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 gather Qi, an energy of souls of the dead 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.


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 environments 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 honor-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


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


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
Features Soul points —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Unarmored Defense, Soul Casting 4 2
2nd +2 Soul connection , Soul collection ritual 8 3
3rd +2 Segmented Soul Shaping, Path to Godhood 12 4 2
4th +2 Ability Score Improvement 16 4 3
5th +3 Significant Soul Shaping 20 4 3 2
6th +3 24 4 3 3
7th +3 Sharpened Soul Shaping 28 4 3 3 1
8th +3 Ability Score Improvement 32 4 3 3 2
9th +4 Standout Soul Shaping 36 4 3 3 3 1
10th +4 Path to Godhood feature 40 4 3 3 3 2
11th +4 Sweeping Soul Shaping 44 4 3 3 3 2 1
12th +4 Ability Score Improvement 48 4 3 3 3 2 1
13th +5 Superior Soul Shaping 52 4 3 3 3 2 1 1
14th +5 Path to Godhood feature 56 4 3 3 3 2 1 1
15th +5 Splendid Soul Shaping 60 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 64 4 3 3 3 2 1 1 1
17th +6 Supreme soul shaping 68 4 3 3 3 2 1 1 1 1
18th +6 Path to Godhood feature 72 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 76 4 3 3 3 3 2 1 1 1
20th +6 Path to Godhood feature 80 4 3 3 3 3 2 2 1 1

Note: This class, as it is right now, does not get access to spells of 7th, 8th, or 9th level, and only one spell of 6th level.

Unarmored Defense[edit]

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Soul Casting[edit]

Starting at 1st level, you gain the ability to manipulate the very essence of life and death, you have knowledge and control over your soul core, what holds your soul and physical being inside you, you gain a number of soul points, which represent how many other souls you can hold inside your soul core, there are 6 kinds of souls:

  • Happiness souls, made of happy memories and lives well lived, that can be used to bolster your allies in battle
  • Demonic souls, made from the dead wills of those who've died in battle, can be fused into bodies to create minions and concentrated into necromantic energy
  • Greed souls, made from unfulfilled worldly wishes, they can be manipulated into a wide variety of useful effects and tricks
  • 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
  • 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 combat effects relating to strengthening oneself or using one's soul connected artifacts
  • Esoteric souls are what is remained 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.

When you spend a Soul, it is not destroyed but sent on it's way to be reborn on the path of life.

You regain all your expended souls upon finishing a long rest.

You can regain an amount of souls equal to xd4/2, where x equals your Cultivator level, upon finishing a short rest. You may do so a number of times equal to your Wisdom ability score modifier. You can do so again after finishing a long rest.

You can only hold one type of soul, and can only cast spells that require that kind of soul.

To be able to change the soul you are holding you must you perform a ritual of soul change. For 24 hours, you must be in a place without the threat of danger to perform this ritual. Upon completion, you gain the max amount of a soul different than the one you had previously, and can only collect souls of that kind. Wisdom is your 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.

You can cast a spell using an amount of souls equal to twice the spell level of the appropriate type, minimum of 2 souls.

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

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual casting

You can cast a cultivator spell available to you through soul shaping as a ritual if that spell has the ritual tag, and it will cost half the normal amount of souls, rounded down, minimum of 1.

Spellcasting focus

As a cultivator, you use your body to cast spells, and guide them into the shapes you desire. You can use an instrument as a spellcasting focus.

Casting spells
To cast a spells from the Cultivator Spell List, you expend a number of soul points equal to twice the spell level at which you want to cast or up-cast the spell at.

Soul connection[edit]

Starting at 2nd level, you can connect with the souls you've harvested, and manifest that connection into seemingly mundane items. You can spend a 10 minute ritual to connect one of your souls with a mundane item or a melee weapon. The soul then becomes a weapon that you have proficiency with.

The weapons gains d6 damage of your choice between bludgeoning/slashing/piercing, whichever is appropriate. The damage is considered magical, and you can use your Wisdom modifier instead of your Dexterity or Strength modifier for attack and damage rolls with a soul weapon.

Once you have fused a soul with an item in this way, that soul is no longer usable to you, unless you take it out using a bonus action.

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 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 check contested by your cultivator save dc, if the weapon is taken further than 10ft away from you by force, the soul in it leaves it, and is lost to you.

At higher levels: You are able to connect with one additional weapon at 5th, 11th, and 20th levels. 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 yo end your connection, you can choose to end the connection with any number of weapons connected to you.

Soul Collection Ritual[edit]

Beginning at 2nd level, you gain abilities to induce a ritual for the connection of greater souls, this ritual requires 48 hours of unbroken meditation, and can only be done in specific places with high amounts of soul energy, gaining a soul amount equal to half your normal soul capacity, of a single kind of soul, these souls only last for a limited time and should be separated from your normal soul count, to avoid confusion. To perform these rituals a specific set of conditions must be met, only afterwards the ritual can be performed. After it is done, make a Wisdom (Insight) or Wisdom (Perception) check. If you get a 1-12, then the ritual is a failure. If you get a 13 or higher, then the ritual is a success. The requirements for the rituals and consequences of failure are listed below.

  • Required place: A place full of hustle and bustle, where mostly cheerful people stay at or walk through.
  • Examples: A tavern on a busy weekend, a market square where business is booming and prices are low, anywhere a parade is taking place.
  • Failure: There is not enough energy around, or you can not keep your concentration through the noise around you, all the soul energy you gather is wasted, additionally your DM may roll on the extra troubles table
Extra troubles
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.
  • Required place: A place full of material treasures, of primarily monetary value
  • Examples: A castle's vault, a dragon's horde, a dungeon's loot
  • Failure: Your mind is too clouded by the greed inside you, so all the soul energy you gather is wasted, additionally, based on where you have chosen your meditation place, there may be other troubles
  • Required place: A place of worship to a god or something more sinister
  • Examples: A temple, a cult, any fanatic order
  • Failure: You've been found, and are now entangled with the order you were gathering souls from, you still gain the souls, but your DM may roll on the extra troubles table

Extra troubles
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
  • Required Place: A place surrounded by death.
  • Examples: a rotting swamp, a graveyard during a blood moon, or a place where a war has taken place in the last 100 years.
  • Failure: There is too much demonic energy around and it starts corrupting your own soul. You still gain the souls, but you roll a d4,the amount rolled is permanently subtracted from your total hit points. A Lesser Restoration or better healing spell restores your hit points to normal.
  • Required Place: A place surrounded by forbidden knowledge, or one that is so grotesque a normal person might faint at the sight of it.
  • Examples: A heretical library, an underground cult altar, next to the beating heart of a monster.
  • Failure: The knowledge burns your mind, you still get the souls but your DM may make you roll on the short term madness table.
  • Required Place: A place at a very high altitude, 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
  • Failure: You are struck by lightning while meditating, you still keep the souls but your DM may make you roll on the short term madness table.

Segmented Soul Shaping[edit]

At 3rd level, you have grown accustomed to the collection and release of spiritual energy, and are ready to increase your capabilities. Your Soul-changing ritual only takes 12 hours instead of 48,and can be done in the course of a single day.

Path to Godhood[edit]

At 3rd level, you are accomplished enough that you can start taking their cultivator powers through a path to godhood, that will place further restriction upon you, but will reward you with the power and discipline needed to reach godhood. Your choice will grant you features at 3rd, 10th, 14th, 18th, and 20th levels.

Cultivator Paths

Choose between Path of Evil, Path of Peace, and Path of Heaven.

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]

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 taking a long rest)

Sharpened Soul Shaping[edit]

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.

Standout Soul Shaping[edit]

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. 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 half your Wisdom modifier, rounded up (minimum 1).

Sweeping Soul Shaping[edit]

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

When choosing this subclass at 3rd level, your soul gem permanently loses the power to wield Follower and/or Happiness 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 3rd level, you instantly change to Demonic, Esoteric, or Greed souls, your choice.

Strange Soul Shaping

When choosing this subclass at 3rd level, you gain access to additional spells

Path Spells
Level Spells
3rd augury (Esoteric), color spray (Esoteric), false life (Greed)
5th summon undead (Demonic), vampiric touch (Greed)
7th blight (Demonic), shadow of moil (Demonic)
9th antilife Shell (Demonic), danse macabre (Demonic)
11th summon fiend (Demonic)
Esoteric Understanding

Starting at 10th level, you have gone 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 dice, you can roll twice and pick which result to go with. You may use this feature a number of times equal to your Intelligence ability score modifier. You regain all uses upon finishing a long rest.

Awakened Minions

At 14th level, 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 cultivator 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 becomes 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 Peace[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

When taking this subclass at 3rd level, your soul collected objects' damage dice becomes a d10. Additionally, the range they can go out to becomes an amount of feet equal to 5 x your proficiency bonus. 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 Wisdom saving throw every hour, or you lose your soul connection to the object carrying the most weight. The DC is equal to (total weight carried - weight limit)/3, minimum DC of 15.

Studied Soul Shaping

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
Greed alarm ,floating disk ,alter self,control water ,dimension door
Follower beast bond ,ceremony
Demonic bane,burning hands
Esoteric chromatic orb,polymorph
Antique branding smite,phantom steed

Silent Soul Shaping[edit]

You gain these souls at 10th level

Silent Soul Shaping
Soul type spells
Greed scrying
Follower skill empowerement
Esoteric passwall
Antique [5e SRD:Animate Objects],conjure volley

Path of Heaven[edit]

Note: just the spells are done

Servile Soul Shaping[edit]

Servile Soul Shaping
Soul type spells
Happiness Aura of Life,Aura of Vitality,death ward
Greed Tiny Hut ,meld into stone,Nondetection
Follower Motivational Speech,Locate Creature

Societal Soul Shaping[edit]

10th level

Societal Soul Shaping
Soul type spells
Happiness Revivify
Greed Charm Monster
Follower Seeming,Geas

Cultivator Spell List[edit]

You are able to cast these spells, but must use the corresponding soul type to cast it. You need an amount of souls equal to twice the spell's level to cast, instead of using spell slots, minimum of two souls. You can upcast by spending additional souls, up to 6th level.


Greed: Magic Stone

Esoteric: Druidcraft, Prestidigitation, Thaumaturgy

1st Level

Generic: Soul Blast

Happiness: Guidance, Heroism

Greed: Purify Food and Drink

Follower: Charm Person, Hideous Laughter

Demonic: Arms of Hadar

Esoteric: Armor of Agathys, Illusory Script, Mage Armor, Shield of Faith, Silent Image

Antique: Shield, Zephyr Strike

2nd Level

Generic: Soul Change

Happiness: Aid, Calm Emotions

Greed: Find Steed, Rope Trick, Knock

Follower: Crown of Madness, Hold Person Enthrall

Demonic: Misty Step, Heat Metal

Esoteric: Acid Arrow, Blur, Mirror Image

Antique: Cloud of Daggers Levitate

3rd level

Generic: Soul Explosion

Happiness: Crusader's Mantle, Mass Healing Word, Remove Curse

Greed: Catnap, Incite Greed, Major Image

Follower: Sending, Fast Friends, Tongues

Demonic: Animate Dead, Feign Death, Life Transference

Esoteric: Blink, Erupting Earth, Fireball, Lightning Bolt, Major Image,

Antique: Counterspell, Elemental Weapon, Pulse Wave

4th level

Happiness: Aura of Purity, Resilient Sphere

Greed: Arcane Eye, Fabricate Grasping Vine

Follower: Compulsion, Confusion

Demonic: Wall of Fire (necrotic damage with green flames)

Esoteric: Greater Invisibility, Hallucinatory Terrain

Antique: Staggering Smite, Stoneskin

5th level

Generic: Soul Field

Happiness: Circle of Power, Mass Cure Wounds

Greed: Legend Lore, Planar Binding

Follower: Dominate Person, Hold Monster

Demonic: Enervation, Immolation

Esoteric: Far Step, Wall of Force, Wall of Light, Wall of Stone

Antique: Arcane Hand, Destructive Wave

6th Level

Esoteric: Wall of Thorns


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, 13 Dexterity

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 (since they are just different names for the same thing),in this case you may choose to make them the same resource, if you wish to do this, the conversion rate between soul points to ki is 3 to 1.

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