Soul Mage (5e Class)
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.
Level | Proficiency Bonus | Features | Soul Permeation |
---|---|---|---|
1st | +2 | Unarmoured Defence | 0 |
2nd | +2 | Devour Soul | 0 |
3rd | +2 | Soul Tether | 1d4 |
4th | +2 | Ability Score Improvement | 1d4 |
5th | +3 | Vitality grant | 1d6 |
6th | +3 | Action grant | 1d6 |
7th | +3 | — | 1d8 |
8th | +3 | Ability Score Improvement | 1d8 |
9th | +4 | Vitality increase | 2d6 |
10th | +4 | — | 2d6 |
11th | +4 | Extra attack | 2d6 |
12th | +4 | Ability Score Improvement | 2d8 |
13th | +5 | Moral Boost | 2d8 |
14th | +5 | Soul Permeation Upgrade 1 | 2d8 |
15th | +5 | Extra attack 2 | 3d6 |
16th | +5 | Ability Score Improvement, Extra Soul Tether | 3d6 |
17th | +6 | Soul tether upgrade | 3d6 |
18th | +6 | Action surge | 3d8 |
19th | +6 | Ability Score Improvement, Devastate | 3d8 |
20th | +6 | Power Surge | 4d8 |
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.