  • A shield
  • 5 Medikits
  • If you are using starting wealth, you have 10*2d8 in funds.

Table: The Soul Mage

LevelProficiency
Bonus
FeaturesSoul Permeation
1st+2Unarmoured Defence0
2nd+2Devour Soul0
3rd+2Soul Tether1d4
4th+2Ability Score Improvement1d4
5th+3Vitality grant1d6
6th+3Action grant1d6
7th+31d8
8th+3Ability Score Improvement1d8
9th+4Vitality increase2d6
10th+42d6
11th+4Extra attack2d6
12th+4Ability Score Improvement2d8
13th+5Moral Boost2d8
14th+5Soul Permeation Upgrade 12d8
15th+5Extra attack 23d6
16th+5Ability Score Improvement, Extra Soul Tether3d6
17th+6Soul tether upgrade3d6
18th+6Action surge3d8
19th+6Ability Score Improvement, Devastate3d8
20th+6Power Surge4d8

Unarmoured Defence

You gain an AC of 12 + Con mod + Dex mod

Devour Soul

Starting at level 2 any creature that dies within a 30 feet radius will have its soul sucked towards you. This will heal you for half of the creatures original max hit points, any extra over your max can be gained as temporary hit points, however you can have no more than half of your max health in extra temporary hit points. This feature is linked to Soul Tether, meaning the total healing is split between you and the tethered creature. This feature is also passive and always active unless unconscious affected by anti-magic, or intentionally turned of by the user.

Soul Tether

You manifest part of your soul and link it with another creatures, contact is needed to initiate the tether however once made can be a maximum of 30 feet long. The tethered creature gains plus 2 AC and gain Soul Damage on all attack rolls. They also gain the benefits of class features that are specified.

Soul Permeation

Starting at level 3 your spiritual presence has a noticeable affect on those around you. All creatures hostile to the party and in a 10 feet radius take damage equal to the table above. This feature is linked to Soul Tether, meaning the attacks of the tethered creature gain this damage. This feature is also passive and always active unless unconscious or affected by anti-magic.

Ability Score Improvement

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.

Vitality grant

Starting at level 5 you give part of your own vitality to a targeted tethered creature. You take 2d10 damage and the teethed creature heals equal to the damage taken.

Action grant

You can give your action to a tethered creature. If attacking they can use there own action, extra attacks then they can use your action and any extra attacks you have.

Vitality increase

At level 9 you can add your con mod and your proficiency bonus to your hit die, this counts for previous levels and future levels. This feature is linked to Soul Tether, meaning 1/4 of your max health is given to the tethered creature, increasing their max hit points until the tether is broken.

Extra attack

Starting at 11th 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 15th level in this class. This feature is linked to Soul Tether, meaning the extra attack is given to the tethered creature if Action grant is used.

Moral Boost

Starting at 13th level, tethered creatures gain +5 to attack.

Soul Permeation Upgrade 1

Your spiritual pressure has increased to the point that the effects of Soul Permeation is now 15 feet and the radius also becomes difficult terrain. Flying is impossible in this zone for any hostile creature.

Extra attack 2

Starting at 11th 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 15th level in this class. This feature is linked to Soul Tether, meaning the extra attack is given to the tethered creature if Action grant is used.

Extra Soul Tether

Starting at 16th level you can tether a second creature. They gain all the benefits the first tethered creature gains.

Soul tether upgrade

Starting at level 17 tethered targets gain +5 AC and a passive 1d10 healing at the end of their turns.

Action surge

Starting at level 18 you can grant an action surge to a tethered creature at the end of their turn. If you have used Action grant then it is also reset and can be reused. This can be used 6 times per long rest.

Devastate

You sacrifice your own hit point putting you to 1 hp, the number of point sacrificed must be grater than 50. Doing this will increase the radius of Soul Permeation to 60 feet and increase the damage to 10d8 for 3 turns. For every 5 health after 50 health sacrificed the damaged is increased by 1d6.

Power Surge

At level 20 you can amplify the soul of a tethered target to almost super human levels. For all attack rolls they will guarantee a crit unless a nat 1 is rolled. This effect lasts for 3 rounds and can only be used once per long rest. Action surge cannot be activated while this ability is active.

Multiclassing

This class can't be multiclassed


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