Soul Wielder (5e Class)

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Soul Wielder


<!-Soul Wielder->


Creating a Soul Wielder


Creating a Soul Wielder

When creating a Soul Wielder, Think of your backstory not everyone is able to become a soul wielder due to the rareness of teachers. Most Soul Wielders are unknowing of the world unless they somehow found a teacher who was willing to show them the ways. Talk with the DM for an origin story. Born into the family? Found dying and showed promise? Or is it a common thing in the campaign?

Class Features

As a Soul Wielder you gain the following class features.

Hit Points

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

Proficiencies

Armor: light and Medium Armor
Weapons: Simple weapons, Katana, Short swords and Longbows
Tools: 1 Musical instrument of choice
Saving Throws: Choose one Charisma or Constitution and Soul Attribute
Skills: Choose 2 Arcana, Insight, Perception, Performance, Persuasion

Equipment

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

  • (a) short sword or (b) 2 simple melee or (c) Longbow + 20 arrows
  • (a) padded leather armor or (b) hide armor
  • Proficient musical instrument
  • (a) explorers pack or (b) dungeoneers pack

Table: The Soul Wielder

LevelProficiency
Bonus
Features
1st+2Soul Attribute, Soul Sight
2nd+2Soul Binding
3rd+2Sould Wielder Achetype
4th+2Ability Score Improvement, Ability Score increase
5th+3Extra Attack
6th+3Enhanced Soul Binding
7th+3Archetype Feature, Soul Infusion
8th+3Ability Score Improvement, Ability Score Improvement, Soul Meister
9th+4Souls Endurance
10th+4Enhanced Soul Infusion
11th+4Archetype Feature
12th+4Ability Score Improvement, Ability Score increase
13th+5Archetype Feature, Extra Attack
14th+5Indomitable Soul
15th+5Weaken Soul
16th+5Ability Score Improvement, Ability Score Improvement, True Soul Binding
17th+6True Soul infusion, Archetype feature
18th+6Soul Targeting
19th+6Ability Score Improvement, Ability Score Improvement
20th+6Archetype Ability

Mind Weapon

As a bonus action, or as part of an attack action, you can create a single semisolid object composed of psychic energy. The Weapon can take the form of any Light Melee Weapon and deals Damage based on the form you have chosen. You use your intelligence modifier for attack and damage rolls made with this weapon. The blade lasts until it is dismissed or leaves your grasp.

Soul Sight

Through training your mind and spirit you have become attuned with the spiritual world. You are able to see the faint glow of a creature’s soul and discern a creature’s size, alignment, and current mood from it.

Mind Flare

Beginning at 1st Level, you gain the ability to infuse your Mind Weapon with destructive psychic energy. Once per turn, you can deal an extra 1d4 Psychic damage to one creature you hit with an attack. The amount of extra damage increases as you gain levels in this class as shown in the Mind Flare column of the SoulKnife Table.

Mind Guard

Beginning at 2nd Level, while you are wearing no armor, your AC equals 10 + your Dexterity Modifier + your Intelligence Modifier.

Sharpened Mind

Starting at 6th Level, your Mind Weapon now counts as a Magical Weapon for purposes of bypassing Resistance and Immunity, and gains a +1 Magical Bonus. This Magical Bonus increases to +2 at 10th Level, and +3 at 15th Level.

Mind Weapon Enhancement

At 2nd and 13th Levels, your training has taught you new ways to manipulate your Mind Weapon.

  • Persistent Mind

You learn to maintain your Mind Weapon even when it is out of your grasp. Your Mind Weapon gain the “Thrown” Property with a range increment of 30/60ft and persist until dismissed

  • Heavy Focus

Through greater focus you can concentrate more psychic energy into your weapon. Your Mind Weapon can now take the form of Heavy weapons

  • Mind Bolt

You are able to form your Mind Weapon into various Ranged Weapons. Your Mind Weapon deals damage based on its form, and consumes no ammunition.

  • Split Focus

You gain the ability to form a second Mind Weapon.

  • Mind Shield

You are able to form your Mind Weapon into a defensive shield of Psychic Energy. The Shield grants +2 AC.

Archetype

At level 3 you choose the aptitude of your ranger. You may choose from Divine Slayer, Radiant Sniper. Your choice grants you features at level 3rd, 6th, 14th, and 18th 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.

Extra Attack

Beginning at 5th 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 11th level and four when you reach 20th level in this class.

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.

Guardian

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Healer

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SpeedFreak

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Spell List

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

1st Level

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2nd Level

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3rd Level

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4th Level

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5th Level

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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:



Back to Main Page 5e Homebrew Classes

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