Battle Soul (5e Subclass)

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Battle Soul[edit]

Sorcerer Subclass

Your magic manifests through your empathic soul, which allows you to imprint arcane spirit onto objects, and potentially, other living creatures. This rare and unusual form of magic has been foretold of in myth and legend; however, you find the transference of your soul essence as simple a task as breathing air. Those blessed few with this ability often find other flocking to them or perhaps giving them a wide berth, depending on the energy radiating from their soul. It is for this reason that battle soul sorcerers will often find themselves surrounded by companions or left in their solitude. Whether they are charging into battle with their allies or standing strong as lone warriors, a battle soul sorcerer can always rely on their enchanted weaponry in the face of danger.

Battle Spells[edit]

Starting at 1st level, you learn additional spells when you reach certain levels of this class, as shown in the Battle Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level.

Battle Spells
Sorcerer Level Spells
1st arcane weapon, shield of faith
3rd healing spirit, spiritual weapon
5th aura of vitality, blinding smite
7th death ward, summon elemental
9th awaken, reincarnate

Martial Training[edit]

Unlike most sorcerers, you are highly trained in the ways of martial weaponry. Starting at 1st level, you gain proficiency in martial weapons and shields. You can also choose to gain proficiency from one of the following: Athletics, Acrobatics, or Insight.

Soul Resonance[edit]

At 1st level, you learn how to imbue part of your soul into inanimate objects, thus giving them semi sentience. You receive a reservoir of Soul Charges equal to twice your Sorcerer level that can be restored with a Short or Long Rest. You can spend these Soul Charges in the following ways:


Weapon Companion: Use a bonus action to spend a number of Soul Charges and bring life to weapon at your touch, granting it hit points equal to 5 X the number of Soul Charges spent for this ability + your proficiency bonus. It shares your movement speed, initiative, ability scores, and takes its turn immediately after you. When your sentient weapon makes an attack, its attack roll and damage are calculated as if you were wielding it yourself. If you bring a second weapon to life, the effect will immediately end on the first.


Resonate Defense: After being hit with a weapon or spell's damage, you can use a reaction to spend 1 Soul Charge and give yourself resistance to that damage's type until the start of your next turn.

Extra Attack[edit]

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.


Coalescence[edit]

At 6th level, you have discovered how imprint your soul upon living beings to aid yourself and others on and off the battlefield. The following Battle Soul abilities are now available to you:

Harmonic Healing: As an action, you can spend 2 Soul Charges to cast lesser restoration without expending a spell slot. You can also spend 5 Soul Charges to cast greater restoration without expending a spell slot.

Empathic Spellcasting: At the cost of 4 Soul Charges, you can use bonus action to imbue part of your soul onto a willing creature. You can now cast spells through the imbued creature as if they were are the caster but with your stats. The imbued creature must also be willing to cast the spell or else it fails. This effect ends after 1 minute, if you choose to end it early, or if you or the imbued creature are incapacitated.

Ultimate Convergence[edit]

At level 14th, you now understand how to merge your soul in perfect harmony with others. You no longer need to spend Soul Charges to bring sentience to inanimate objects, and, at the start of battle, you can choose a designated weapon to act as your companion as if the Weapon Companion ability was used for maximum Soul Charges. You can now spend 8 Soul Charges to morph your body into pure soul energy and possess a willing creature. That creature obtains all weapons, items, and armor that it is able to carry, and can now use your Intelligence, Wisdom, and Charisma scores. You both take your turns independently as the same creature. This effect lasts until you choose to end it or until a minute has passed.



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