Soul Crafter (5e Class)
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Soul crafter
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In a isolated room, where only small beams of light can enter, an elf can be seen carving a small humanoid figure made of wood. Concentrating as best as he can, he marks the most exquisite details on the most exquisite wood, with such care, almost as taking care of a small baby.
On the road, a dwarf is stopped by bandits, who are expecting to make an easy cash selling the exotic and well-made armor he wears. The dwarf, calmingly, draws out a faintly glowing blacksmith hammer and murmurs to a small trinket, molded on the shape of it’s clan symbol. The last thing the banditis saw was the charge of a steel's giant.
An half-elf can be seen on the market, every week, selling his products. Jewels of many shapes and colours, that almost looked magical, capable of pleasing even nobles. Many adored his craft and more desired the knowledge producing it. Countless merchants have tried to swindle him into an impossible debt or giving away his method, but strangely, the half-elf always seen to know their intetions.
Doesn’t matter what tools a Soul crafter specializes in, all of them are the same in the passion for craft, and the love for their creation. Their work varies in form and function, but all are made with zeal and you consider anything you made as a piece of yourself.
Creating a Soul crafter
The most important question to consider when creating a soul crafter is what you desire for the future of yours soul fragments. As they level up, they become more and more idependent of you, gaining their own personalities and will. They can have their own thoughs aside from yours, disagree with you, etc. This relationship with them is what gonna mold your Soul crafter.
- Quick Build
You can make a Soul crafter quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the Guild artisan background. Third, choose a Scholar’s Pack, a simple weapon and a light Crossbow and quiver of 20 bolts.
Class Features
As a Soul crafter you gain the following class features.
- Hit Points
Hit Dice: 1d4 per Soul crafter level
Hit Points at 1st Level: 4 + Constitution modifier
Hit Points at Higher Levels: 1d4 (or 3) + Constitution modifier per Soul crafter level after 1st
- Proficiencies
Armor: none
Weapons: Simple weapons, light crossbows
Tools: Choose two from: Carpenter’s tools, Glassblower’s tools, Jeweler’s tools, Mason’s tools and Smith’s tools
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, History , intuiton, Perception, Persuasion and Sleight of Hand.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) two dagger or (b) any simple weapon
- (a) a light Crossbow and quiver of 20 bolts or (b) a Sling with 40 bullets
- (a) a Scholar’s Pack or (b) a Explorer’s Pack
- (a) a component pouch or (b) an arcane focus
- If you are using starting wealth, you have 5d4 x 10 gp and Sufiicient material for making 2 receptacle and the 2 tools you have chosen. in funds.
Level | Proficiency Bonus |
Cantrips Know | Spells Know | Max Spell lvl | Features | —Spell Slots per Spell Level— | |||
---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | ||||||
1st | +2 | 2 | 2 | 1 | Spellcasting, true intentions, Artisan's knowledge | — | — | — | — |
2nd | +2 | 2 | 3 | 1 | Path of creation | — | — | — | — |
3rd | +2 | 2 | 4 | 2 | — | 2 | — | — | — |
4th | +2 | 2 | 5 | 2 | Ability Score Improvement | 3 | — | — | — |
5th | +3 | 2 | 6 | 3 | — | 3 | — | — | — |
6th | +3 | 2 | 7 | 3 | Pure and Dark soul | 3 | — | — | — |
7th | +3 | 2 | 8 | 4 | — | 4 | 2 | — | — |
8th | +3 | 2 | 9 | 4 | Ability Score Improvement | 4 | 2 | — | — |
9th | +4 | 2 | 10 | 5 | — | 4 | 2 | — | — |
10th | +4 | 3 | 11 | 5 | Soothe the mind | 4 | 3 | — | — |
11th | +4 | 3 | 12 | 6 | — | 4 | 3 | — | — |
12th | +4 | 3 | 12 | 6 | Ability Score Improvement | 4 | 3 | — | — |
13th | +5 | 3 | 13 | 7 | — | 4 | 3 | 2 | — |
14th | +5 | 3 | 13 | 7 | zeal of the craftsman | 4 | 3 | 2 | — |
15th | +5 | 3 | 14 | 8 | — | 4 | 3 | 2 | — |
16th | +5 | 4 | 14 | 8 | Ability Score Improvement | 4 | 3 | 3 | — |
17th | +6 | 4 | 15 | 8 | — | 4 | 3 | 3 | — |
18th | +6 | 4 | 15 | 9 | — | 4 | 3 | 3 | — |
19th | +6 | 4 | 15 | 9 | Ability Score Improvement | 4 | 3 | 3 | 1 |
20th | +6 | 4 | 15 | 9 | Soul dualism | 4 | 3 | 3 | 1 |
True intentions
Eyes are said to be the mirror of the soul. As an action, for 1 minute, you can see the souls of the beings you gaze upon the eye. While you can see the soul, you have advantage in intuiton checks to find if they have lied or not. At 10th lvl, you don’t need to mantain visual contact with the eye anymore, and can also see the soul of beings without eyes. Also ah 10th lvl, you can feel the emotional state of a being while looking at it's soul. Make an WIS check. On a result of 15 or higher, you sense what the target feelings are in the moment.
You can use this feature a number of times equal your CHA modifier, and regain it uses after finishing a long rest.
Artisan's knowledge
Whenever you make an Intelligence(History/investigation) check related to objetcs of art, you are considered proficient in the skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. You can only double the proficiency when the ability check is about objetcs or services that are related to the tools you have proficiency (e.g. If you have profiency in Carpenter’s tools, you can use this feature in wooden objetcs).
Spell casting
Your power comes from the interior, from the very soul, and is able to shape the world to your will. See chapter 10 for the general rules of spellcasting and chapter 11 for the artificer spell list.
- Cantrips
At 1st level, you know two cantrips of your choice from the artificer spell list. You learn additional artificer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Soul crafter table.
- Spell Slots
The Soul crafter table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
- Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the artificer spell list. The Spells Known column of the Soul crafter table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level equal or less then max lvl, as shown on the table. Additionally, when you gain a level in this class, you can choose one of the artificer spells you know and replace it with another spell from the artificer spell list, which also must be of a level equal or less then as shown on the max lvl column, on the artificer table.
- Spell casting ability
Charisma is your spellcasting ability for your Soul crafter spells. Your magic comes from your very soul. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Soul crafter spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
- Spell casting Focus
You can use the tools you have proficiency as your arcane focus. Alternatively, you can use a small object that you made as a spell casting focus for Soul crafter spells. The object must be able to be held with one hand and can’t be a piece of equipment (Like a ring, unless your DM allows).
The path of creation
You can create a spark of life, taken from your own. Choose two different Soul fragments types from the list at the end. You make a receptacle for each SF, using the tools you have proficiency, to accommodate the fragment. A receptacle can be anything, but need to be a small object. The process takes 1 hour each, and you can do it during a short rest. Their abilities are listed at the end.
Their level are always half of yours (rounded down). Their equipment is listed at the list bellow, and it can’t be changed. Normal healing magic doesn’t work on them and their proficiency are equal to the Soul crafter. As an action, you summon one SF in an unoccupied space, within 3m of you. If they are more than 18 meters away of you for more than 6 seconds, they return to the respective receptacle. They take their own turn immediately after yours in case they are summoned in the middle of a fight.
If their HP reach 0 or less, they return to their receptacle and can’t be summoned again, unless you finish a long rest. During a short rest, you can spend spell slots equal to half (rounded up) the SF lvl to awaken it, at full health. If a receptacle is destroyed, the SF goes back to your soul, and can’t be summoned. You need to create another one to shelter his souls before he can fight again.
You learn the mending cantrip, if you already didn’t know it. During a short or long rest, you can use the mending cantrip and spend 1 of yours hit dice to heal up to 2 SF. Each HD spended will heal an amount equal to your CHA modifier + their CON. You can do it multiple times, as long you have HD.
By 6th lvl, once your SF receive an essence, they gain their own personality and alignment, accordingly to the essence received. Regardless of what their alignment is, they’re always loyal to you.
By 10th lvl, the SF become more corporal than ephemeral. Normal healing magic work on then now. Also, you can choose and make one more SF and can maintain and summon 2 at the same time. You can only maintain the second summon for 1 minute. Once you use this feature to summon a second SF, you must finish a short rest before using it again. The maximum range became 36 meters.
By 14th lvl, the SF can fully materialize a body. All yours SF can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1, but this feature can’t increase the highest ability score. If two ability scores are tied as highest, you can increase, in one, each of them. This feature can't make an ability score higher than your Charisma.
By 16th lvl, the connection between you and your children become extremely strong. There is no more a range restriction, as long is the same plane as yours.
By 18th lvl, you can maintain two SF summoned without time restriction.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th and 16th, 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. Additionally, yours SF increase one ability score of your choice and you can't increase an ability score above your Charisma using this feature.
Pure and dark soul
By 6th level, your soul has growed enough to crystallize an essence of pure and dark energy that you can imbue upon your creations. You need 1 hour, which can be done during a short rest, to produce and imbue one essence in one of your SF. Each essence give different characteristics, which are listed at the end. By 14th level, you are able to produce one more essence, not 1 of each. The imbalance in your soul cause adverse effects in your personality, changing your alignment accordingly (e.g. You have a good alignment and decide to produce one Pure soul, so you must change it to a neutral one. If you have a neutral alignment, you must change it to a evil one. If you have an evil alignment, you can’t produce a Pure soul).
Soothe the mind
Beginning at 10th lvl, you are able to soothe a disturbed soul. As a reaction, you can try to negate the effect charmed/frightened of one creature that is within 18 meters of you. Also, you can disrupt the effects of magics from the schools of illusion and enchantment. Make a charisma saving throw against that spell DC, but if the effect differ from charm/frightened subtract the spell lvl from the roll. In a successful throw, you end the effect. If you fail, you can't use this feature again on the same target, for the same effect, for 24h. You can use this feature a number of times equal to your CHA modifier (min 1) and regain it's uses after finishing a long rest.
Zeal of the craftsman
A craftsman can sacrifice their life in name of his art. Beginning at 14th lvl, you can, as an action, use your hits dice to heal your soul fragments. You must have visual contact of then and must be within 18 m. Each HD spended will heal one target an ammount equal to your CHA mod + their CON mod. You can target multiple SF, but one HD can't heal more than one (e.g. to heal 2 SF 1 time, you must spend 2 HD, one for each). Once you use this feature, you must finish a long rest before using it again.
Soul dualism
Don’t matter how much its changes, in the end, a soul fragment still is a piece of your own, and you can mend it back on your soul. By 20th lvl, as an action, you can return a summoned Soul fragment to your own soul (its still count as summoned). You can mantain this state for 1 minute, and at the end of it, the SF enter in a deep sleep and will only awaken once finishing a long rest. You can end this state early as a bonus action. Once you use this feature, you must finish a long rest before using it again. You gain the following benefits:
You gain all it’s features, feats and have proficiency with the equipment your SF has.
You gain temporary HP equal to their BHP x 10. Your CA becomes the highest of the two. Add both ability modifiers (max +5) when needed (e.g. If both have +2 STR, when hitting with a weapon, use +4. When casting a spell, If one has +4 and the other has –1 in CHA, use +3). You have proficiency in all the skills the SF have.
Clypeus: Warcaster feature, can use shield as focus. When you protect someone and succed, you can cast a spell against the attacker. The spell must have a casting time of 1 action and must target only that creature.
Unus: Warcaster feature, can use shield(PS) or weapon(DS) as focus. Once per turn when you hit a creature with your weapon, you can expend a spell slot to deal extra 2d6 radiant(PS), necrotic(DS) or force damage to the target, plus another 1d6 per level of the spell slot higher than 1.
Impetus: Can use weapon as focus. When you take an attack action, you can cast a cantrip as a bonus action.
Spatium: Can use weapons as focus. You can imbue spells in yours arrow. If you cast a spell that needs an attack roll, you can add your DEX modifier to the attack rolls. Additionally, when you cast a spell that only has one target, you can add your DEX modifier to the damage roll. If a spell makes multiple attacks against one target, you can only add your DEX modifier to one of the damage rolls.
Plenus: You become a full caster for the duration of this feature. You know the spells from the PS/DS feature. Add +5 to one spell slot, and only one, per slot level (e.g. You have 3 SS of 1st lvl, 0 SS of 2nd lvl and 1 SS of 3rd lvl. You gain 1 SS of 6th lvl, 0 of 7th lvl and 1 of 8th lvl). The spell slots gained from this feat vanish once the duration of this feature ends or if you end it early.
Soul Fragments
The allocation of ability scores in the descriptions are recommendations, and can be changed, as long as the values are maintained (e.g.You can't mix a 14 and 12 to make two 13. You can take the 14 and swap places with the 12). All SF have a base speed of 9 meters and are considered medium in size.
Soul fragments can't increase abilities scores with feats
The maximum HP of a Soul fragment is equal to (base hit Point(BHP) + CON modifier)x the SF level.
Clypeus
BHP: 6
CA: 17 by 1th lvl, 18 by 3rd lvl, 19by 5th lvl, 20 by 8th lvl and 21 by 9th lvl.
abilities: STR:13 DEX:10 CON:14 INT:8 WIS:11 CHA:12
Equip: Heavy armor, simple melee weapon and shield (The shield +2 is already accounted in the CA)
Saving throws: STR, CON
Skills: Athletics
1st: Protection Fighting style
2nd: Shield Master feat
3rd: Tough feat, but with 3 instead of 2 PS: When you use your protection feature, add +1 to their CA until the end of the turn. By 8th lvl, add +2.
DS: Whenever you use protection, and the attack misses, the attacker receive piercing damage equal to your level(10 max).
4th: Heavy Armor Master feat
6th: When you use your bonus action from the shield master feat, you can choose to knock it prone
8th: When you hit a creature with an weapon attack or your DS feature, the creature have disadvantage on attack rolls against everyone, except you, until the end of its next turn
Impetus
BHP: 5
CA: 12+DEX by 1st, 13+DEX by 3rd lvl, 14+DEX by 5th lvl and 15+DEX by 8th lvl.
abilities: STR:14 DEX:13 CON:11 INT:8 WIS:10 CHA:12
Equip: Medium armor (Max 2), Two-handed melee weapon
Saving throws: STR, CHA
Skills: Athletics, Intimidation
1st: Great Weapon Fighting style
2nd: Great Weapon Master feat
3rd: Extra attack. Whenever you roll a 19 or 20 on a attack roll, you PS: inspire your allies that are near. Until the end of your next turn, allies that are within 1.5 m of the target add your CHA modifier to the attack roll against that enemy. DS: can try to intimidate the target. If you succeed, the target is frightened of you until the end of it’s next turn.
4th: Charger Feat
6th: Sentinel feat
8th: Savage attacker feature
Unus
BHP: 5
CA: 12+DEX by 1st, 13+DEX by 3rd lvl, 14+DEX by 5th lvl and 15+DEX by 8th lvl.
abilities: STR:14/13 DEX:13/14 CON:12 INT:8 WIS:10 CHA:11
Equip: Medium armor (Max 3), One single-handed melee weapon
Saving throws: STR, DEX
Skills: Athletics, Acrobatics
1st: You can, as a bonus action, make an unarmed melee attack.
2nd: Martial Adept feat, but you have 2 superiority Dice. By 7th lvl, you have 3.
3rd: Tough feat, but with 3 instead of 2 PS: You gain a shield(+2 AC) and the dueling fighting style. You still can make an unamerd strike.
DS: You gain the two-Weapon fighting style and a copy of your weapon and can dual wield with it even if it isn’t a light weapon. Also, the first time you hit an enemy in your turn, add 1d4 of necrotic damage. By 6th lvl, add 2d4.By 9th lvl, add 3d4.
4th: Mobile Feat
6th: Resilient or Defensive duelist feat
8th: Mage slayer feature
Spatium
BHP: 4
CA: 12+DEX by 1st, 13+DEX by 3rd lvl, 14+DEX by 5th lvl and 15+DEX by 8th lvl.
abilities: STR: 10 DEX: 14 CON: 12 INT: 8 WIS: 13 CHA: 11
Equip: Medium armor (Max 3), One Ranged weapon and one simple melee weapon.
Saving throws: DEX, WIS
Skills: Athletics, Acrobatics, Perception
1st: Archery Fighting style
2nd: Cunning action
3rd: Extra attack feature PS: You can, as an action, cast invisibility. You can use this feature a number of times equal to your WIS modifier and regain its uses after finishing a long rest.
DS: Once per turn, when you hit an enemy while you are hidden, add 2d4 of necrotic damage. Add 3d4 at 5th lvl, 4d4 at 7th lvl and 5d4 at 9th lvl.
4th: Skulker Feat
6th: Mobile feat
8th: Sharpshooter feature
Plenus
If you choose this fragment, you can, as an action, transfer power to it, sending a spell slot, if it’s within 18 meters. You expend the spell slot to do that. This SF can, until the end of their turn, fuse one of it’s own spell slot to it. To fuse it, just add the spells lvl, but it can't be higher than the max spell slot indicated on the Soul crafter table (e.g. The 13th lvl plenus has received an 3th lvl spell slot, and it expended a 4th lvl SS to fuse both. Now, you have an 7th lvl spell slot).
If you are concentrating on a spell, plenus casting a spell that requires concentration will interrupt yours. The same is true the other way around.
Spells and cantrips known : Same as yours Soul Crafter spells
Spell slots: You have the same spells slots as a full caster of your level. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
Spell casting ability: Charisma is your spell casting ability for spells.
Spell focus: You can use an arcane focus (found in chapter 5) as a spell casting focus for your spells
BHP: 4
CA: 10+DEX by 1st, 11+DEX by 3rd lvl, 12+DEX by 5th lvl and 13+DEX by 8th lvl.
abilities: STR:8 DEX:11 CON:13 INT:12 WIS:10 CHA:14
Equip: Light armor, one arcane focus, one dagger an one arcane focus.
Saving throws: CHA, CON
Skills: Arcana, Nature, investigation
1st: Soul Echo: You can, as a bonus action, increase in one the lvl of a spell slot you have received. The original spell slot lvl can’t be higher then 3 and you can’t increase it multiples times. Spells slots that have been increased using this feature can’t be used to fuel spell of 6th lvl or higher. You can use this feature a number of times equal to your CHA modifer and regain its uses after finishing a long rest.
2nd: Ritual caster feat
3rd: You can add your cha modifier in your cantrips. You can chose 2 spell up to 3rd lvl from the sorcerer spell list PS: You can, as a reaction when an ally is hit, but before damage is announced, give temporary HP equal to your lvl + CHA modifier until the end of the turn. You can use this feature a number of times equal to your CHA modifier and regain its uses after finishing a long rest. If you finish a short rest and don't 0 uses of this remaining, you regain 1 use. You know the spells Heroism, Guiding Bolt, Life Transference and Daylight
DS: When you kill an enemy, you gain temporary HP equal to that spell lvl + you CHA modifier. You know the spells inflict wounds, Cause Fear, Fireball( or any elemental spell of 3rd lvl) and Vampiric Touch
4th: Arcane regeneration: You can regain spell slots for the Soul crafter. In a short rest, the SC regain spell slots equal to half your lvl( rounded down), in any combination. They SC can’t regain a 4th lvl spell slot using this feature. If you have 0 hp at the start of the rest, you can’t use this feature. You can chose 1 spell up to 4th lvl from the sorcerer spell list
5th: You can chose 1 spell up to 5th lvl from the sorcerer spell list PS: You know the spells Mass Cure Wounds and Dawn.
DS: You know the spells Mislead and Insect Plague
6th: You can chose 1 spell up to 6th lvl from the sorcerer spell list PS: When you use your reaction to give someone temporary HP, you also inspire then. The next time they attack, they add your CHA modifier to the attack roll.
DS: When you kill an enemy with a spell of lvl 1 or higher, you can intimidate foes near the target. Enemys in the range must make a WIS saving thrown against your spell dc. If they fail, the are frightened of you until the end of their next turn. The range increase 1.5 meters per lvl of the used spell slot (e.g. a 4th lvl spell slot will have a 6m range centered in the enemy).
7th: You can chose 1 spell up to 7th lvl from the sorcerer spell list PS: You know the spells Regenerate and Crown of Stars.
DS: You know the spells Power word Pain and Prismatic Spray.
8th: You can chose 1 spell up to 8th lvl from the sorcerer spell list. You and the Soul crafter can concentrate on different spells.
9th: You can chose 1 spell up to 9th lvl from the sorcerer spell list. PS: You know the spell Power Word Heal.
DS: You know the spell Power word kill.
Multiclassing
Prerequisites. To qualify for multiclassing into the Soul crafter class, you must meet these prerequisites: Charisma 14
Proficiencies. When you multiclass into the Soul crafter class, you gain the following proficiencies: One of the tool’s listed at the top
Spell Slots Add 1/3 of your levels (rounded down) in the Soul crafter class to the appropriate levels from other classes to determine your available spell slots.
If you multiclass with this class, the Soul fragment lvl will be half of your lvls added. Their HP and CA will grow as normal, but their features will be relative to your SC lvl, and they can only gain abilities to spend from the soul crafter abilitie score improvement. (e.g. You have 2 lvl as a soul crafter, and 18 lvl in fighter. Although the fragments lvl will be 10, they will only have access to features up to lvl 1, and won't have any increase in their abilities).
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