Awakened (5e Class)

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Awakened

With shackles tightened around his wrists, the elf assassin watched in disbelief as his captor, a young human, readied his horse for departure. "How... how were you able to find me? There is no one alive that knows about this place." The Human looked him deep into the eyes, something unnatural shimmering in them. "That may be, however Myralia knows." A name the elf had not heard in over one hundred years. "Ridiculous, she died. I killed her myself because she kept interfering with my jobs." The shimmering in the young man's eyes grew stronger and finally the elf was able to see it, see her inside. With a wide smile, the man said in a ghostly, female voice: "I finally got you!"

Charantir the Archmage awoke with a terrible pain. He remembered performing magical rituals, drinking an abominable potion, all in persuit of immortality. He looked around, not familiar with his surroundings and his body began moving on its own accord. Then he realized, he was no longer in his own body, nor did he become an immortal being, like he hoped to become, but instead he was trapped in a young girl's body. 'Well, that is at least some sort of result. Now I just need to find a way to gain control over this vessel and refine the process for the next try.'

"Please, don't do this!" she cried out to the man standing atop a cliff. "I must, it is telling me to do things, terrible things. I cannot expose you all to this danger. It has to end now!" with tears in his eyes, he turned around and jumped. "No!" the girl screamed as she watched him disappear beneath the ciff's edge. Only seconds later, great heat emenated from the point where she just watched her love disappear. Fiery tentacles latched themselves onto the edge and something pulled itself upwards. The distorted features of the man could be seen rising, his tears transforming into embers floating down from his visage. A single word escaped his mouth: "Run."

The young boy cowered in a corner, his bullies towering over him. "Hah, what a whimp. Let's teach him a lesson." A few other voices, the ones in his head, spoke up. "You cannot sit here and take it, they might kill you." "Yes, let us help, we will make the bullies go away." The boy shook his head and soon after, the first punch connected. He cried out in pain. "You need us. Haven't we always been by your side, guiding and protecting you?" "Let go, just say the word and the pain will go away." Another hit, accompanied by the sound of something breaking. "Let go and let us help." He nodded, then there was darkness. He was safe now, sleeping, not bothered by the horrible screams that followed.

A presence inside

Awakened share their body with another powerful soul. Some of them might help their hosts, while others might atively work against them. They might have to fight a constant struggle against their other self or live peacefully in a kind of symbiosis with them. It is therefore extremely rare to meet two Awakened who remotely share the same behaviors or powers. They might come off as raving lunatics, flippant and moody or just like your perfectly normal adventurer.

Strange source of power

The powers that Awakened posess might at first glance seem like those of a sorcerer, however when they have the time to observe, many conventional magic users will have difficulty figuring out the exact source of power of Awakened. While they posess a wide array of spells of an arcane nature, they still seem to draw their power from some external power. Divine casters on the other hand might wonder, why Awakened never seem to meditate or pray to that external power to regain their spellcasting abilities. Thus, Awakened will be seen as a strange anomaly, with many spellcasters and non-spellcasters alike being wary of their abilities.

Creating an awakened

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Splinter Twin - Magic the Gathering - Wizards of the Coast - http://www.artofmtg.com/art/splinter-twin/

When creating an Awakened, consider your character's background. How did you become an Awakened? Have you been born with another soul housed in your body? Were you experimented on by powerful mages? Has a tragic event of your past forced to hide some of your memories and emotions away, now manifesting as their own being? Consider what your purpose is with your newfound powers, or how you plan to use your powers. Do you keep the presence within you hidden, passing as a sorceror instead? Or do you embrace your second self, fully utilizing its capabilities for all the world to see?

Quick Build

You can make an Awakened quickly by following these suggestions. First, make Wisdom your highest ability score, followed by Dexterity (Strength for an Awakened Ancient Warrior) or Constitution. Second, choose any Background corresponding to the way you received your Awakened Soul.

Class Features

As a Awakened you gain the following class features.

Hit Points

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

Proficiencies

Armor: light
Weapons: simple
Tools: {{{tools}}}
Saving Throws: wisdom, charisma
Skills: Choose two from Arcana, Deception, History, Insight, Investigation, Performance

Equipment

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

  • (a) a simple weapon or (b) a martial weapon (if proficient)
  • (a) leather armor or (b) scale mail (if proficient) or (c) chain mail (if proficient)
  • (a) a light crossbow and 20 bolts or (b) a shield (if proficient)
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • If you are using starting wealth, you have 4d4 × 10 gp in funds.

Table: The Awakened

Level Proficiency
Bonus
Features Soul Points —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Awakened Soul -
2nd +2 Soul Alignment, Spellcasting, Soulbound Spells 2 2
3rd +2 Awakened Soul feature 3 3
4th +2 Ability Score Improvement 4 3
5th +3 Manifest Essence 5 4 2
6th +3 Awakened Soul feature 6 4 2
7th +3 Soul Alignment 7 4 3
8th +3 Ability Score Improvement 8 4 3
9th +4 9 4 3 2
10th +4 Awakened Soul feature 10 4 3 2
11th +4 Dichotomous Soul 11 4 3 3
12th +4 Ability Score Improvement 12 4 3 3
13th +5 Soul Alignment 13 4 3 3 1
14th +5 Awakened Soul feature 14 4 3 3 1
15th +5 Manifest Mastery 15 4 3 3 2
16th +5 Ability Score Improvement 16 4 3 3 2
17th +6 17 4 3 3 3 1
18th +6 Becoming One 18 4 3 3 3 1
19th +6 Ability Score Improvement 19 4 3 3 3 2
20th +6 Delve Deeper 20 4 3 3 3 2

Awakened Soul

Choose an Awakened Soul, which describes the the type of soul coexisting in your body: Ancient Warrior, Ascended Spellcaster, Primordial Being, Legendary Virtuoso, or Inner Demons, all detailed at the end of the class description. Your choice grants you features when you choose it at 1st level and again at 3rd, 6th, 10th, and 14th level.

Spellcasting

By the time you reach 2nd level, you have learned to utilize the essence of your awakened soul to produce magical effects.

Spell Slots

The Awakened 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. For example, if you know the 1st-level spell magic missile and have a 1st-level and a 2nd-level spell slot available, you can cast magic missile using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the Awakened spell list. The Spells Known column of the Awakened table shows when you learn more Awakened spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the Awakened spells you know and replace it with another spell from the Awakened spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your Awakened spells, since your magic draws on your attunement to the awakened soul. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for an Awakened spell you cast and when making an attack roll with one.

  **Spell save DC** = 8 + your proficiency bonus + your Wisdom modifier
  
  **Spell attack modifier** = your proficiency bonus + your Wisdom modifier

Soulbound Spells

Each time you gain access to new spells, your options are expanded by your Soulbound Spells. You also learn one of your Souldbound Spells without it counting against your spells known. The list of Souldbound Spell is included in each Awakened Soul's description.

Soul Alignment

Starting at 2nd level, your awakened soul develops a specific disposition towards you while gaining in strength, which in turn allows you to harness some of its energy. Your access to this energy is represented by a number of Soul Points. Your Awakened level determines the number of points you have, as shown in the Soul Points column of the Awakened table. You can spend these points to fuel various soul features. You start knowing two such features, depending on your awakened soul's alignment. You learn more soul features as you gain levels in this class and choose additional soul alignments. When you spend a soul point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended soul energy back into yourself.

When gaining this feature at 2nd level, choose one of the alignments below. You can choose another alignment or the same at 7th level and again at 13th level. If you choose a new alignment, you gain the two base features of that alignment. If you choose an alignment you already have, you can pick an additional feature of that alignment for which you have a sufficiently high level.

Benevolent

Your Awakened Soul actively tries to help and support you and your allies.

  • As a reaction, when you take damage, you can spend a number of soul points up to half your Awakened level (rounded up) and roll an equal amount of d4 dice. You reduce the amount of damage you take by the total.
  • You can spend 1 soul point to take the Dodge action as a bonus action on your turn.

Requires Awakened level 7:

  • Whenever you or a friendly creature within 10 feet of you must make a saving throw, you can spend 1 soul point to grant the creature a bonus to the saving throw equal to your Wisdom modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

Requires Awakened level 13:

  • When using the Soul Alignment feature to reduce damage taken, you can roll d8 instead of d4. If a creature you can see within 30 feet of you takes damage, you can use your reaction to reduce the damage they take as well.
Domineering

Your Awakened Soul starts working towards usurping your body, triggering sometimes violent reactions.

  • After you hit with an attack as part of your action, you can spend 2 soul points to make an additional weapon attack or unarmed strike as a bonus action.
  • When you deal damage with an attack, you can spend a number of soul points up to half your Awakened level (rounded up) and deal an additional 1d4 force damage per point spent.

Requires Awakened level 7:

  • When a creature within 30 feet hits you with an attack, you can spend 2 soul points and use your reaction to make a weapon attack or unarmed strike against that creature.

Requires Awakened level 13:

  • When using the Soul Alignment feature to deal additional force damage, you can roll d6 instead of d4. Additionally, if you spend at least 3 soul points for this feature, the target must succeed on a Constitution saving throw or be stunned until the end of your next turn.
Reclusive

Your Awakened Soul tries to stay out of harm's way and not interfere too much with its surroundings.

  • You can spend 1 soul point to take the Disengage or Dash action as a bonus action on your turn.
  • You can spend a number of soul points up to half your Awakened level (rounded up) to increase your movement speed until the beginning of your next turn by 10ft. times the amount of points spent. When using this feature, you can move normally through difficult terrain. Additionally, when you spend at least 3 soul points, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

Requires Awakened level 7:

  • When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can spend 2 soul points to instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Requires Awakened level 13:

  • Once per turn, you can spend 3 soul points to regain your reaction.
Forced Alignments?
The Alignments that are listed here provide a guide on how to flavour your interactions with your awakened soul.
If you are unhappy with the alignments, simply invent your own or swap things around to make the features fit an alignment you are looking for. Want a trickster-like soul that always seeks to cause you trouble? Apply that to the reclusive set of options, for example.
Don't feel restricted in your roleplay just because you chose a specific set of mechanics.

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.

Manifest Essence

When you reach 5th level, you gain a greater mastery of your Awakened powers. At the start of your turn you get 1 free soul point. This can be spent on features granted by your Soul Alignment feature as well as other features if they explicitly state as such. If you have any unspent free soul Points left at the start of your next turn, then they are lost. Additionally, each time you spend at least one soul point, including free points granted by this feature, you can choose to weave the soul essence into a protective fabric and gain 1 temporary hit point per soul point spent.

Dichotomous Soul

You split off part of your soul essence to create a duplicate of you which, while looking very much like you, takes on aspects and abilities of your Awakened Soul. Begining at 11th level, as an action, you can spend 3 soul points to summon a dichotomous soul for one round. You can spend additional soul points to increase the duration by one round for each point spent. Maintaining your dichotomous soul also requires concentration.

Depending on your Awakened soul, the dichotomous soul uses the same stat block as another monster:

  • Gladiator (Ancient Warrior)
  • Mage (Ascended Spellcaster)
  • Fire Elemental, Earth Elemental, Water Elemental, or Air Elemental (Primordial Being)
  • Succubus / Incubus (Legendary Virtuoso)
  • Allip (Inner Demons)

The dichotomous soul is friendly to you and your companions for the duration. In combat, it shares your initiative count, but it takes its turn immediately after yours. It obeys mental commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action. Additionally, if you are incapacitated or die while your dichotomous soul is summoned, you can choose to instantly transfer all your essence into your dichotomous soul, effectively taking its place, with all your items and statistics intact. You heal an amount of hit points equal to the amount your dichotomous soul had left. Any condition you were subjected to, ends immediately. If you still had soul points when using this feature, you lose all of them.

Manifest Mastery

You master new ways to harness the soul energy set free by using your powers. As you reach 15th level, your Manifest Essence feature grants you two free Soul Points instead of one per turn. Additionally, you can use your Manifest Essence feature in ways other than granting temporary hit points. Each time you spend at least one Soul Point, including the free points granted by your Manifest Essence feature, you can choose a creature you can see within 30 feet, including yourself. You restore hit points or deal force damage to the creature equal to the amount of soul points spent.

Becoming One

You and your Awakened Soul merge into one singular being. When you reach 18th level, you no longer need to concentrate when using your Dichotomous Soul feature. Additionally, once per turn, you can swap places with your Dichotomous Soul, as long as you both are on the same plane of existence, since you are essentially the same entity split in two.

Depending on your Awakened Soul's alignment, you also gain one of the following benefits:

  • Gain proficiency with Constitution saving throws (benevolent)
  • You no longer pay soul points to attack as a Bonus Action or Reaction with your Soul Alignment features (domineering)
  • Gain proficiency with Dexterity saving throws (reclusive)
  • The amount of temporary hit points gained, hit points healed or damage dealt by your Manifest Essence feature increases by 1 (mixed alignment)
Roleplaying Becoming One
You should think about the consequences of your souls merging together. If the other soul was domineering towards you, did it succeed in taking over most of you and is now in control? Did the reclusive soul all but disappear after merging or did you keep some of its aspects and personality?
This is your opportunity to implement as much or as little change into your character as you would like.

Delve Deeper

When you reach 20th level, you unlock the secrets of the flow of souls. When you die, your soul enters the soul circle and you are able to steer towards another mortal and take over their body. You are effectively targeted by the reincarnate spell and thus might end up with another race than you originally started with. You are able to specify a location where you would like to reincarnate, however the flow of souls is sometimes irregular and there is a good chance that you wind up somewhere else. Use the rules of the Teleport spell for a location you know by description, to see where you end up. Any roll resulting in a mishap is instead counted as a similar location. After you reincarnate by using this feature, you have to wait 10 days until you can use it again.

Ancient Warrior

The soul of an Ancient Warrior inhabits you. they might have been part of an epic battle known to history or a lonesome hero who fought against fiendish threats. They gathered a lot of martial prowess during their lifetime and will now share part of that with you.

Bonus Proficiencies

When this soul awakenes within you at 1st level, you gain proficiency with martial weapons, medium armor, heavy armor and shields. You also gain proficiency in one skill from animal handling, athletics, and intimidation.

Soulbound Spell List

The Soulbound Spells from the list below are added to your Awakened spell list. Additionally, you learn one of the spells at the Awakened levels listed. This spell does not count towards your number of spells known.

Awakened Level Soulbound Spells
2nd Compelled Duel, Zephyr Strike
5th Branding Smite, Enlarge/Reduce
9th Elemental Weapon, Haste
13th Death Ward, Fire Shield
17th Banishing Smite, Steel Wind Strike
Fighting Style

At 3rd level, you adopt a style of fighting as your specialty. Choose one of the options available to the Fighter class. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Soulpowered Attack

Starting at 6th level, you can spend 1 Soul Point to attack twice, instead of once, when you take the Attack action on your turn. You may use the free Soul Point granted by your Manifest Essence feature to pay for this feature.

In addition, when you use this feature, you can expend one spell slot to grant a bonus to attack and damage rolls to all attacks that are part of this action equal to the level of the expended spell slot. Affected attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Awakened Strike

At 10th level, your strikes leave a mark on the target's soul that undercuts its defenses. When you hit a creature with a weapon attack or unarmed strike, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.

Improved Soulpowered Attack

When you reach 14th level, you can spend two Soul Points to attack three times, instead of once, whenever you take the Attack action on your turn. You may use the free Soul Points granted by your class features to pay for this feature.

When you expend a spell slot to empower your attacks, you may choose an additional weapon property, like silvered, adamantine, or lawful to apply to your attacks for the purpose of overcoming resistance and immunity.

Moreover, by temporarily switching places with it, you can make any of your attacks from the position of your dichotomous soul.

Ascended Spellcaster

An Ascended Spellcaster is a creature of tremendous magical might, who transcended the barriers of classifications, dabbling in all kinds of magics and rituals. Their hunger for knowledge and magical power will manifest within you as well.

Arcane Epiphany

When this soul awakenes within you at 1st level, choose three cantrips from any class' spell list (the three needn't be from the same list). They count as Awakened spells for you.

Soulbound Spell List

The Soulbound Spells from the list below are added to your Awakened spell list. Additionally, you learn one of the spells at the Awakened levels listed. This spell does not count towards your number of spells known.

Awakened Level Soulbound Spells
2nd Cure Wounds, Find Familiar
5th Acid Arrow, Web
9th Counterspell, Fireball
13th Faithful Hound, Polymorph
17th Bigby's Hand, Cloudkill
Astral Tome

By 3rd level, you and your Awakened Soul have created a ritual tome from strands of soul essence, partially existing on the material and astral plane.

You can inscribe magical rituals in your Astral Tome. Choose two 1st-level spells that have the ritual tag from any class's spell list (the two needn't be from the same list). The spells appear in the book and don't count against the number of spells you know. With your Astral Tome in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast an Awakened spell you know as a ritual if it has the ritual tag.

On your adventures, you can add other ritual spells to your Astral Tome. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your Awakened level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.

If you lose your Astral Tome, you can perform a 1-hour ceremony to resummon it through the astral plane. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.

Unstable Metamagic

At 6th level, your Awakened Souls recalls part of the ability to twist spells to suit your needs. You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. The cost in soul points is double the normal cost in sorcery points, however you can spend your free soul points granted by your Manifest Essence feature to pay for this feature.

Page to Dust

Starting at 10th level, you can permanently disintegrate a page from your Astral Tome to immediately restore a spell slot with a level equal to or lower than the spell in your tome you destroyed. You will never run out of pages this way, however you will need to transcribe the spell you destroyed again to be able to use it once more.

Unlock Arcane Secrets

At 14th level, you have scoured the recesses of your Awakened Soul's memories for powerful arcane knowledge. Choose one 5th-level spell or lower from any class, including this one. You can use this feature to cast that spell once as an Awakened spell without expending a spell slot. You must finish a long rest before you can do so again.

When you reach 18th level and become one with your Awakened Soul, you may choose a 7th-level spell or lower, following the same rules.

Primordial Being

A being of incomprehensible power from another plane has found its way into your body. It will bestow fantastical elemental abilities upon you but might also pull you into its own machinations for its home plane.

Bonus Proficiencies

When this soul awakenes within you at 1st level, you gain proficiency with medium armor and shields.

Primordial Strikes

Also starting at 1st level, your primordial soul grants you enhanced natural attacks. Choose a damage type from acid, cold, fire, or lightning. Attacks you make with a natural weapon or with an unarmed strike can deal damage of the type you chose instead of their normal damage type.

Each time you choose a Soul Alignment at 2nd, 7th and 13th level, you may also choose an additional type of damage for your primordial strikes. The list of possible damage types to choose from is expanded by poison and necrotic at 2nd level, radiant and thunder at 7th level, and psychic and force at 13th level.

Soulbound Spell List

The Soulbound Spells from the list below are added to your Awakened spell list. Additionally, you learn one of the spells at the Awakened levels listed. This spell does not count towards your number of spells known.

Awakened Level Soulbound Spells
2nd Absorb Elements, Chromatic Orb
5th Enhance Ability, Ray of Enfeeblement
9th Call Lightning, Fly
13th Ice Storm, Summon Elemental
17th Antilife Shell, Contact other Plane
Primordial Lash

When you reach 3rd level, as an Action or as part of the Attack action on your turn, you can spend 1 soul point to cause tendrils of elemental energy to stretch out from you. Your reach with melee weapon attacks and unarmed strikes increases by 5 feet until the start of your next turn.

When a creature no more than one size category larger than you is hit by your melee weapon attack or unarmed strike, you can use a bonus action to try to grapple the target.

While this feature is active, a creature grappled by you takes 2d6 damage of a type available to your Primordial Strikes at the end of its turn. The grapple ends automatically, when the target is outside your reach at the end of your turn.

When you reach certain levels in this class, you can increase the damage a grappled creature takes: 3d6 at 7th level and 4d6 at 13th level.

You may use the free Soul Point granted by your Manifest Essence feature to pay for this feature.

Empowered Lash

After reaching 6th level, when you make an attack while using your Primordial Lash, you can spend a number of Soul Points up to half your Awakened level (rounded up) to cause one or more of the following effects. If you choose more than one effect, you divide your spent soul points freely between the effects. You can choose to spend the points after you hit, if applicable:

  • The targeted creature must make a strength saving throw. On a failed save you push or pull the creature by 5 feet per point spent.
  • Deal an additional 1d6 damage of your chosen damage type per point spent
  • You can extend the reach of your attack by an additional 5 feet per point spent

When you spend at least 3 soul points and sucessfully use your Primordial Lash feature to grapple the target, it is restrained as long as you grapple it.

Additionally, while your Primordial Lash is active, you can latch onto objects no more than 60 feet away and pull yourself towards them. You can travel a distance up to your movement speed this way, however if you end your turn while not standing on solid ground, you will fall at the beginning of your next turn unless you use and pay for this feature again.

Essence Absorption

When you reach 10th level, whenever a Fiend, Celestial, or Elemental dies within 30 feet of you, you can use your reaction to recover 1 soul point and restore hit points equal to half your Awakened level.

Primordial Avatar

By 14th level, when using your dichotomous soul feature, you can instead turn yourself into an elemental included in your dichotomous soul list. When using the feature this way, you do not need to concentrate on it.

You revert to your normal form after the Dichotomous Soul's duration expires. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

This transformation follows the rules of Wild Shape except for the following additions:

  • You can perform the somatic and verbal components of an Awakened spell while in this form, but you aren't able to provide material components.
  • Your Primordial Lash feature is constantly active while in this form.

Legendary Virtuoso

You share your body with the soul of a legend, someone so tremendously famous for their art or influence that they are known in many parts of the multiverse. Many creatures will want to follow you as did millions while they were still alive. However, the scorn of their rivals, possibly still alive and way more powerful than you, may come upon you as well.

Bonus Proficiencies

When this soul awakenes within you at 1st level, you gain proficiency in the performance skill and one artisan tool or instrument of your choice.

Artist's Bread and Butter

Also starting at 1st level, you learn the Guidance cantrip as well as one other cantrip of your choice from the Bard spell list. They count as Awakened spells for you.

Soulbound Spell List

The Soulbound Spells from the list below are added to your Awakened spell list. Additionally, you learn one of the spells at the Awakened levels listed. This spell does not count towards your number of spells known.

Awakened Level Soulbound Spells
2nd Command, Heroism
5th Alter Self, Enthrall
9th Beacon of Hope, Thunder Step
13th Aura of Purity, Private Sanctum
17th Circle of Power, Skill Empowerment
Gather Followers

Starting at 3rd level, you can forge a strong bond between you and people who admire you or might not yet realize that they do. As an action, you choose a number of creatures within 30 feet of you equal to your proficiency bonus who are then considered your Follower. An unwilling creature can make a Charisma saving throw to avoid becoming a Follower. This bond between yourself and your Followers lasts for 10 minutes or until you use this feature again. While any Follower is within 30 feet of you, they deal an extra 1d4 thunder damage when they hit with an attack, as they are striking with extra gusto.

Each follower that is within 30 ft. of you grants you a +1 bonus to your AC.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Exploit their Love

When you reach 6th level, you can use the love and devotion of your Followers to exploit them for your own interests in several ways. A Follower must be within 30 feet of you to be exploitable. Once you exploit a Follower that way, they stop being your Follower.

  • You can force a Follower to use their reaction so you can attack twice, instead of once, whenever you take the Attack action on your turn.
  • When you cast a spell, you can force a Follower to use their reaction and expend a spell slot of an appropriate level in your stead to pay for the spell. The maximum spell slot level you can siphon that way is equal to your charisma modifier (minimum of 1).
  • Once per turn, you can force a Follower to use their reaction to move without provoking attacks of opportunity. They can move a number of feet equal to 5 times your Intelligence modifier (minimum of 5 feet). Unwilling Followers cannot be moved to an obviously hazardous position, or else they stop being Followers before moving.

As an alternative for this class feature, you may instead choose and option from your 10th level class feature. You wont gain the base feature of Bodily Perfection, only the benefits of one of its options.

Bodily Perfection

By 10th level you have modified your body to appeal even stronger to your followers as well as provide you with another customized benefit.

Whenever you make a charisma ability check against one of your Followers, you have advantage on that check. Additionally, choose one benefit from the list below.

Trigger Finger

You modified your hands to expertly handle light ranged weapons.

If your Dungeon Master uses the rules on firearms in the Dungeon Master’s Guide you are proficient with them.

Also, you can draw a ranged weapon, that does not have the Two-Handed property, as part of the attack you make with the weapon. In addition, being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.

Lean Legs

Your legs are alchemically or mechanically strengthened to be more efficient and resistant.

Your walking speed increases by 10 feet. Also, you gain advantage on ability checks to avoid being knocked prone.

In addition, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your Awakened level.

Steel Skin

You implanted thin sheets of metal under your skin to shield you from danger.

When you aren't wearing armor, your AC equals 13 + your Dexterity modifier. In addition, bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3.

Watchful Eyes

Your eyes brim in a vibrant colour, being able to entrance even your most reluctant followers. Besides that, they are also heavily enhanced for superior sight.

You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Dim light doesn’t impose disadvantage on your Wisdom (Perception) checks.

In addition, you have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Monkey Paws

Your hands are powerful tools and also very firm when shaking hands with your Followers.

You can't be disarmed of a weapon unless you are incapacitated. Also, you have advantage on Strength (Athletic) checks to grapple someone.

In addition, your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.

Blue Blood

You concocted special blood transfusions to help you stay ever healthy and youthful.

You are immune to disease. Also, you suffer none of the frailty of old age, and you can’t be aged magically.

In addition, you regain hit points equal to half your Awakened level if you end your turn in combat with fewer than half of your hit points remaining and you aren’t incapacitated.

Their Sacrifice for You

Your Followers become so enamoured with you that they are willing to lay down their life for you and share everything they can with you. Starting at 14th level, you have two additional options for exploiting your Followers. This otherwise follows the same rules as your 6th level class feature.

  • Whenever you take damage, you can force one of your Followers to use their reaction and take half of that damage instead of you. You may spend Soul Points to transfer a further 5 points of damage onto your Follower per point spent this way.
  • Whenerver a Follower receives healing, you can force them to use their reaction to heal you for half the amount they were healed. You may spend Soul Points to transfer a further 5 points of healing onto yourself per point spent this way.

In addition, a Follower may now choose to remain your Follower after you exploit them, as long as the duration for Gather Followers has not ended.

Once again, you may choose to pick another option from your 10th level class feature, instead of gaining this class feature.

Inner Demons

The soul inside you is something infathomable, horrific, and yet strangely familiar. Is it truly another person or is it just another side of you? Something that gives into its base desires. Will you unleash it upon the world?

Bonus Proficiencies

When this soul awakenes within you at 1st level, you gain proficiency with medium armor. You also gain proficiency in a skill of your choice.

Magic from Within

Also starting at 1st level, choose two cantrips from the Warlock spell list. They count as Awakened spells for you.

Soulbound Spell List

The Soulbound Spells from the list below are added to your Awakened spell list. Additionally, you learn one of the spells at the Awakened levels listed. This spell does not count towards your number of spells known.

Awakened Level Soulbound Spells
2nd Dissonant Whispers, Hex
5th Misty Step, Shadow Blade
9th Slow, Summon Shadowspawn
13th Black Tentacles, Shadow of Moil
17th Contagion, Enervation
Inner Turmoil

Beginning at 3rd level, your Inner Demons can push you to supernatural feats but also potentially destroy you.

Whenever you make an ability check, attack roll or saving throw, you can add 2d4 to the roll. You can use this feature after the original roll, but before the outcome is revealed. These additional dice cannot be rerolled or influenced in any way.

Whenever your roll result of these extra dice comes up with a 2, you suffer an immense psychic trauma, your Inner Demons rampaging out of control, and you gain a level of exhaustion at the beginning of your next turn.

You can use this feature an amount of times equal to your proficiency modifier before you have to take a long rest. The roll result required to gain a level of exhaustion rises by 1 each time you use this feature.

Turmoil Personified

When you reach 6th level, each time your use of Inner Turmoil would gain a level of exhaustion at the beginning of your next turn, you can instead turn into Turmoil Personified at the beginning of your next turn.

Use the Shadow Spirit stat block from the Summon Shadowspawn spell to determine your statistics. You count as being all three possible emotions at once: Fury, Despair, and Fear. Your effective spell level to determine other statistics of your form is 3 + the number of times you used Inner Turmoil before assuming this form.

While in this form, you do not go unconscious or turn back when dropping to 0 hit points and you also do not roll death saves each round to see if you stabilize. You also cannot use Inner Turmoil while in this form.

After one minute, you return to your regular form with 0 hit points, but stable. You cannot use this feature again until you finish a long rest.

Roleplaying Turmoil Personified
While you are not mechanically restricted on how your Turmoil Personified behaves, you should consider your current Soul Alignment, which will be greatly amplified while you are in this form.
A Domineering Soul would most likely try and destroy their opponents or anything else that it might deem in its way. While a reclusive Soul might solely concentrate on fleeing.  
Your friends' interests might not align with those of your Turmoil Personified.
Suppress your Demons

By 10th level you have learned to push down the influence of your Inner Demons when they try to emerge.

When your dice roll for Inner Turmoil comes up with a number that would cause you to gain exhaustion, you can instead not add your roll result and ignore all follow-up effects. You will still have used your Inner Turmoil but you are safe from any averse effects as well.

Once you use this feature, you must finish a short or long rest before you can use it again.

Gaining Control

When you reach 14th level you may use Inner Turmoil while in Turmoil Personified form and retroactively gain any benefits in this form that would result from an increased spell level, including increased current and maximum hit points.

If one or more of these rolls resulted in you gaining exhaustion, you do not gain exhaustion but instead gain any accumulated exhaustion once you turn back to your normal form.

Additionally, whenever you get reduced to 0 hit points in Turmoil personified and every time you fail a death saving throw due to taking damage thereafter, you can choose to revert to your original form and any excess damage carries over to your normal form.

When you revert to your normal form either by choice or after 1 minute, you no longer drop to 0 hit points either.

Awakened Spell List

1st Level

Bane, Cause Fear, Chaos Bolt, Charm Person, Comprehend Languages, Detect Evil and Good, Detect Magic, Disguise Self, Expeditious Retreat, False Life, Identify, Inflict Wounds, Mage Armor, Magic Missile, Protection from Evil and Good, Silent Image, Sleep, Unseen Servant

2nd Level

Blur, Calm Emotions, Crown of Madness, Darkvision, Detect Thoughts, Hold Person, Invisibility, Levitate, Locate Object, Magic Weapon, Mind Spike, Mirror Image, Nystrul's Magic Aura, Phantasmal Force, See Invisibility, Silence, Suggestion, Tasha’s Mind Whip

3rd Level

Animate Dead, Bestow Curse, Blink, Clairvoyance, Dispel Magic, Enemies Abound, Fear, Feign Death, Hypnotic Pattern, Intellect Fortress, Life Transference, Major Image, Nondetection, Remove Curse, Speak with Dead, Spirit Guardians, Spirit Shroud, Tongues

4th Level

Arcane Eye, Banishment, Blight, Compulsion, Confusion, Dimension Door, Freedom of Movement, Greater Invisibility, Hallucinatory Terrain, Locate Creature, Otiluke's Resilient Sphere, Phantasmal Killer, Sickening Radiance

5th Level

Awaken, Dispel Evil and Good, Dominate Person, Dream, Geas, Hold Monster, Legend Lore, Mislead, Modify Memory, Reincarnate, Synaptic Static, Telepathic Bond, Wall of Force

Multiclassing

Prerequisites. To qualify for multiclassing into the Awakened class, you must meet these prerequisites: 13 WIS

Proficiencies. When you multiclass into the Awakened class, you gain the following proficiencies: simple weapons, light armor

A second soul is not simply acquired by choice. Your DM might place additional restrictions on multiclassing into an Awakened.

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