Creator Soul (5e Class)
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Creator Soul
Their blades clashed, as the shrouded figure struggled to keep up against the massive, iron brute. One blade massive, but of simple design, another seemingly made purely of sparks. The man was large, but in no way compared to the sheer bulk of the golem he had barely managed to graze with his blade. Ducking around to the side, he slashed away at one of the construct’s legs, cleaving it straight from the knee as the metal monster clocked the man directly in the stomach with it’s fist. Tumbling several meters backwards, he managed to enter a roll and stumble into a kneeling position. This fight was not quite over.
The elf woman surveyed the battlefield, soldiers of two colors fighting for their lives. The great wooden towers slowly moved across, waiting for deployment. She stood at the top of a keep, her skin glistened, as did the eldritch tattoos she was drenched in. A great bird, built of a deep grey material hovered down to her location, one eyed face locked onto the closest encroaching tower. Raising one hand, the demon on wings dive bombed towards the woman, as a massive glaive crystalized into form within the other. Jolting up slightly, it avoided a crash landing and snatched her up within it’s grip, now making a break for the great wooden constructs it had its sights on.
Bizarre Magics
The Creator Souls are a peculiar sort. They are inherently magical, but it does not take the form of the sorcerer’s massive stores of harmful energy, they create but do not have the intricate knowledge of science like the artificer. They, through whatever means, have an almost godlike understanding of the forces of creation, if only a mortal’s tools to use them. Stored within them are four fundamental aspects of the universe, which they can manipulate into powerful tools of war and creatures of myth.
Many of those touched by the magic of creation are almost always a bit odd, like the estranged scholars found in the ranks of wizards, or the violent psychopaths known as barbarians. However, they end up a bit different, more likely just dissociated to the world and it's inhabitants. This doesn't always lead to a complete lack of care for others, more just a different understanding. While most people care for the people close to them, one of these creator souls may just see them as gullible pawns, an important collectors piece, or even simply animals. In this different relation to the world, they may dress outlandishly, or even mold themselves into different, abhuman shapes just to separate themselves further from the common folk.
Creating a Creator Soul
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A stalwart protector, manipulator of existence. Source |
When making a Creator Soul, you should probably ask yourself a few questions. Where does this bizarre power come from? Do you know where it comes from? Was some duty or prophecy set upon you by whatever granted you this power, if something did? What do your creations look like? Do creatures you make tend towards certain personalities or body types? How do you feel about having access to this magic? How do you go about making constructs?
Another important part of making a character like this is having some form of grasp on the creation story of the world this character resides in, as a creator soul your power is gained from these things and are more likely than not effected by it. For example, is the story that the universe/material plane was wrestled from the fiends? Perhaps you tend towards traits like Hatred, do a lot of radiant damage, or use cleric spells. Is there two overgods which built the universe? Maybe you favor dual wielding, using two different weapons which represent the two. Past mechanics, these stories likely also effect the social aspects of your character. Talk to your DM about this before making a creator soul, which could potentially provide more interesting and flavorful ideas.
- Quick Build
You can make a creator soul quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the Folk Hero background. Third, choose the light crossbow, padded armor, and explorer's pack.
For your two presets, make the first a weapon(flail) with the Manipulated Spirit(Wisdom) and Strike True traits, and your second a creature(Tough).
Class Features
As a Creator Soul you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Creator Soul level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Creator Soul level after 1st
- Proficiencies
Armor: Light Armor
Weapons: Simple Weapons
Tools: One of your choice
Saving Throws: Constitution, and your choice of either Intelligence, Wisdom, or Charisma
Skills: Pick two from Animal Handling, Arcana, Medicine, History, Insight, Nature, Perception, Survival, and Religion.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a quarterstaff or (b) two daggers or (c) a light crossbow and 20 bolts or (d) one simple weapon of your choice
- (a) padded armor or (b) hide armor
- (a) a dungeoneer's pack or (b) an explorer's pack
Level | Proficiency Bonus |
Features | Worldly Resources |
---|---|---|---|
1st | +2 | Creator Soul, Malleable Requirement | 1 |
2nd | +2 | Higher Calling | 1 |
3rd | +2 | — | 2 |
4th | +2 | Ability Score Improvement | 2 |
5th | +3 | Extra Attack | 3 |
6th | +3 | Calling feature | 3 |
7th | +3 | — | 4 |
8th | +3 | Ability Score Improvement | 4 |
9th | +4 | — | 5 |
10th | +4 | Creation Expertise, Calling feature | 5 |
11th | +4 | — | 6 |
12th | +4 | Ability Score Improvement | 6 |
13th | +5 | — | 7 |
14th | +5 | Self Sculpt, Calling feature | 7 |
15th | +5 | — | 8 |
16th | +5 | Ability Score Improvement | 8 |
17th | +6 | — | 9 |
18th | +6 | Calling feature | 9 |
19th | +6 | Ability Score Improvement | 10 |
20th | +6 | Permanence | 10 |
Malleable Requirement
When you choose your saving throw from the list above, this becomes your chosen casting modifier. This is used for several different features in this class.
Creator Soul
Within you rests the very essence of creation, and the ability to manipulate it. Starting at 1st level, you are capable of creating constructs, items and creatures you can mold to your will, within reason. You have access to four different types of resources, an amount of each listed on the creator soul table. These four resources are Mass, Form, Blood, and Soul. You only have these resources, and they are not regained on rests.
You have an amount of preset slots equal to your proficiency bonus, and you start with two presets. These presets cannot use more resources than your total in any slot(at 1st level, you cannot make a preset with 5 Mass). As part of a long rest, you can conjure or dispel a construct, giving back or consuming the materials used by this preset respectively.
These presets are taken up by things called “constructs”, your creations. To make one, you choose one of the templates below, from which point you can add traits, listed at the bottom of the class. These constructs are considered magical for the purpose of being affected by spells or being destroyed. However, if they are destroyed or die, you must wait 24 hours before manifesting it again.
As downtime, you can spend 1 week for every resource used in the construct to either remove, edit, or create a new preset.
Many features require different attack bonuses and difficulty classes, and they are listed here.
- Construct item attack bonus = your Proficiency bonus + your chosen casting modifier
- Construct item DC = 8 + your Proficiency bonus + your chosen casting modifier
- Construct creature attack bonus = your Proficiency bonus + creature’s relevant modifier
- Construct creature DC = 8 + your Proficiency bonus + creature’s relevant modifier
- Weapon
- Base Cost: 1 Mass, 1 Form
When you create a weapon, it is a weapon made for your size or one size larger/smaller, and cannot have a damage die higher than 1d8 by any means, unless uncapped. You can choose from the General and Weapons list of traits when making a weapon template or adding to it.
- Armor
- Base Cost: 1 Mass, 1 Form
When you create a set of armor, it is made for your size or one size larger/smaller, and cannot have a base armor class(the AC provided without the Dexterity modifier) higher than 14. You can choose from the General and Armor list of traits when making an armor template
- Creature
- Base Cost: 1 Mass, 1 Form, 1 Blood, 1 Soul
When you create a creature, it uses the following template. You must select one of the aspects when creating it. A creature is completely subservient to you, following orders without a thought for question. You can only choose from the Creature list of traits when making or improving a creature template.
- Construct Creature
- Hitpoints: (6 + Constitution modifier) x creator soul level
- Armor Class: 10 + Dexterity modifier
- Speed: 30 ft
- All Ability Scores are equal to 10
- Languages: Every language you know
- Standard Attack, melee weapon attack, 5 ft range, +(Strength modifier + your Proficiency bonus) to hit, 1d6 + Strength modifier (damage type of your choice at creation) damage.
Aspects
- Strong: +4 to Strength score, +2 to Constitution score, -4 to Intelligence score, -2 to Wisdom score. AC is instead 12 + Dexterity modifier.
- Tough: +4 to Constitution score, +2 to Strength score, -4 to Wisdom Score, -2 to Intelligence score. Hitpoints are instead (7 + Constitution modifier) x creator soul level.
- Agile: +4 to Dexterity score, +2 to Strength score, -4 to Charisma, -2 to Constitution score. Speed is instead 40 ft, Standard Attack uses Dexterity modifier in place of Strength modifier.
- Bright: +4 to Intelligence score, +2 to Wisdom score, -4 to Strength score, -2 to Constitution score. Standard Attack has a range of 30 ft, and uses Intelligence modifier in place of Strength modifier.
- Wise: +4 to Wisdom score, +2 to Charisma score, -4 to Constitution score, -2 to Dexterity score. The construct is proficient 3 skills of your choice, one can be replaced for a tool.
- Clever: +4 to Charisma score, +2 to Intelligence score, -4 to Dexterity score, -2 Strength score. The creature has proficiency in two saving throws(using your Proficiency modifier), one of which has to be Charisma.
Higher Calling
Every creator soul, given time, will develop a certain preference for some constructs. Starting at 2nd level, choose one of the specializations. You gain features from it at 2nd, 6th, 10th, 14th, and 18th level. Callings are listed at the end of the page.
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.
Extra Attack
Starting at 5th level, when you take the attack action, you can make an additional attack as part of that action.
Self Sculpt
This nigh unlimited power is not limited to just the things you create, as you yourself are moldable. Starting at 14th level, as downtime, you can take a week to shape your appearance. This cannot change any features or give you new ones(your speeds stay the same, you cannot increase ability scores, and other such things), however you can temporarily remove them using this. Otherwise, this new form can be anything you choose, within reason.
Permanence
Once part of you, you can now separate your constructs from your own body. At 20th level, as downtime, you can spend a month and 1000 GP worth of materials for every Material used in a preset to make them permanent. After making a construct permanent, it is removed from your presets. However, a creature is no longer bound to servitude to you, and and items made by you can be attuned to by others, which then gain all features granted by it.
Callings
Tools of War
Your creations are made for the battlefield, a herald of death, victory, justice, or whatever you may be.
- Item Efficiency
Your specialization is equipment. Starting at 2nd level, when you create a construct using either the Weapon or Armor template, you can remove one resource from the base cost.
- Focus
You and your constructs are known for their power. Starting at 6th level, choose one of the options listed below.
- Any attacks made with your construct weapons ignore resistance but not immunity to the damage it deals.
- You reduce damage taken by 3 while wearing construct armor you made.
- Any feature with multiple uses you can use one more time before running out of uses.
- Fast Sculpts
With your skill, comes speed. Starting at 10th level, as part of a short rest you can choose to create one common magic item of your choice, spending 1 Mass and Form to do so. This disappears after 8 hours, and you regain the resources after it does.
- Warrior Sculpt
You have channeled this bizarre power of your own into forming yourself differently. Starting at 14th level, choose one of the options below.
- You gain a movement speed of 50 ft. This is for one type of your choice when you get this.
- You gain proficiency in another two saves of your choice.
- You have a blindsight of 30 ft.
- When you move, you can instead choose to teleport to a location you can see within your movement range, spending an amount of movement equal to the distance traveled.
- When making a melee attack, you deal an additional 1d8 damage, of a type of your choice.
- Your hitpoint maximum cannot be lowered, and your movement speed cannot be reduced unless you are at or below 0 hitpoints.
- Masterwork Item
The precipice of your work swiftly approaches. Starting at 18th level, after creating an equipment preset, you can deem it a masterwork. It gains one of the benefits below, of your choice. This item cannot be unbound via permanence while it exists, and only one masterwork can exist at a time.
- Weapon. It is/counts as oversized, and you can hold it as if it were normal.
- Weapon. Once on your turn when you make an attack, you can replace one attack with casting a 1st level spell you chose at creation. You regain the ability to do this at the end of your next turn. This spell must take an action to cast, and have a duration of instantaneous.
- Weapon. As a bonus action, this can be split into two different weapons. Both weapons have the same features, but are considered the same weapons for features that must recharge.
- Armor. If you take exactly or less than 7 damage from any source while wearing this, you take no damage instead.
- Armor. You can choose to be immune to spells of 3rd level or lower while wearing this.
Beasts of Legend
Flesh, stone, metal, whatever it may be, you are the sculptor of it, and granter of life to it.
- Creature Efficiency
Your specialization is creatures. At 2nd level, you can remove one resource from the base cost of making a creature.
- Focus
The beings you create are renown for one thing. At 6th level, choose one of the options below.
- Creatures you make have a +2 to their AC.
- While you are within 10 feet of one of your creatures, both you and the creature have advantage on your first attack roll on your turns.
- Creatures have an extra 20 feet of movement in one type of your choice.
- Creatures gains proficiency in two skills of your choice upon creation.
- Creatures are resistant to one damage type of your choice, and know one cantrip that deals the same type of damage. Their casting modifier for this is Constitution.
- Minor Creation
You are fully capable of making minor servants with almost no effort. Starting at 10th level, as part of a short rest, you can cast the Find Familiar spell without using a spell slot or material components. The familiar vanishes after 8 hours.
- Paragon Sculpt
You are the greatest of your own projects, those you wish to benefit. Starting at 14th level, choose one of the options below.
- Any friendly creatures within 30 feet of you are immune to the Frightened and Charmed conditions.
- At the start of your turn, hostile creatures within 30 feet of you take 2d4 damage, of a type of your choice when gaining this.
- Friendly creatures within 30 feet of you have advantage on Strength, Dexterity, and Constitution saving throws.
- When a friendly creature within 30 feet of you takes damage, you can use your reaction to take the damage they take instead. When you do this, you are considered to have resistance to the damage dealt.
- Masterwork Creature
As powerful as you are, within you rests the capability to make something that rivals yourself. Starting at 18th level, after creating a creature preset, you can deem it a masterwork. It gains one of the benefits below, of your choice. This item cannot be unbound via permanence while it exists, and only one masterwork can exist at a time.
- The creature has immunity to 3 damage types of your choice.
- The creature can make two additional attacks as part of an attack action, following normal limitations.
- It can dash or dodge as a bonus action.
- It's size and damage die for standard attack increase by one step.
Traits
General
- Practicality
Cost: 1 Mass
This construct also counts as one set of tools, chosen at creation.
- Seeker
Cost: 1 Soul
Prerequisites: construct must be able to cast spells
Spells this construct casts ignore half and three quarters cover.
- Sundered Sight
Cost: 1 Soul
While you are touching this construct, you may force other creatures to be unable to perceive it.
- Unyielded Form
Cost: 1 Mass
This construct no longer has a base armor class or damage die cap.
- Weave Sewn
Cost: 1 Soul
Choose one spell list, and one 1st level spell from this list. While holding or wearing this construct, you can cast the spell, using your Construct item attack bonus or DC, if applicable. You can do this twice, and regain both uses at dawn.
At 5th level, you can increase the cost to 2 Soul, and choose a 2nd level spell from the same list. You can also cast this spell twice, regaining the uses at dawn. At 9th level, you can increase the cost to 3 Soul, gaining the previous benefits, and a 3rd level spell from the same list you can cast twice following the same rules.
- Weave Touched
Cost: 1 Soul
While holding or wearing this construct, you can cast one cantrip of your choice. This cantrip uses your Construct item attack bonus or DC, depending on the spell. At 9th level, you increase the cost to 2 Soul, which instead allows you to substitute a cantrip for a 1st level spell.
Weapon
- Binding Blade
Cost: 1 Blood
When you hit a creature with this weapon, you may attempt to grapple them.
- Breacher
Cost: 1 Blood
This weapon automatically scores a critical hit against a structure.
- Bounded Blade
Cost: 1 Soul
As a bonus action, you can have the weapon immediately return to your hand. If you threw the weapon, it instead returns to you immediately after it lands or deals damage.
- Celerity
Cost: 1 Blood, 2 if the weapon has the two handed property
Prerequisite: 3rd level
When you make an attack with this weapon, you can use your bonus action to make another attack with this weapon. If you are already able to make another attack as a bonus action, you can attack one additional time with this weapon as part of that bonus action instead.
- Conjured Fire
Cost: 1 Soul
Prerequisite: a weapon that requires ammunition
Your weapon requires no ammunition, as a piece of ammunition appears whenever you try to reload it. This ammunition dissapears a round after leaving the weapon.
- Dancing Blade
Cost: 1 Soul, 2 if the weapon has the two-handed property
You do not need to hold this weapon to make attacks with it, it must be within 5 feet of you to do so.
- Equivalent Exchange
Cost: 1 Form, 1 Blood
Whenever you deal damage with this weapon, you take 1d4 necrotic damage, and the target takes extra damage equal to the damage you took. At 9th level, you can increase the cost to 2 Blood, the target instead taking what you took + 2.
- Flashing Steel
Cost: 1 Blood
When you make an attack with this weapon, you may instead forfeit the attack and cause the target to be blinded until the start of your next turn.
- Hatred
Cost: 1 Blood
When attacking a creature with a type of your choice chosen at creation, the weapon has a +1 to attack and damage rolls.
- Strike True
Cost: 1 Blood
This weapon counts as magical for the purposes of overcoming resistance and immunity. Additionally, it has a +1 to hit. At 9th level, this increases to +2, and at 15th, you can increase the cost to 2 Blood, increasing it to a +3 to hit.
- Manipulated Spirit
Cost: 1 Soul
The ability modifier used for attack and damage bonuses for this weapon is instead one of your choice at creation.
- Massive Force
Cost: 1 Form
After you make all of your attacks on your turn, you can choose to move a single creature back 5 feet for every time you dealt damage to them with this weapon.
- Merciful Blade
Cost: 1 Form
If this weapon reduces a target's hitpoints to 0, they do not need to make death saving throws and is stable.
- Reality Return
Cost: 2 Soul
If you hit a creature not native to the plane you are currently on, and they are below 50 hitpoints, instead of dealing damage you can cast the banishment spell using your construct item DC.
- Repulsing Weapon
Cost: 1 Soul
While wearing no armor and holding this weapon, your armor class is equal to 12 + your chosen casting modifier, if it is not already higher.
- Sickening
Cost: 1 Blood
When you hit a creature, if you deal more than 14 damage, they are poisoned until the start of your next turn.
- Soulbind
Cost: 1 Soul
You cannot be forcibly disarmed of this weapon, unless you wish to be. Additionally, if you are not currently holding it, you can use your bonus action to immediately place it in one if your empty hands.
- Unearthly Smite
Cost: 1 Blood
Prerequisite: 3rd level
This weapon deals an additional 1d6 damage, a type of your choice, on a hit. At 9th level, you can increase the cost to 2 blood, the weapon instead dealing an additional 2d6.
- Weightless
Cost: 1 Mass
This weapon has the property Throwing(40/120), and you can throw it as if you were making a normal attack.
Armor
- Agile
Cost: 1 Blood
This armor does not grant disadvantage on Dexterity (Stealth) checks.
- Become as Death
Cost: 1 Form
Prerequisite: 7th Level
This armor has two additional appendages, which function as additional arms when worn. At 15th level, you can increase the cost to 2 form, giving the armor four additional appendages instead.
- Bulwark
Cost: 1 Mass
The armor class granted by this armor when worn increases by 1, but the Strength requirement increases by 3. If the armor does not already have a Strength requirement, it becomes 13, which can then increase accordingly. You can take this trait again at 5th, 9th, and 13th level, and you cannot take this and Untouchable more than 4 times in total.
- Comfort Bound
Cost: 1 Form
This armor cannot be removed from you unwillingly. Additionally, you can take rests while wearing it with no concequence.
- Hidden Shape
Cost: 1 Form
While wearing this suit of armor, nothing short of a 5th level or higher divination spell can discern your identity.
- Powerful Armament
Cost: 1 Form, 1 Blood
While wearing this, you are treated as one size larger when determining your carrying capacity and the weight you can push, drag, or lift, and your unarmed damage increases to 1d4 + your Strength modifier. At 11th level, you can increase the cost to two of each, which then treats you as two sizes larger, and increases the damage to 1d6 + your Strength modifier.
- Reality Ward
Cost: 1 Soul
When you are targeted by a weapon attack, treat your armor class as 1 higher. You can take this trait again at 7th and 13th level. You cannot take this and Weave Ward more than 3 times in total.
- Retribution
Cost: 1 Blood
Whenever you take damage from a melee attack, you can use your reaction to deal 1d10 damage to the target. The damage type is one of your choice at creation.
- Stalwart
Cost: 1 Blood
While wearing this armor, if you were to suffer a critical hit, it instead deals normal damage.
- Trail Blazer
Cost: 1 Form, 1 Blood
Choose one movement type. While wearing it, you have a movement speed of 30 feet in this type, if it is not already higher. At 11th level, this increases to 45 feet.
- Untouchable
Cost: 1 Form
Prerequisite: 3rd level
The armor class granted by this armor when worn increases by 1. You can take this trait again at 7th, 11th, and 15th level, and you cannot take this and Bulwark more than 4 times in total.
- Weave Ward
Cost: 1 Soul
When you are targeted by a spell attack or forced to make a saving throw against a magical effect, treat your armor class or total modifier as 1 higher, accordingly. You can take this trait again at 7th and 13th level. You cannot take this and Reality Ward more than 3 times in total.
- Weakness in Flesh
Cost: 1 Form or Soul
If you are missing one or more limbs or other body parts, while wearing this armor you can treat those parts as if they were there.
Creature
- Assume Control
Cost: 1 Form
As an action while you are 5 feet within this construct, you can assume complete control over their body. You are now within the creature, and do not act on your turns. Instead, you now act on the construct's turn. While you have assumed control, their Intelligence, Wisdom, and Charisma scores are traded out for yours. If the construct dies, you are immediately set 5 feet away from the construct, and are stunned until the end of your next turn.
- Brute Force
Cost: 1 Blood
Prerequisite: 9th level
The construct has a new attack type. It has all the same statistics as the standard attack, however, it deals an additional 2d6 damage, and you can change the damage type at creation. It can only make this attack once on it’s turn.
- Form - Aquatic
Cost: 1 Form
The construct is made for the water, instead of land. They gain a swimming speed of 40 ft, and their walking speed becomes 10 ft. They can no longer breathe air, and begin suffocating out of water.
- Form - Burden
Cost: 1 Form
The construct becomes an apt mount. You can easily ride the construct if you are at it’s size or smaller, and do not need to make any checks to control it while riding it, and have advantage on saves and checks made to dismount you while riding the construct. Additionally, the construct can travel at full speed without incurring exhaustion.
- Form - Nonphysical
Cost: 2 Form
The construct becomes ghostlike in appearance. They gain a flight(hover) speed of 20 ft, losing all other speeds not gained by traits. They cannot wear or carry anything, nor can they attack. They are immune to non-magical bludgeoning, piercing, and slashing damage. Finally, they can move through solid objects, however if they end their turn within a solid object they take 3d10 force damage and are immediately moved to the closest empty space.
- Form - Winged
Cost: 1 Form
The construct creature sprouts great wings of some kind. They gain a flight speed of 40 ft, and their walking speed becomes 10 ft. To use this flying speed, they must have at least their size in space on either side of them.
- Fundamental Enhancement
Cost: 1 Mass for Strength, Constitution or Dexterity, 1 Soul for Intelligence, Wisdom, or Charisma
One of the creature’s ability scores of your choice increases by 2, to a maximum of 20. You can take this trait several times. At 15th level, the maximum increases to 22.
- Hardened
Cost: 1 Form
Add 1 to the construct's hitpoints for every Creator Soul level you have. At 5th and 9th level, you can take this trait an additional time.
- Incredible Size
Cost: 2 Mass
The creature's size increases by one. At 11th level, you can take this trait twice.
- Learned Defender
Cost: 1 Form
This creature can wear all armor made for any creature it’s size, and counts as proficient in it’s use if it does.
- Learned Warrior
Cost: 1 Blood
This creature can utilize weapons made for any creature it's size, and counts as proficient with it if it does.
- Resilience
Cost: 1 Form
The construct has resistance to a damage type of your choice. You can take this trait up to three times. At 9th level, you can increase the cost to 2 Form, replacing the resistance with immunity to a damage type.
- Spells - Intelligence
Cost: 1 Soul
Choose one cantrip and one 1st level spell from the artificer or wizard spell list. The creature can cast these spells, the leveled ones once every long rest. Intelligence is it's casting modifier for these spells. At 9th level, the creature gains a second cantrip from the same list.
At 5th, 9th, and 13th level, you can increase the cost by 1 Soul. Doing so grants an additional spell of 2nd, 3rd, and 4th level respectively, from the same list.
- Spells - Wisdom
Cost: 1 Soul
Choose three 1st level spells from the cleric, druid, or ranger spell list. The creature can cast one of these spells once every short or long rest. Wisdom is it's casting modifier for these spells.
At 7th and 13th level, you can increase the cost by 1 Soul. Doing so grants the creature three spells of 2nd and 3rd level respectively, from the same list. It can only cast one of each level every short or long rest.
- Spells - Charisma
Cost: 1 Soul
Choose one 1st level spell from the bard, paladin, sorcerer, or warlock spell list. The creature can cast this spell an amount of times equal to it's Charisma modifier, regaining all uses on a long rest. Charisma is it's casting modifier for this spell.
At 9th and 17th level, you can increase the cost by 1 Soul. Doing so grants the creature a 2nd and 3rd level spell respectively, from the same list. These spells can be cast an amount of times equal to it's Charisma modifier, regaining all uses on a long rest.
- Stretch
Cost: 1 Mass
The range of Standard Attack increases by 5 feet. You can take this trait up to three times.
- Striker
Cost: 1 Form
Standard Attack’s die size increases by two steps(1d6 -> 1d10, 1d10 -> 2d6, and so on), to a maximum of 2d6. At 9th level, this maximum increases to 4d6. You can take this trait multiple times.
- Swiftness
Cost: 1 Blood
One of the creature’s speeds increases by 15 ft. This cannot give them a new speed. You can take this trait multiple times.
- Onslaught
Cost: 2 Blood
This construct can make two attacks in it’s turn. At 15th level, you can increase the cost to 3 Blood, allowing the creature to instead make three attacks.
- Willpowered
Cost: 1 Blood for Strength, Constitution or Dexterity, 1 Soul for Intelligence, Wisdom, or Charisma
The creature gains proficiency in one saving throw of your choice(using your Proficiency bonus). This may be taken multiple times.
Multiclassing
Prerequisites. To qualify for multiclassing into the creator soul class, you must meet these prerequisites: Constitution 13
Proficiencies. When you multiclass into the creator soul class, you gain the following proficiencies: your choice of either Intelligence, Wisdom, or Charisma saves, one tool of your choice.
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