Soulbound Medium (5e Class)
Soulbound Medium
The Soulbound are those who are have familiars in not only this world, but also in on of the many other worlds: The world of the Death. They are a clan of people who made contracts with the souls of the deceased to fight alongside them in battle. But not as a spiritual partner, if they call for help from the other world they become the physical embodiment of one of the numerous powerful ghosts. These allows them to remain unpredictable and effective. Their main strategy in battle is to battle as the physical embodiment of one of many powerful ghosts.
Those who choose to become one of the Soulbound will be granted with great powers, but also great responsibility for the other realm. They often fall into deep trance while drifting throw the Spirit World and while fused with a spirit to protect both worlds to one day also travel into the other dimension forever.
Creating a Soulbound Medium
As you are creating a Soulbound, keep in mind how your character relates to society and why. Why are you devoted to a cause of protecting the spirit realm? Why did you decide to make a deal with your patron? Was it for power, or does it serve some other purpose? Why would your character decide to group up with others? Is he just a lonely monk on a snowy mountain top or does he live in a big city to rescue lost spirits and send them to the spirit world, to keep the two worlds seperate? And as an old saying goes, the souls choose the Medium.
- Quick Build
You can make a Soulbound Medium quickly by following these suggestions. First, Wisdom should be your highest ability score followed by Constitution then Dexterity. Second, choose the Mystic background.
Class Features
As a Soulbound Medium you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Soulbound Medium level
Hit Points at 1st Level: 1d10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Soulbound Medium level after 1st
- Proficiencies
Armor: Light Armor, medium Armor
Weapons: Simple weapons, martial weapons
Tools: Holy Symbol, Spell Component Pouch, Wizard's Spellbook
Saving Throws: Wisdom, Constitution
Skills: Choose three from Arcana, History, Investigation, Nature, Religion, Insight, Medicine, Perception, Deception, and Persuasion.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- Staff, Bo
- Any simple melee weapon
- (a) An arcane focus or (b) a component pouch
- (a) A explorer's pack or (b) a dungeoneer's pack
- If you are using starting wealth, you have 10 gp in funds.
Level | Proficiency Bonus | Features |
---|---|---|
1st | +2 | Ghost World's Familiar, First Gate to the other Realm: Gate of Opening |
2nd | +2 | — |
3rd | +2 | Second Gate to the other Realm: Gate of Healing |
4th | +2 | Ability Score Improvement |
5th | +3 | Extra Attack |
6th | +3 | Third Gate to the other Realm: Gate of Life |
7th | +3 | — |
8th | +3 | Ability Score Improvement |
9th | +4 | Fourth Gate to the other Realm: Gate of Pain |
10th | +4 | — |
11th | +4 | — |
12th | +4 | Ability Score Improvement, , Fifth Gate to the other Realm: Gate of Limit |
13th | +5 | — |
14th | +5 | — |
15th | +5 | Sixth Gate to the other Realm: Gate of View |
16th | +5 | Ability Score Improvement |
17th | +6 | — |
18th | +6 | Seventh Gate to the other Realm: Gate of Wonder |
19th | +6 | Ability Score Improvement |
20th | +6 | Eighth Gate to the other Realm: Gate of Death |
Ghost World's Familiar
Beginning 1st level, you have the ability to shift into the Spirit Realm and call for help of the ghosts. To summon a ghost successfully you have to spend a whole round (this includes your actions and reactions) in concentration or else it will fail. At the beginning of your next turn you transform into one of ten different ghosts. In which of the ten ghosts you transform is random
First Gate to the other Realm: Gate of Opening
At 1st level, your arcane research on the Spirit world has unlocked the first door into the forbidden realm. This unlocks the first feature of all of the ghosts. These abilities are listed for each ghost specifically at the bottom of the class.
Second Gate to the other Realm: Gate of Healing
At 3rd level, you gain a specific, for each ghost individually, amount of temporary hit points, when you transform or evolve into one of your familiars. You lose the same amount, when the transformation ends(this can't make you go below one hit point).
Preferred Weapons
Beginning at 2nd level, you have trained for years with two weapons of your choice that have become your preferred weapons. Choose a martial melee weapon and a martial ranged weapon. You have a +1 bonus to damage rolls with these weapons. The amount of bonus damage increases as you gain levels, as shown in the Bonus Weapon Damage column of the Demon Hunter table.
At 10th level, you may also choose another martial melee weapon and martial ranged weapon to also gain this benefit.
Hunter Order
Beginning at 3rd level, you choose a subclass that you emulate in the exercise of your hunter abilities: Deathblade, Power Fiend, or Arcane Devastator, all detailed at the end of the class description. Your subclass choice grants you features at 3rd level and again at levels 7th, 13th, and 18th.
Ability Score Increase
When you reach 4th level, and again at 6th, 8th, 12th, 16th and 19th level, you can increase one ability score of you 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.
Gilded Eyes
Beginning at 9th level, you gain darkvision for 60 feet. If you already have darkvision, the range is instead increased by an additional 30 feet.
Sheer Skill
Starting at 11th level, before the results of a roll have been announced, you may add 1d6 to any roll you make. You may not use Sheer Skill more than once on any roll you make. You may use this feature an amount of times equal to your proficiency bonus + your Charisma Modifier and you regain all used of this feature after you finish a short or long rest.
Combat Style
Beginning at 15th level, you may choose a combat style that emphasizes your specialty in combat.
- Dexterous Evader
Through practice, you have learned how to anticipate upcoming attacks in order to dodge them. You may take a specialized Dodge action as a bonus action, which gives you the effects of the Dodge action and advantage on Dexterity saving throws until the start of your next turn. You may use this feature a number of times equal to your half your Dexterity modifier rounded up, and you regain all uses of this feature after you finish a long rest.
- Precision Caster
You have focused all your training efforts into learning how to properly connect with your spells and cantrips. You have a +1 bonus to your spell attack rolls and spell save DC.
- Specialized Hunter
You have spent ages learning how to effectively kill your hated enemies. You have advantage on your first weapon attack roll each turn when targeting a devil or undead, and deal additional damage equal to your proficiency bonus on that attack.
- Speedy Hands
You have trained your hands at the point of mastery at handling of crossbows. You ignore the loading property of crossbows with which you are proficient and being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls with crossbows.
Resilience
Beginning at 20th level, you attain the pinnacle of resilience on battle. If you have no more than half your hit points left, as a bonus action, you can spend up to two hit dice to heal yourself for an amount of hit points equal to amount rolled + your Constitution modifier for each hit die rolled. You can not use this feature if you have 0 hit points.
Deathblade
You focus your training on the grim art of death. Those who adhere to this way use their speed and deception to bring death to those who would go against them and stop the death of others.
- Death's Door
Beginning at 3rd level, you have accepted death as a natural part of life for all creatures except yourself. If you succeed on a death saving throw, you regain 1 hit point. Once you use this ability, you can not use it again until you finish a long rest.
- Fleeting Step
Beginning at 3rd level, your speed and evasiveness have reached new levels. Your base walking speed is increased by 5 feet, and may take the Disengage action as a bonus action.
- Grim Artist
At 7th level, your confidence instills you with the speed you need to act quickly in combat. You may add your Charisma modifier to your initiative rolls.
- Impersonator
Beginning at 7th level, your knowledge of social interactions is exemplified. You have advantage on Charisma (Deception) checks when impersonating a creature or person that isn't you.
- Quick Dash
Beginning at 14th level, you know how to quickly bound towards other creatures and make a quick strike against them. As a bonus action, you may move 15 feet in a direction and make a weapon attack against a creature within range. You may use this feature a number of times equal to your Dexterity modifier(minimum one) and you regain all uses of this feature at the end of a long rest.
- Control Over Death
Beginning at 18th level, you have learned how to effectively stop death. As an action, you may bind a creature's soul to your current plane as long as the creature is within 60ft of you. You may choose to target a living creature or you may target a creature that has not been dead for more than 1 round(6 seconds). If the creature was living, until the start of your next turn, that creature can not be killed or knocked unconscious. If the target would take damage that knocks them unconscious, they instead remain conscious at 1 hit point. If the target was recently slain, you return that creature to life with 50 hit points and with 0 failed death saving throws. Once you use this feature, you may not use it again until you finish a long rest.
Power Fiend
Emulating the Power Fiend means accepting your place as a bulwark between civilization and the terrors of the Nine Hells. As you walk the Power Fiend’s path, you learn how to fight the threats you face, from rampaging demons and hordes of elementals to towering giants and terrifying dragons.
- Hardened Body
Beginning at 3rd level, you body becomes hardened to the effects of battle. Bludgeoning, piercing, and slashing damage that you take is reduced by 2 (damage reduction is before resistance). This amount increases by 1 at 5th level, 11th level, and 17th level.
- Weathered
Beginning at 3rd level, you have advantage on Wisdom (Survival) checks against extreme weather (DMG p. 110).
- Protection Pact
Beginning at 7th level, your pact with the fiendish entity now grants you some degree of protection. You are now considered to be under the effects of nondetection at all times and may not be moved or teleported by a magical effect without your consent.
- Fury
Beginning at 14th level, you have learned how to put your full might behind your attacks. As a bonus action you may enter a state of all out aggression for 1 minute. Your first weapon attack that hits each turn deals additional damage equal to your proficiency bonus. However, while in this state, you have disadvantage on Wisdom and Intelligence saving throws. You regain use of this feature after you finish a short or long rest.
- Supreme Fortitude
Beginning at 18th level, after being hit by an attack and taking damage, you may make a reaction to make it so that no damage is done. You may use this feature twice and you regain all uses of this feature after you finish a long rest.
Arcane Devastator
Arcane Devastators are those who have learned how to use their Pact Magic to it's full potential.
- Flexible Spell List
Beginning at 3rd level, whenever you finish a long rest, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.
- Well Learned
Beginning at 3rd level, you gain proficiency in the History or Arcana skill, and if you already have proficiency in it, your proficiency bonus is doubled for any check you make using it.
- Magic Guidance
Beginning at 3rd level, when you make an ability check or a saving throw and have disadvantage on the roll, you can cancel the disadvantage for that roll. Alternatively, before you make an ability check or a saving throw, you may add your proficiency bonus to the roll regardless of whether you are proficiency in the check or not. You regain use of this feature after you finish a long rest.
- Enhanced Spellcasting
Beginning at 7th level, when you cast a spell that deals damage, you deal 1 additional point of damage per damage die. This bonus damage is the same damage type as the damage from the spell.
- Well of Magic
Beginning at 14th level, you have learned how to reach into your inner most depths of your pact for more magic. You gain an additional demon hunter spell slot.
- Magic Pact
Beginning at 18th level, your pact can now further enhance your spellcasting capabilities. You may cast any 7th level or lower spell from the wizard spell list once. You regain use of this feature after you finish a long rest.
Multiclassing
Prerequisites. To qualify for multiclassing into the demon hunter class, you must meet these prerequisites: 13 Strength or 13 Dexterity and 13 Charisma.
Proficiencies. When you multiclass into the demon hunter class, you gain the following proficiencies: medium armor, a ranged martial weapon, and a melee martial weapon.
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