Cultivator (5e Class)

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The cultivator concept and many of its abilities are based on traditional chinese stories and myths called Xianxia about travelers who refine Qi (life force) to gain supernatural powers and extend their lifespan. Because of the similarities in source, this class is a lot like the Monk, though there are differences in both source and execution that make the class feel unique. You could think of this like a full-caster variant of the monk, even though that was not the idea behind the design of the class. antique on evil and good also and make the spell list but also first rewrite the things.

Unarmored defense level 2 soul collection level 1, do soul collection to get back ur max souls acromatic soul line cool idea

Cultivator[edit]

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天谕-玉虚同人 by 赭霞墨曲_贤先生, depicting an antique soul cultivator

Under the light of the full moon, the robed high elf stops meditating suddenly, and jumps 30 feet into the air, landing in front of his assailants, with a polite smile on his face. In the middle of the roaring crowd, the orc plays her dulcimer and a calm falls upon the commoners, eased by the gentle melody. The goblins are being choked by he energy around the tiefling changes his enviroments as he blasts orbs of soul energy bouncing around his flying weapons. All cultivators, tied by their goal and divided by their methods, aim to become gods through using the life energy left in this world by the fragmented souls of the dead. Unlike a monk, they do not use their body as a conduit for the energy. With the discipline of a monk and the grace of a bard, they direct the energy around them like a piper, and concentrate it into powerful blasts of mythical power.

Creating a Cultivator[edit]

While making a cultivator, think about your character's goals and motivations. Do they want to master the path of the cultivator, and reach godhood by using soul manipulation? Or are they using cultivation itself as a means to a greater end? Think about how and where your character learned the basics of cultivation. Where they an orphan? Or is their family a line of cultivators that have stopped on the way to godhood for one reason or another? Is your character Idealistic, wanting immortality to be able to learn all is in the world? Are they afraid of death, or do they simply crave power? How is adventuring helping in your journey of cultivating? Do you want to see the world, or are you searching for places of high soul concentration? As a result of the structured lifestyle cultivating requires, most cultivators tend towards lawful, although most cultivators are highly eccentric, and their laws are not those of their land, but rather honour-bound code that they think is necessary to stick to to ascend to godhood.

Quick Build

You can make a cultivator quickly by following these suggestions. First, wisdom should be your highest ability score, followed by dexterity. Second, choose the entertainer background. Third, choose any instrument.

Class Features

As a Cultivator you gain the following class features.

Hit Points

Hit Dice: 1d6 per Cultivator level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Cultivator level after 1st

Proficiencies

Armor: None
Weapons: daggers, shortswords, quarterstaffs, blowdart
Tools: One musical instrument of your choice
Saving Throws: Wisdom, Charisma
Skills: Choose two skills from Insight, Acrobatics, History, Religion, Perception, Performance, Medicine and Investigation

Equipment

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

  • (a) a lute or (b) any other instrument
  • (a) an Entertainer's pack or (b) a scholar's pack
  • a healer's kit
  • If you are using starting wealth, you have 4d4 silver pieces in funds.

Table: The Cultivator

Level Proficiency
Bonus
Features Soul points Spell Level
1st +2 Simple Soul shaping, Soul collection ritual 5 1
2nd +2 Soul Connection, Unarmored Defense 7 1
3rd +2 Segmented Soul Shaping 10 2
4th +2 Ability Score Improvement 13 2
5th +3 Significant Soul Shaping 18 3
6th +3 Path to Godhood 21 3
7th +3 Sharpened Soul Shaping 25 4
8th +3 Ability Score Improvement 30 4
9th +4 Standout Soul Shaping 33 5
10th +4 Path Feature 37 5
11th +4 Sweeping Soul Shaping 42 6
12th +4 Ability Score Improvement 46 6
13th +5 Superior Soul Shaping 50 7
14th +5 Path Feature 54 7
15th +5 Splendid Soul Shaping 59 8
16th +5 Ability Score Improvement 63 8
17th +6 Supreme soul shaping 69 9
18th +6 Path Feature 72 9
19th +6 Ability Score Improvement 76 9
20th +6 Path Feature 80 9+


Simple Soul Shaping[edit]

At 1st level, you gain the ability to manipulate the very essence of death and life, you have knowledge and control over your soul core, which holds your soul and physical being, you gain a number of soul points, as shown on the Soul Points column of the cultivator table, which are a representation of people's beliefs and emotions that you can gather from the environments around you. Soul points come in 6 flavors:

  • Happiness souls, made of happy memories and lives well lived, that can be used to bolster your allies in battle
  • Follower souls, made from the sense of duty and community of men in life, can be used to inspire and manipulate enemies and friends alike
  • Greed souls, made from unfulfilled earthly wishes, they can be manipulated into a wide variety of useful effects and tricks
  • Antique souls are souls that have been purified with time, they are souls who've circled through the planet's circle of life countless times, slimming off all memories and wants of their humanoid hosts, these pure souls are used for pure magical effects, that relate with strengthening one's magical power to succeed in battle.
  • Demonic souls, made from the pained wills of those who've died in battle, can be fused into bodies to create minions and concentrated into necromantic energy for painful magic
  • Esoteric souls, which is what remains from the process of soul degradation, they are an amalgamation of all other souls, fused into an unstable form. they can be used in unorthodox ways to gain access to special powers.

You can only hold one type of soul, and can only cast spells that require that kind of soul. Whenever you cast a spell you must expend a number of soul points equal to the level of the spell. You cannot upcast a spell past level 9 with this feature. Some abilities or features may change the amount of souls you need to use to cast a spell.


When you spend a Soul, it is not destroyed but sent on it's way to be reborn on the path of life. You may choose to practice a 4 hour ritual during a long rest (this does not affect your ability to take a long rest), to resummon your spent souls. You can gain more souls by performing a soul collection ritual.

To be able to change the soul you are holding you must you perform a ritual of soul change. for which you require 24 hours, you must be in a place without the threat of danger to perform this ritual, after you perform it you change the kind of soul you are able to use and the abilities you can use with it, but your soul points become 0, and your maximum soul points drop to your proficiency modifier.

Wisdom is your spellcasting ability for your cultivator abilities, since you need to be connected to the realm of the dead to harness its spirits. You use your wisdom whenever an ability refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cultivator ability 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

Spellcasting focus

As a cultivator, you use your body to cast spells, and guide them into the shapes you desire, you do not need a spellcasting focus, but you require at least one free hand as a spellcasting focus.

Casting spells from other classes: cultivator class features give you spells from other classes, to cast these spells, you expend a number of soul points equal to the spell slot at which you want to cast or up-cast the spell at.

Starting at level 1, you gain access to these spells:
Soul type spells
Happiness guidance, heroism
Follower charm person, tasha's hideous laughter, sleep
Greed magic stone*, purify food and drink
Antique shield*, hail of thorns, thunderous smite
Demonic Animate energy, arms of hadar
Esoteric chaotic sliver, chaotic protection
Magic Stone

When you cast this cantrip this way, you can enchant 5 stones instead of 3, they deal d10 damage instead of d6, and the stones shine a gold-like sheen

Weapon of energy

When you cast this spell using this feature you can choose one of your Soul Weapons as the weapon you enchant, also the source of the Hail of Thorns becomes the soul weapon itself, When cast this way, the damage of this spell counts as magical.

Shield of the weapon

When you cast this spell this way one of your weapons returns to you, as part of the reaction, as you used it to defend yourself.

Chaotic Sliver

When you use this ability roll 2d4, and choose one of them, the spell you will be able to cast is detailed down below, you will be able to cast this spell for 8 hours, spells gained this way do not cost soul points to cast. If both dice are equal, you gain the ability to cast all of the spells, you may roll again after 8 hour have passed.

d4 Spell
1 prestidigitation
2 mind sliver
3 mage hand
4 chaos bolt
Chaotic Protection

When you use this ability pay 1 soul, roll 2d4, and choose one of them, the spell you will be able to cast is detailed down below, you will be able to cast this spell for 8 hours, spells gained this way cost 1 soul point to cast. If both dice are equal, you gain the ability to cast all of them, you may pay another soul to roll again after 8 hours have passed.

d4 Spell
1 mage armor
2 shield of faith
3 Armor of agathys
4 mirror image


At level 1 you also learn the Soul Blast spell, and can cast it using any kind of soul energy

Soul Blast
1st-level Evocation
Casting time: 1 action
Range: 60 feet
Components: V, S
Duration: 1 minute


The cultivator blasts an enemy with a soul directly, this spell always hits, the damage is 2d6 . The damage type and additional effects are based on the type of soul with which this spell was cast. At higher levels:this spell deals one more dice of damage for every soul you add after the first one.

  • Happiness : the spell deals psychic damage and the target must make a intelligence saving throw or fall prone and become incapacitaed, laughing at happy memories brought by the soul, this effect ends at the start of the creature's next turn, or after it is attacked.
  • Follower: The spell deals force damage, and the target must make an wisdom saving throw, or be charmed by you until the spell ends, thinking of you as a larger than life presence, and willing to do anything for you, the target can repeat this saving throw whenever you deal damage to it, or try to verbally interact with the target.
  • Greed: The spell deals force damage and the target must make a intelligence saving throw to not become blinded by sights of treasures, gaining the blinded condition, for a turn, additionally, the target of this spell gains 1d6 temporary hit points.
  • Antique: The spell deals thunder damage, and the target must make a dexterity save or become deafened and have their walking speed reduced to 0, a target can repeat this saving throw at the end of each of its turns.
  • Demonic: The spell deals necrotic damage, and it's damage changes to 2d8, and surrounds the target with necromantic fumes, the target must make a constitution saving throw to avoid taking additional damage equal to 1d8 at the start of their next turn. This damage cannot be healed by non-magical means.
d8 Damage type
1 Acid
2 Force
3 Lightning
4 Posion
5 Psychic
6 Thunder
  • Esoteric: The damage type of this spell is based on the number on the d6s rolled, after rolling the caster can choose one of the d6s and change the spell's damage, as shown bellow. Additionally, if you roll the same number on both d6s, the soul leaps from the target to the closest different creature (your choice if tie), make a new damage roll against that target, which could cause the soul to leap again. A creature can only be affected once by each casting of this spell. The additional dice at higher levels do not provide additional choices or proc. the effect, but they still increase the damage.

Soul Collection Ritual[edit]

As a cultivator, you use the souls of your cultivation to fuel your spells. A fruitful way in which to gather these souls is with the soul collection ritual. This ritual requires a day of mostly unbroken meditation, and can only be done in a place resonant with the energy of the souls you are gathering, as noted below. This ritual fills refills all of your soul. Additionally, you receive a number of Soul Dice, up to half your Cultivator level (rounded up). Afterwards roll a d20, on a 5 or lower, you may suffer extra troubles.

Soul Dice[edit]

Soul Dice represent unspent and untapped bunches of souls a Cultivator may accrue over the course of a Soul Collection Ritual. They are not fully converted into their Soul kind. A Soul Dice is a d6. You may roll any number of them during a Short Rest and add the numbers rolled to your Soul pool. You can only get Soul Dice during a Soul Collection Ritual. Changing your Vessel will shake the foundation of the energy you have gathered around yourself. For this reason you are only allowed to keep your Wisdom modifier (minimum 1) amount of Soul Dice when doing so, and lose any excess ones.

Happiness

Required place : A place that's hustling and bustling, where many come to forget their worries and have a good time.

Examples: A tavern on a busy weekend, a market square where business is booming and prices are low, anywhere a parade is having place.


Extra troubles table
d6 Effect
1 Surprise! You're married!
2 You wake up with 10d10 x 10 gp less gold pieces.
3 Your hair has been died an obnoxious color.
4 A local noble now hates you for no obvious reason.
5 You seem to have signed a contract to help the town's building efforts, even though you don't remember such a thing.
6 You have been asked to help run a local festival, play or similar event.
Follower

Required place : A place of worship to a god, or something more sinister

Examples: a temple, cult, or any sort fanatical order.


Extra troubles table
d6 Effect
1 Your actions are considered blasphemy.
2 You are asked never to show your face again, lest bad things will come to all
3 You are invited to join the order, and threatened if you don't
4 You discover a horrible secret about the order or one of its members
5 The order leaders implore you to take up a holy quest
6 You are now seen as a saint of that order, and implored to stay and give advice to its members
Greed

Required place : Somewhere full of material treasures, of primarily monetary value

Examples: a castle's vault, a dragon's hoard, a dungeon's loot, a high-class city market.

Extra troubles: based on where you have chosen your meditation place, your DM will determine what extra troubles occur.

Antique

Required Place: A place at a very high altitude, preferably when there is a mild to heavy storm. Examples: the tallest tree in a forest, on the top of a cathedral, on the peak of a mountain.

Extra troubles:You are struck by lightning or other disaster while meditating, your DM may make you roll on the long term, or even on the indefinite madness table, this madness cannot be cured by any healing spell, but it still expires like normal.

Demonic

Required Place : A place surrounded by death. Examples: rotting swamp, a graveyard, or place where a terrible battle has been fought.

Extra troubles: the demonic energy surrounding you starts corrupting your own vessel, you roll a d4, the amount rolled is subtracted from your max health. This damage cannot be healed without the use of a third level healing spell or higher.

Esoteric

Required Place: A place surrounded by forbidden knowledge, or one that is so grotesque a normal person might faint at the mere sight of. Examples: a heretical library, an underground cult altar, next to the beating heart of a monster.

Extra troubles: the knowledge burns your mind, your DM may make you roll on the indefinite madness table.

Unarmored Defense[edit]

Beginning at 2nd level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.


Soul Connection[edit]

At 2nd level, you can use the Souls of your harvest to possess seemingly mundane items. You can perform a 10 minute ritual to connect one of your souls with a mundane item or a melee weapon. This item then becomes your soul weapon. The item's damage die becomes a d8, it gains Reach, and it deals magical bludgeoning, slashing, or piercing damage (based on the object it was), you can also you use your Wisdom instead of Strength for attack rolls and damage rolls with a soul weapon A weapon fused in this way can hover in the air next to you and up to a range of 10 ft around you. You can move it telepathically at no action cost to you on your turn. You still take the attack action as normal. The weapon does not occupy its space, and it cannot be hit by opponents, although an enemy can attempt to catch it by rolling a dexterity ability roll contested by your Cultivator Save DC, if the weapon is taken further than 10 ft away from you by force, the connection is severed, and you must reperform the ritual to establish it again.

At higher levels: At level 5, you become able to connect with 2 such objects, and at level 11 with 3, and 4 at level 17, whenever you take the attack action with more than one soul weapon connected to you, you can attack with every soul weapon as part of that attack action, additionally when you take a bonus action to end your connection, you can choose to end the connection with any number of weapons connected to you.

Segmented Soul Shaping[edit]

Starting at level 3, you gain access to these spells:
Soul type spells
Happiness aid , calm emotions
Follower crown of madness , hold person, enthrall
Greed find steed , rope trick, knock
Antique cloud of daggers, levitate
Demonic misty Step , heat metal
Esoteric blur

At 3rd level, you have grown accustomed to the collection and release of spiritual energy, and are ready to increase your capabilities, you gain new spells according to the soul spells table :


You additionally learn the Soul Change spell, listed below.

Soul Change
2nd-level Enchantment
Casting time: 1 bonus action
Range: touch
Components: V, S
Duration: 1 minute (Concentration)


The cultivator uses their souls to inflict a condition unto one target they can touch.

  • Happiness : The target gains temporary hp equal to your Wisdom ability modifier plus your proficiency bonus at the start of each of their turns.
  • Follower:The target must make an Intelligence saving throw, on a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target take damage, it can repeat the saving throw, Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it's using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.
  • Greed:The target must make an Intelligence saving throw, on a failed save their thoughts are muddled , and they subtract 1d4 from their attack rolls, their ability checks, as well as their constitution saving throws to maintain concentration, a target may repeat this saving throw at the end of each of its turns, ending the effect on a success.
  • Antique:The target's skin becomes silvery and shiny, and their AC can't be less than 16, regardless of what kind of armor they is wearing.
  • Demonic:You deal an additional 1d6 necrotic damage whenever you hit the target with an attack or spell until the effect ends.
  • Esoteric:The target must make a wis saving throw, on a failed save, the target becomes charmed, while charmed by this spell, the creature is incapacitated and has a speed of 0, the spell ends if the target takes any damage or if someone else uses an action to shake it out of its stupor, you may also choose to roll on the Wild magic surge table as a bonus action on each of your turns while this spell is in effect, both you and the target of the spell gain the effects of the roll, if applicable.

Ability Score Improvement[edit]

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.

Significant Soul Shaping[edit]

Starting at level 5, you gain access to these spells:
Soul type spells
Happiness mass healing word , crusader's mantle, remove curse
Follower sending , hypnotic pattern, tongues
Greed catnap , incite greed, major image
Antique counterspell, elemental weapon, pulse wave
Demonic animate dead , life transference, feign death
Esoteric blink, Chaotic Element

At 5th level, your tenacity with soul casting allows you to handle greater amounts of souls and once, and create effects that would greatly wound inexperienced cultivators, you gain access to the following spells.

Chaotic Element : When you use this ability, pay 1 soul, and roll 2 d4, and choose one of them, the spell you will be able to cast is detailed down below, you will be able to cast this spell for 8 hours, if both dice are equal, you gain the ability to cast all of them, you cannot use this ability again until you finish a long rest.

d4 Spell
1 acid arrow
2 erupting earth
3 lightning bolt
4 fireball

In addition, it only takes 8 hours to reform your soul vessel, and you can do it in dangerous places like a dungeon (note however that you do not get the normal benefits of a long rest, but you can choose to reform your soul vessel instead of a long rest) You also learn this spell, and can always cast it

Soul explosion
3rd-level Evocation
Casting time: 1 action
Range: 60 feet
Components: V, S
Duration: Instant


The cultivator concentrates soul energy into one point they can see, this spell affects a 20 ft. sphere but the effects are based on the spell used to cast it

  • Happiness : everyone within the sphere gains 2d6 hit points, the hitpoints increase with 1d6 each additional soul added
  • Follower:Every creature in the sphere must make a Wisdom Saving throw, or be affected by confusion, use the chart in confusion spell description to roll for it, except use a d4+6 to determine a character's movements instead of a d10, this becomes a d6+4 with 1 extra souls, a d8+2 with 2 extra souls, and a d10 with 3 extra souls, a creature can repeat the wisdom saving throw at the end of each of its turns
  • Greed: choose a damage type betweeen acid, cold, fire, lightning or thunder; all creatures within the sphere have resistance to it for 1 minute
  • Antique:All the creatures within the sphere can choose to use their reaction to add +3 to their AC once within a minute, the bonus to AC can be increased by one for each three souls that are added when casting this spell
  • Demonic:Each creature except the caster must make a Dexterity saving throw, a target takes 6d6 necrotic damage on a failed save, and half as much damage on a succesful one. Any undead creatures within the sphere are healed instead, the damage increases by 1d6 with each additional soul added after the first three
  • Esoteric:The spell deals 3d8 damage to each creature, roll 2d4 and choose one to determine the spell's damage type, if bothe rolls have the same result, the soul explode again and you must roll again to determine the new explosion's damage
d4 Damage type
1 necrotic
2 radiant
3 force
4 thunder

Adding more souls: In addition to the other effects, the size of the sphere of this spell increases by 5 ft. for each 3 additional souls added

Path to Godhood[edit]

At level 6, a cultivator is accomplished enough that he can start taking his cultivator powers through a path to godhood, that will place further restriction upon him, but will reward him with the power and discipline needed to reach godhood, your choice will grant you features at level 6, 10, 14, 18 and 20.

Sharpened Soul Shaping[edit]

Starting at level 7, you gain access to these spells:
Soul type spells
Happiness resilient sphere, aura of purity
Follower confusion, compulsion
Greed arcane eye, grasping vine, fabricate
Antique staggering smite, stoneskin
Demonic wall of fire*
Esoteric greater invisibility, Greater Chaotic Illusion

At 7th level, you have further improved your connection to the souls and the immaterial realm, at this point you may have forgotten how living completely in the physical realm may feel. Your persistence is awarded with greater souls

Wall of fire

When you cast this spell in this way, the flames appear green and the spell's damage becomes necrotic

Greater Chaotic Illusion : When you use this ability, pay 1 soul, and roll 2 d4, and choose one of them, the spell you will be able to cast is detailed down below, you will be able to cast this spell for 8 hours, if both dice are equal, you gain the ability to cast all of them, you cannot use this ability again until you finish a long rest.

d4 Spell
1 illusory script
2 hallucinatory terrain
3 major image
4 creation

Additionally, the time you need to spent to perform a soul change ritual is shortened down to 2 hours, and can be performed during a long rest.


You also learn the Soul Amplify spell, and can cast it using any soul you have

Soul Amplify
4th-level Transmutation
Casting time: 1 action
Range: Self
Components: V, S
Duration: 1 hour


You gather a batch of souls, and empower your abilities with their energies. The effect of this spell is based on the kinds of souls used to cast it:

  • Happiness: Whenever you would roll or one or more dice to restore hit points with a spell or ability, you may add your Wisdom modifier to each dice.
  • Follower: You may add your Wisdom modifier to any Charisma check you make.
  • Greed: You may concentrate on two spells at once. Whenever you would roll a concentration check, roll for both of them. If you fail one, you lose concentration on both spells and this spell's effect ends.
  • Antique: The first time you would drop to 0 hit points as a result of taking damage, you drop to 1 hit point instead. If you would be subjected to an effect that would kill you instantly, that effect is negated. Whenever you use one of the effects of this spell, you may choose to cast it again as a reaction.
  • Demonic: Whenever you cast a spell with demonic souls, choose a number of creatures that you can see up to your proficiency bonus, they take 1d10 plus your Wisdom modifier necrotic damage. Roll a wisdom saving throw every time this effect is activated. Whenever you fail, you also take the damage.
  • Esoteric: You gain resistance to one condition, roll 2d6, the condition you gain resistance to is listed below. If both dice land on the same number, you gain immunity to that condition instead, and resistance to all others on the list.
d4 Condition
1 Blinded
2 Poisoned
3 Exhaustion
4 Stunned
5 Petrified
6 Unconscious

Standout Soul Shaping[edit]

Starting at level 9, you gain access to these spells:
Soul type spells
Happiness circle of power, mass cure wounds
Follower dominate person, hold monster
Greed legend lore, planar Binding
Antique arcane hand, destructive wave
Demonic enervation, immolation
Esoteric Chaotic Barrier*, far step

Your soul shaping powers are reaching that which a normal human might see as a hand of god, and your connection with the real world keeps slipping away.

Chaotic Barrier : When you use this ability, pay 3 soul, and roll 2 d4, and choose one of them, the spell you will be able to cast is detailed down below, you will be able to cast this spell for 8 hours, if both dice are equal, you gain the ability to cast all of them, you cannot use this ability again until you finish a long rest.

d4 Spell
1 wall of force
2 wall of light
3 wall of stone
4 wall of thorns

In addition, the inside of your soul gem, what you use to hold other souls, has become such incorporeal that switching it is not a daunting task anymore. You can switch between soul modes using a special 20 minute ritual, that can be performed while taking a short rest. The amount of times you can do this is equal to your wisdom modifier divided by two, rounded up (minimum 1).

You also learn the Soul Field spell, and can cast it using any soul you have

Soul Sphere
5th-level Conjuration
Casting time: 1 bonus action
Range: 60 feet
Components: V, S
Duration: 1 minute


The cultivator conjures a sphere of soul energy on the battlefield. As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. It sheds bright light in a 20-foot radius and dim light for an additional 20 feet. At the start of each of the cultivator's turns, they must pay 2 Souls if they wish to sustain the soul sphere.

  • Happiness : The happiness Soul Spheres forces all creatures within 5 feet of it to make a Charisma saving throw. On a succesful saving throw, they take 2d6 radiant damage, and are moved to the closest square outside the effect, on a failure they take 6d6 and are not pushed back automatically. You can choose to heal a target half the damage this spell dealt to a creature.
  • Follower: The follower Soul Spheres forces all creatures within 5 feet of it to make a Intelligence saving throw. On a succesful saving throw, they take 3d6 psychic damage, on a failure they take 6d6 damage instead and can only do half their maximum number of attacks they next turn (rounded up).
  • Greed: The greed Soul Spheres makes all terrain within 5 feet of it heavily obscured, all creatures within it are forced to make a Dexterity saving throw. On a succesful saving throw, they take 3d6 poisoned damage and are pushed out, on a failure they take 6d6 damage instead and are poisoned until the end of their next turn.
  • Demonic: The demonic Soul Spheres forces all creatures within 5 feet of it to make a Strength saving throw. On a succesful saving throw, they take 4d6 necrotic damage and are moved to the closest square outside the effect, on a failure they take 8d6 instead.
  • Esoteric: The esoteric Soul Spheres forces all creatures within 5 feet of it to make a Wisdom saving throw. On a succesful saving throw, they take 3d6 damage and are moved to the closest square outside the effect, on a failure they take 6d6 instead. Roll two d8's and pick one to determine what damage your sphere dealt this turn, if two d8's roll the same number, another sphere appears, and you can control both as part of the same bonus action.
d8 Damage type
1 Non-magical Bludgeoning
2 Non-magical Piercing
3 Non-magical Slashing
4 Force
5 Radiant
6 Necrotic
7 Thunder
8 Psychic


Sweeping Soul Shaping[edit]

Level 11

Soul field
6th-level Evocation
Casting time: 1 action
Range: 20 foot sphere
Components: V, S
Duration: 1 minute (concentration)


The cultivator calls forth all souls from the belly of creation, and they spring forth through the ground

  • Happiness : You can spend an action to give all targets of your choice 5d6 hit points while the field is up. If a target has full hitpoints when you use this ability, you can give them 5d6 temporary hp instead, this temporary hp lasts until the spell runs out
  • Follower: Anyone who enters the sphere or ends their turn inside it in the sphere is immune to psychic damage, any effect that would sense its emotions or read its thoughts, divination spells, and the charmed condition.
  • Greed: You automatically cast dispell magic on all magical effects and counterspell on all spells being cast within the sphere, this does not require an action, but you still lose 3 souls each time they are automatically cast, you lose concentration of this spell if you run out of soul points
  • Antique: Your weapons that are in this sphere glow with a greenish jade, and they deal 2d6 more damage when you attack with them.
  • Demonic: Anyone who enters the sphere or starts their turn inside it automatically must pass a Constitution Saving throw, taking 6d6 necrotic damage on a failure, or half on a success.
  • Esoteric: Choose targets of your choice to gain damage immunity. Roll three d8's and pick one to determine what damage immunity they got, if two d8's roll the same number, you get that damage immunity, and additionally you get resistance to all other effects.
d8 Damage type
1 Non-magical Bludgeoning
2 Non-magical Piercing
3 Non-magical Slashing
4 Force
5 Radiant
6 Necrotic
7 Thunder
8 Psychic
Starting at level 11, you gain access to these spells:
Soul type spells
Happiness heal, heroes' feast
Follower irresistible dance, otherwordly guise, mass suggestion
Greed word of recall, bones of the earth
Antique blade barrier, mental prison
Demonic circle of death, summon fiend
Esoteric Chaotic Barrier*, true seeing

Superior Soul Shaping[edit]

Splendid Soul Shaping[edit]

Supreme Soul Shaping[edit]

Cultivator Paths[edit]

Path of Evil[edit]

Cultivators that go down the Path of evil are ones that fully embrace the fact that their power comes from the dead's remains, they have no problems using what is around and below them to complete their plans. Not all Path of Evil cultivators are evil themselves, but their powers usually leave negative consequences wherever they go.

Sacrifice for evil[edit]

When choosing this subclass at level 6, your soul gem Permanently loses the power to wield Follower, Happiness and greed souls, you cannot do a soul change ritual to be able to hold those kinds of souls, and if you are holdomg those types of souls when you choose this class at level 6, you instantly change to Demonic or Esoteric souls (your choice).

Empowered Soul casting[edit]

Because of your ability with necromancy, whenever you cast Soul Blast or Soul explosion you can treat that casting as if you had cast the spell with 2 more spells than you actually have. In addition, whenever an enemy would have resistance to necromantic damage, that enemy doesn't have resistance to necromancy for you, and if an enemy has immunity to necromantic damage, that enemy only has resistance to necromancy for you.

Strange Soul Shaping[edit]

When choosing this subclass at level 6, you gain additional spells

A path of evil cultivator gains these spells at level 6
Soul type spells
Demonic summon undead , false life, vampiric touch, blight
Esoteric color spray, augury, chaotic enhancement

Chaotic Enhancement : When you use this ability, pay 1 soul, and roll 2 d4, and choose one of them, the spell you will be able to cast is detailed down below, you will be able to cast this spell for 8 hours, if both dice are equal, you gain the ability to cast all of them, you cannot use this ability again until you finish a long rest.

d4 Spell
1 water walk
2 fly
3 Haste
4 shadow of moil

Esoteric Understanding[edit]

At 10th level, You have soon through the esoteric soul and are able to start reading it's components, what others see as chaos you understand is a complicated and arcane pattern of soul coagulation. Whenever a spell or cultivator class feature requires you to roll two dice and pick one of them to choose the nature of an effect, you can instead roll 3 dice. If any of them land on the same number, you must pick one of the dice that landed on the same number to activate any effects that would activate when the two dice would roll the same number. This is true even if the dice's numbers are also used for more than just determining the nature of an effect, such as damage.

Sinister Soul Shaping[edit]

At 10th level you gain access to new spells

A path of evil cultivator gains these at level 10
Soul type spells
Demonic Antilife Shell, danse macabre, hallow
Esoteric insect plague, Chaotic Conjuration

Chaotic Conjuration : When you use this ability, pay 3 soul, and roll 2 d4, and choose one of them, the spell you will be able to cast is detailed down below, you will be able to cast this spell for 8 hours, if both dice are equal, you gain the ability to cast all of them, you cannot use this ability again until you finish a long rest.

d4 Spell
1 conjure woodland beings
2 conjure minor elementals
3 conjure elemental
4 conjure celestial

Awakened minions[edit]

At level 14, your connection to the wills of the dead lets you manipulate your minions and bolster them in battle through the power of soul manipulation Your minions created by any necromancy spells gain the following benefits:

  • A creature's hit point maximum is increased by an amount equal to your wizard level.
  • The creature adds your proficiency bonus to its weapon damage rolls
  • The creature adds half your wisdom modifier to its AC (minimum 1)
  • The creature adds half your dexterity modifier to its attack rolls (minimum 1)

In addition to this, you can now use a body or set of bones as a soul connection item, the weapon beomes medium in size, its damage is bludgeoning, and it takes up its space. except this, all other features of a soul weapon are not changed, and a body connected this way cannot be used in a way that a soul weapon can not, such as opening a door or keeping watch.

Path of the Acromatic[edit]

Cultivators that go through the path of peace believe that patience is the true virtue that is essential to becoming a godly being, they sacrifice deep understanding of specific souls for the ability to control all elements and be useful in any situation. Cultivators on the path of Peace value harmony over conflict, although thinking that they are all pacifists is a foolish mistake.

Empowered Soul Connection[edit]

When taking this subclass at level 6, your soul collected objects' damage dice becomes a d10, additionally the range they can go out to becomes 5 times your proficiency bonus feet . They can also cumulatively carry a weight equal to your wisdom score multiplied by 15 pounds, if the objects are carrying a weight that exceeds this number you must make a DC 15 Wisdom save every minute, or you lose your soul connection to the object carrying the most weight

Studied Soul Shaping[edit]

As a Cultivator of peace, you specialize in the many spells you are able to cast, and the amount of options that this grants you in a variety of situations.

Studied Soul Shaping
Soul type spells
Happiness bless , sanctuary, tiny hut
Follower beast bond , ceremony
Greed alarm , floating disk , alter self, control water , dimension door
Antique branding smite, phantom steed
Demonic bane, burning hands
Esoteric chromatic orb, polymorph


Silent Soul Shaping[edit]

You gain these souls at level 10

Silent Soul Shaping
Soul type spells
Happiness
Follower skill empowerement
Greed scrying
Antique animate objects, conjure volley
Demonic
Esoteric passwall

Path of Heaven[edit]

Sacrifice for good[edit]

When choosing this subclass at level 6, your soul gem Permanently loses the power to wield Antique , Demonic and Esoteric souls, you cannot do a soul change ritual to be able to hold those kinds of souls, and if you are holding those types of souls when you choose this class at level 6, you instantly change to Demonic or Esoteric souls (your choice).

Stilness of Heaven[edit]

Path of Heaven Cultivators are still of mind and pure of impurities, as such they are harder to harm with harmful intentions than other cultivators. Starting at level 7, you can use your action to end one effect on yourself that is causing you to be charmed or frightened. Additionally, you are immune to disease and poison

Repayment of Faith[edit]

At level 6 when choosing this subclass, you become a wandering priest of your religion, or a founder of a new one. You can elect shrines and try to convert people to your religion in various ways. You can choose tenets of your religion. Whenever someone prays to your religion and elects to follow your faith, they must roll a Wisdom(religion) check of DC equal to 20-(your Wisdom Modifier). They can try this roll only once a week, with advantage if you or a priest of your faith are present. If they pass the check they receive a buff based on the tenants of your religion, if your religion has multiple tenets, they can choose which buff to receive in their prayers. This spell lasts for its duration. And if it requires concentration the follower acts as the caster. Below are some example spells but you may choose any spell and tenet you think appropriate, but they cannot be spells you don't know, and must be at least 2 spell levels lower than your highest available spell and not above fifth level.

Tenants Spell
Well-being sanctuary
Fortune distort value
Guidance guidance
Strong-Health aid
Strength enhance
Protection protection from evil and good

Minor godly-realm Access[edit]

When choosing this subclass you gain the ability to enter a minor godly-realm, you must be inside a shrine to one of your gods or yourself, and meditate for 10- your wisdom modifier hours, you will enter an out of body experience where you are transported to a minor godly realm, where you can talk with other Path of Heaven cultivators which can give you advice and instructions on your journey and guide you to gaining more followers

Servile Soul Shaping[edit]

Starting at level 6, you gain these spells.
Soul type spells
Happiness aura of life, aura of vitality, death ward
Follower 5e SRD:Motivational Speech, 5e SRD:Locate Creature
Greed tiny hut , meld into stone, nondetection

Societal Soul Shaping[edit]

level 10

Starting at level 10, you gain access to these spells.
Soul type spells
Happiness revivify
Follower seeming, geas
Greed charm monster

Cultivator Spell List[edit]

As a cultivator, you can cast the following spells. Any spells with an asterix has special conditions or additional effects when it is cast as a cultivator spell, detailed when you recieve it:

Cultivator Spell list
Happiness Follower Greed Antique Demonic Esoteric
Cantrips guidance message magic stone* blade ward chill touch chaotic sliver
Level 1 heroism charm person
tasha's hideous laughter
sleep
purify food and drink shield*
hail of thorns
thunderous smite
Animate energy
arms of hadar
minor chaotic illusion
chaotic protection
Level 2 aid
calm emotions
crown of madness
hold person
enthrall
find steed
rope trick
knock
cloud of daggers
levitate
misty Step
heat metal
blur
Level 3 mass healing word
crusader's mantle
remove curse
sending
hypnotic pattern
tongues
catnap
incite greed
major image
counterspell
elemental weapon
pulse wave
animate dead
life transference
feign death
blink
chaotic element
Level 4 resilient sphere
aura of purity
confusion
compulsion
arcane eye
grasping vine
fabricate
staggering smite
stoneskin
wall of fire* greater invisibility
greater chaotic illusion
Level 5 circle of power
mass cure wounds
dominate person
hold person
legend lore
planar Binding
arcane hand
destructive wave
enervation
immolation
chaotic barrier
far step
Level 6 heal
heroes' feast
irresistible dance
otherwordly guise
mass suggestion
word of recall
bones of the earth
blade barrier
mental prison
circle of death
summon fiend
Something chaotic
true seeing
Level 7
Level 8
Level 9

Multiclassing[edit]

Becoming a soul cultivator is not an easy feat, one must practice the song in their heart for a long time

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

Proficiencies. When you multiclass into the class, you gain the following proficiencies: One instrument of your choice.

Optional rules for multiclassing with monk[edit]

Because of this class's similarity with the monk thematically, some players may want to be able to interchange ki and Spirit points, if you wish to do this, you can transform 4 spirit points into a point of ki or a point of ki into 3 spirit points at any time.

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