Soul Inducer (5e Class)
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Soul Inducer
Those who are chosen to become soul inducers are often chosen at birth to possess these powers. They gain the ability to use abilities that connect to one's soul and manifest into the reality of the world, they use the power of the soul in many different ways.
Class Features
As a Soul Inducer you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Soul Inducer level
Hit Points at 1st Level: 1d8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Soul Inducer level after 1st
- Proficiencies
Armor: Light Armor, Medium Armor, Heavy Armor
Weapons: All Simple Weapons, Hand Crossbows, Longswords, Rapiers, Shortsword
Tools: _ Kit
Saving Throws: dexterity and charisma
Skills: Choose four from Survival, Insight, Acrobatics, Arcana, History, Performance, Perception, Investigation, and Stealth
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A rapier or (b) A longsword
- (a) A shortbow and Quiver of 20 Arrows or (b) A shortsword
- (a) A Dungeoneer's pack or (b) A explorer's pack
- leather armor, Dagger, _ kit
Level | Proficiency Bonus |
Aura Sphere | Features |
---|---|---|---|
1st | +2 | 5ft Radius | Expertise, Soul Pulse |
2nd | +2 | 5ft Radius | Aura of the Soul |
3rd | +2 | 5ft Radius | Soul Power Feature |
4th | +2 | 5ft Radius | Ability Score Improvement |
5th | +3 | 10ft Radius | Splitting Aura |
6th | +3 | 10ft Radius | Soul Power Feature |
7th | +3 | 10ft Radius | Aura Boost |
8th | +3 | 10ft Radius | Ability Score Improvement |
9th | +4 | 15ft Radius | — |
10th | +4 | 15ft Radius | Aura of Temperance |
11th | +4 | 15ft Radius | Soul Power Feature |
12th | +4 | 20ft Radius | Ability Score Improvement |
13th | +5 | 20ft Radius | — |
14th | +5 | 20ft Radius | — |
15th | +5 | 20ft Radius | Soul Power Feature |
16th | +5 | 20ft Radius | Ability Score Improvement |
17th | +6 | 25ft Radius | — |
18th | +6 | 25ft Radius | Reawakened Soul |
19th | +6 | 25ft Radius | Ability Score Improvement |
20th | +6 | 25ft Radius | Soul Power Feature |
Expertise
At 1st level, choose two of your skill Proficiencies. Your Proficiency Bonus is doubled for any ability check you make that uses either of the chosen Proficiencies.
Soul Pulse
At 1st level your soul learns how to react in a situation when it is in a situation that can lead to its host death. When you reach half your hit points or lower, roll a number of d6 equal to your soul inducer level which is added to your HP pool as temporary hit points. You can use this a number of t8mes equal to half your proficiency bonus rounded down per long rest.
Aura of the Soul
Starting at 2nd level, you manifest an aura that stretches out a 5 foot radius around you. When a creature enters this aura, their presence can be detected. Your aura also gives off a light of 5 feet with a dim light 5 stretching out from there. You can also use a bonus action to force the aura within your body, stopping your aura from showing. (allies can only be effected by one soul inducers aura at a time)
The aura increases by 5 ft at 5th, 9th, 12th, 17th level.
Soul Power
Starting at 3rd level, you unlock a part of your soul that has stayed dormant within yourself. Pick a Soul Power which is awakened within yourself, which contains certain features at 3rd, 6th, 11th, 17th, and 20th 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.
Splitting Aura
Starting at 5th level, you learn how to force part of your aura on others while reducing your own in the process. You can use an action to place auras on your allies by expending 5 feet from your aura and place a 5 foot aura on an ally. At the same time you must have a minimum of a 5 ft aura around yourself at the same time. The effect lasts for 1 minute and is used once/long rest.
Aura Boost
Starting at 7th level your aura gives off a warm feeling that energizes others. Allies who enter your aura gain a bonus to rolls to hit, damage, saving throws, and ability checks while in your aura equal to 1d4. The number die increases to 1d6 9th level, 1d8 12th level, 1d10 at 16th level, and 1d12 at 20th level.
Aura of Temperance
Starting at 10th level, your aura’s temperature changes in temperature to keep those inside it at fine temperatures. Those inside your aura during changes of temperature, subtle or extreme will sustain a warm temperature as long as they are inside the aura. Additionally the controller of the aura gains resistance to cold and fire damage while you are inside your aura.
________
Starting at 13th level,
Reawakened Soul
Starting at 18th level, your soul does not become destroyable. Your soul becomes indestructible and gains the following features:
- When hit with an item or weapon that destroys or traps the soul the soul effect gets nullified.
- 4 hours after you die, your soul appears as a spectral form of yourself at the location of your death. You are unable to take any actions besides communicating contact until a day has past and your soul has regained your physical form. This feature can be used again until 3 days after you regain your physical form have past.
- You stop aging physically
Soul Power Archetypes
Starting at 3rd level, you unlock a part of your soul that has stayed dormant within yourself. Pick a Soul Power which is awakened within yourself, which contains certain features at 3rd, 6th, 11th, 17th, and 20th level.
Enriched Magic Soul
Those who go into the soul power unlocks a deep affinity for magic as you convert to a 1/3 caster. There affinity drives them to be proficient in the ways of understanding magic and excel in different areas
Spell Casting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells.
Cantrips: You learn three cantrips of your choice from the Sorcerer spell list. You learn another Sorcerer cantrip of your choice at 10th level.
Spell Slots: The Enriched Magic Soul Spellcasting 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 three 1st-level Sorcerer spells of your choice on the Sorcerer spell list.
The Spells Known column of the Enriched Magic Soul Spellcasting table shows when you learn more Sorcerer spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the Sorcerer spells you know with another spell of your choice from the Sorcerer spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability: charisma is your spellcasting ability for your Sorcerer spells, since you learn your spells through the power within your 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 Sorcerer 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
Magical Aura
Starting at the 3rd level, at the beginning of a rest, choose a magic type between fire, cold, lightning, thunder, or acid. Everyone in your aura can add a 1d4 of the chosen type to their damage rolls while inside.
The Hidden Dominion
Starting at 6th level, when you make a check that relates to uncovering items or magic hidden from plain sight you gain advantage on the checks to that roll.
Compressed Magical Aura
Starting at 11th level, you learn how to increase the control and impact of spells by compressing them in your aura. You can use a bonus action to expend 5 feet of your aura to store a spell in a cube as large as 5 foot cube. This applies the following features:
- The damage of the stored spell increases by 2 damage dice or you can choose to give disadvantage or advantage to the targets in the spells range.
- The spell is converted to an area effect spell the radius of the area is equal to 5 times the default level of the spell stored. If the spell already has a AOE you may apply the radius to the compressed spell
- When you attempt to use the compressed spell, its range is equal to the default spell when not compressed.
The aura lost by this feature recovers and the spell that is compressed ends at the next dawn or the end of a complete rest. Upon ending the spell does not activate but instead dissipates along with the aura containing it.
Greater Magical Aura
Starting at 15th level, the magic in your aura becomes fiercer and the modifier die for your magical aura increases to 1d8
Enchanted Aura
Starting at 20th level, you may choose to cast a chosen spell on every hostile or allied creature within your aura. After you use this effect it can not be used until the end of a long rest.
Aura Manipulator
Those who have this type of awakened soul possess the power to manipulate the aura of their soul in a different variety of ways.
Aura Enhancement
Starting at 3rd level, you can use a bonus action to expend 5 ft of your aura to enhance a nonmagical weapon of choice you are touching. When you do so it gains a bonus to attack and damage rolls equal to half your proficiency bonus rounded down, and is treated as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The weapon returns to normal and your aura is recovered at the end of a complete rest.
Solidifying Aura
Starting at 6th level, you learn how to use your own force to harden the surface of your aura to a large amount. You can use a reaction to cause you to give advantage to those inside the aura to avoid what is coming at them. Additionally you can use it to shrink the aura to 5 feet increasing your AC by an amount equal to your charisma modifier for the round. In combat this can be used a number of times equal to your charisma modifier / long rest.
Aura Transfer
Starting at 11th level, you can use a reaction to force your aura to a target 60 feet from you. The inside of the aura becomes solid for 1 minute forcing those inside to be trapped until the aura is taken down or you lose concentration. This feature can be used a number of times equal to half your proficiency bonus rounded down/long rest
Prerequisites. To qualify for multiclassing into the Soul Inducer class, you must meet these prerequisites: Charisma must be 13.
Proficiencies. When you multiclass into the wildwalker class, you gain the following proficiencies: Light armor, Medium armor
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