Cultivator (5e Class)

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Cultivator[edit]

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To walk the path to godhood is not just to rise above the clouds of doubt — but to glide gracefully over them and become a second sun.
—Fa'lang, Cultivator of Heaven
by Pei-Gong场景概念百昼艺术设计

Under the moon a silver glint, a high elf jumps high off his white-steel sword, landing face to face with his assailants wearing a polite smile, the next moment the two men are assailed by daggers falling like stars without a finger lifted. Deep inside a city of roaring crowds, the orc plays her dulcimer and a calm falls upon the commoners wrath, quickly forgetting the sabotage they came to protest. Kobold guards hear strange hymns of battle rejuvenate a band of approaching footsteps, moments before the previously terrified commoners burst down the gates. In a red-painted field of disaster where only vultures venture, a small child left behind by war, plays a sad, lonely melody on his flute, and one by one the dead soldiers rise again in service of a new king.


All cultivators, regardless of their callings, aim to extend their lifespans and expand their mastery over the world through the life energy, or Qi, left in this world by the fragmented souls of the passed-on. With the discipline of monks and the grace of bards, they play the world around them like a piper directs his subjects, and concentrate it into powerful blasts of mythical power.

The Shepherds of Qi[edit]

Cultivators make long meditative studies into the mystical energy commonly known as Qi. One that is as taxing as it is useful to its wielders, Qi is the magical concentration that suffuses the universe created from the desires left behind of burdened souls who've passed onto the afterlife. Cultivators are called what they are for how they harvest this energy from wherever they go, using it for magical and superhuman effects that rival the ancient eastern dragons, then letting it leave and dissipate peacefully. Every magical and awe-inspiring burst of magic coming from a cultivator's fingertips serves to clean the land of the dead's lingering souls, who they can hear and conserve with spiritually.

All cultivators handle their roles as shepherds of Qi differently, those on the calling to heaven view it as a sacred duty they uphold diligently, achromatic cultivators view it as part of the natural cycle of the world, them naught but another cog in the great machine of nature, and those who've answered the calling of evil see it as the mean to their selfish ends. Still all cultivators feel the wills of the souls they undertake, and it is their often unbroken meditation and long hours of self-actualization lets resist the effects of desire and madness that Qi would have on their minds and instead meld it into power.

Distinguished Spell Weavers[edit]

Grand bastions and keeps of king wrought from silk-wryt marble stand proud overlooking cities and mountains alike, dotted with nobility and avarice-filled royalty, and cultivators dotted among them, playing and parlaying in kind. Many cultivators come from wealth, and many more understand how those structured societies are a boon to the cutlivators' way. Unlike monks that try to minimize worldly possessions, cultivators believe in outer beauty and grace in everything they do, from clothes to song to how they groom themselves, they are distinguished. This often makes them courtesans, nobles, or other high-ranking members of various societies (and creates a horrible disconnect for those confronted with their terrifying prowess).

Even if they often venture to unusual or even incredibly treacherous places to gather Qi, many cultivators would scoff at the idea of becoming adventures, majority of them having lived lives of quiet concentration. For a cultivator, becoming an adventurer means leaving their lifestyle to become a wanderer. This can be a harsh transition, and cultivators don't take it lightly. Those who leave out on adventure take the work seriously, approaching their adventure as mental tests and opportunities for spiritual growth. As a rule, cultivators care for status and rank as much as they care for material wealth, with their need for justice and greater good or evil being a distant third.

Creating a Cultivator[edit]

As you make a cultivator characters, think about your character's connection to the art of cultivation. Did you learn it from an ancient dragon that took you in, or are you part of a long-running royal jade family? Are you a commoner that stole the sacred texts from a monastery? Or did you somehow learn it yourself, due to some higher calling or innate talent?

Consider why you left. Were you chosen for a great spiritual undertaking? Perhaps you were cast out because of some violation of your kingdom's rules. Do you dread leaving, fearing what the world of a wanderer has in store; or are you happy to be free, having been left go? What do you hope to accomplish as a wandering cultivator, and is it for someone else's benefit or yours? Do you wish to return home, or are you searching for a new one?

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. They generally choose to stay out of trouble, but their lifestyles often mean trouble has a way of finding them first.

Quick Build

You can make a cultivator quickly by following these suggestions. First, make Wisdom your highest ability score, followed by Dexterity. Second, choose the entertainer background.

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, darts, shortbows, shortswords, quarterstaffs
Tools: Two musical instruments
Saving Throws: Wisdom, Charisma
Skills: Choose two from Acrobatics, History, Insight, Investigation, Medicine, Perception, Performance and Religion

Equipment

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

Table: The Cultivator

Level Proficiency
Bonus
Features Qi Spell
Level
Upcast
Limit
1st +2 Soul Casting, Unarmored Defense, Soul Blast 5 1 1
2nd +2 Soul Collection Ritual, Soul Connection 7 1 2
3rd +2 Soul Change 10 2 2
4th +2 Ability Score Improvement 13 2 3
5th +3 Soul Explosion 18 3 3
6th +3 Calling to Godhood 21 3 4
7th +3 Soul Amplify, Soul Collection Ritual (d8) 25 4 4
8th +3 Ability Score Improvement 29 4 5
9th +4 Soul Sphere 33 5 5
10th +4 Calling to Godhood Feature, Divine Authority 37 5 6
11th +4 Soul Field, Soul Collection Ritual (d10) 42 6 6
12th +4 Ability Score Improvement 46 6 7
13th +5 Soul Shift, Soul Casting Imporvement 50 7 7
14th +5 Calling to Godhood Feature 54 7 8
15th +5 Soul Sanctum, Thousand Spirit Core 59 8 8
16th +5 Ability Score Improvement 63 8 9
17th +6 Soul Storm, Soul Collection Ritual (d12) 68 9 9
18th +6 Calling to Godhood Feature 72 9 10
19th +6 Ability Score Improvement 76 9 10
20th +6 Eternal Dao Manifestation of the Astral Self 80 9


Soul Casting[edit]

As a gatherer of energy and a conduit of the natural order, you gain the ability to cast cultivator spells.

Soul Core

You have knowledge and control over your Soul Core, which is a ball that fits in your hand that exists at the meridian of your being. Your soul core helps you gather and form Qi, which is a representation of mortals' beliefs, emotions and energies that you gather from your environment, to cast your spells. Your Soul Core can only hold one kind of Qi:

  • Happiness. Qi made of happy memories and lives well lived, that can be used to bolster your allies in battle
  • Follower. Qi made from the sense of duty and community of men in life, can be used to inspire and manipulate enemies and friends alike
  • Greed. Qi made from unfulfilled earthly wishes, it can be manipulated into a wide variety of useful effects and tricks
  • Antique. Qi that has been purified with time, made from souls who've circled through the planet's circle until memories and wants of were peeled off, it is useful for pure magical effects
  • Demonic. Qi 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. Qi made from the remains of soul degradation, 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 Qi, it is not destroyed but sent on its way to be reborn on the path of life and rebirth. You may choose to practice a 2 hour ritual during a long rest to gather Qi around you.

Preparing and Casting Spells

The kind of Soul Core you have determines the kinds of Qi you are currently holding and determines what spells you have prepared for spellcasting, as shown in the cultivator spell list. Casting a spell requires spending an amount of Qi equal to its level or more. Your maximum Qi capacity is shown on the Qi column of the cultivator table. You are able to spend up to the Qi Upcast limit amount of Qi when casting a spell, as determined by the Qi Upcast column of the cultivator table.

Soul Change Ritual

To be able to change the nature of your Soul Core and holds other types of Qi, you must perform a harsh ritual, called a soul change ritual, that takes 24 hours of unbroken meditation, performing this ritual drops your Qi to 0, as your new Soul Core cannot hold your previous kind of Qi.

Spellcasting Ability

Wisdom is your spellcasting ability for your cultivator abilities, since you need to be connected to the realm of the dead to harness its spiritual energies. 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.

Calling Spells

Each calling to godhood has a list of spells–its calling spells–that you gain at the cultivator levels noted in the calling description. Once you gain a calling spell, you have it prepared if you have the right type of soul core.

"Soul" Spells

As a cultivator, you also always have prepared a special set of spells that only cultivators can know, these are "Soul" spells, and they have special effects depending on the current state of your Soul Core. The first soul spell you learn is detailed below, and you learn another every time your spell level increases, as shown in the Spell Level column of the cultivator table.

At higher Levels

Beginning with level 13th, the time it takes you to perform a soul change ritual is shortened from 24 hours, to just 2 hours, and can be done as part of a long rest, and you no longer need a free hand as a spellcasting focus.

Soul Blast[edit]

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


You directly blast an enemy's core with unerring Qi energy, this spell always hits, and its damage is 2d6. The damage type and additional effects are based on the type of Qi with which this spell was cast.

  • Happiness. The spell deals radiant damage and the target makes a Intelligence saving throw or falls prone and becomes incapacitated, laughing at happy memories, this effect ends at the start of the creature's next turn, or after it is attacked.
d8 Damage type
1 Acid
2 Force
3 Lightning
4 Posion
5 Psychic
6 Thunder
  • Follower. The spell deals psychic damage, and the target makes a Wisdom saving throw, or be charmed by you until the spell ends, 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 makes an Intelligence saving throw or 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 makes 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 or take 1d8 necrotic damage at the start of their next turn. This damage cannot be healed by non-magical means.
  • Esoteric. Roll the 2d6, 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 on the table. Additionally, if you roll the same number on both d6s, the soul leaps from the target to the closest different creature, make a new damage roll against that target, which could cause the soul to leap again.

Adding More Qi. The damage increases by one die for each Qi you add to the casting of this spell.

Unarmored Defense[edit]

While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Soul Collection Ritual[edit]

At 2nd level, you master the art of cultivating souls from your surroundings. You gain the ability to perform a cultivation 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 equal to half your proficiency. Often when performing such ritual, the cultivator loses connection with the physical world, and troubles may befall them.

Soul Dice

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 one of them as a bonus action and recover that much Qi. Changing your Vessel will shake the foundation of the energy you have gathered around yourself. For this reason you do not keep any Soul Dice when doing so.

Preferred Place

All manner of Qi gathers within specific locations. Performing a Soul Collection Ritual within a preferred location will make the ritual result in one more Soul Dice.

Troubles

While performing the soul collection ritual, cultivators often find themselves beseeched by the outside world that they can not see. While performing the ritual, your DM may decide that troubles befall you, this can be done either by rolling a dice (with the lower the number, the worse the troubles) or by choice. Some possible troubles, from slight and insignificant ones to major problems, are provided.

Happiness Follower Greed Ancient Demonic Esoteric
Prefered Places are… …full of hustle and bustle …serene with worship …filled with worldly treasures … deep in dangerous nature …surrounded by death …left behind by fate
Examples Taverns, market squares, parades Church, cult hideouts, fanatical orders Castle vaults, Dragon Hoards, Shopping Blocks The tallest trees, on weathervanes, mountain peaks Rotting swamps, graveyards, or battlefields Heretical libraries, sewage dumps, dead gods' carcases
Troubles
Trivial A prank involving paint has been played on you You are asked to perform duties for them, like cleaning While meditating, you lose some spare change A family of animals is using you as shelter Your hair or clothes get soiled with viscera A common item of yours gets altered somehow
Minor You're quite a few gold pieces lighter Your actions are considered blasphemous to the order The glittering makes it hard to concentrate You are caught in dangerous weather The smell of death lingers for days Your thoughts get subtly contaminated by the place
Medium Surprise!
You're married!
They know something about you, and pressure you to join They think you stole something—you didn't A natural disaster will destroy the place You've attracted the attention of corpse-feeders A limb of yours is left irrevocably changed
Major A local noble now loathes you, you don't know why You're tasked with a critical, immoral mission A precious item of yours is stolen. You wake up in the middle of a disaster! You're apprehended for being a demon or looter Your brain is consumed and madness strikes you
Serious Bounties with your face appear everywhere, and bounty hunters in tow The order's god makes contact to you, with an offer that's hard to refuse They think you stole something—someone framed you You're the first to notice a cataclysm approach Demons beseech you for stealing the Souls they would've harvested An eldritch being that should have been dead for millennia starts whispering to you
At higher levels

The dice you get increase to d8's starting at 7th level, d10's starting at 11th level and d12's starting at 17th level.

Soul Connection[edit]

Enchantment cantrip
Casting time: 1 action
Range: 30 feet
Components: V, S
Duration: until dispelled


You use your soul core to posses a mundane or magical item. You can connect one of your souls with an item you could hold or a melee 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 make an attack with it, in which case you use your Wisdom for attack rolls and damage rolls with it. A weapon fused in this way can hover in the air next to you and up to a range of 30ft. around you. You can move it telepathically on your turn. If the weapon is taken further than 10 ft away from you by force, the connection is severed, and it becomes a mundane item or weapon 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. Also, at level 5, you gain a flying speed of 30 feet, by flying on the objects you have a soul connection to.

Soul Change[edit]

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by Library of Heaven's Path
2nd-level Enchantment
Casting time: 1 bonus action
Range: touch
Components: V, S
Duration: 1 minute (Concentration)


You touch a creature and bestow one effect of your Qi upon them.

  • Happiness. Jolly heroism rises in the target. It gains temporary hit points equal to your Wisdom modifier plus your proficiency bonus at the start of each of their turns.
  • Follower.You muddle the target's mind with your Qi. It makes an Intelligence saving throw, the target loses the ability to distinguish friend from foe on a fail, regarding all creatures it can see as enemies until the spell ends. Each time the target take damage and at the start of its turns, it can repeat the saving throw, If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.
  • Greed. Visions of wealth assail the target. target makes an Charisma saving throw, on a failed save their thoughts are muddled, 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. Shadows follow the target more closely. You deal an additional 1d6 necrotic damage whenever you hit the target with an attack or spell until the effect ends.
  • Esoteric. Arcane energies flow into the target. It makes a Wisdom saving throw, on a fail, they become 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.

Soul Explosion[edit]

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


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

  • Happiness. Everyone within the sphere regains 2d6 hit points, this increases with 1d6 more hit points with each additional Qi added.
  • Follower. Every creature in the sphere makes a Wisdom saving throw, or is affected by confusion, use the chart in the 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 Qi, a d8+2 with 2 extra Qi, and a d10 with 3 extra Qi, a creature can repeat the wisdom saving throw at the end of each of its turns.
d4 Damage type
1 necrotic
2 radiant
3 force
4 thunder
  • 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 Qi that is added when casting this spell.
  • Demonic. Each creature except the caster makes a Dexterity saving throw, a target takes 6d6 necrotic damage on a failed save, and half as much damage on a successful one. Any undead creatures within the sphere are healed instead, the damage increases by 1d6 with each additional Qi.
  • Esoteric. The spell deals 5d8 damage to each creature, roll 2d4 and choose one to determine the spell's damage type, if both dice land on the same number, the soul explode again and you must roll again to determine the new explosion's damage.

Adding More Qi. In addition to the other effects, the size of the sphere of this spell increases by 5 ft. for each additional Qi added

Calling to Godhood[edit]

By 6th level, you have gained enough wisdom and training to fully commit yourself and answer a calling to godhood. This is a difficult decision that will decide how you will attain divinity. Three such callings are detailed at the bottom of the page, the calling of evil which seeks to attain power and understand the chaotic at all costs, calling of the achromatic which seeks peace with the nature and fury of the elements, and the calling of heaven which seeks to build a path towards deity on the shoulders of millions of believers. All but the calling of the achromatic will restrict the kinds of Qi your soul core can hold, but in turn give you great benefits to your remaining Qi types.

Soul Amplify[edit]

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


You empower your soul core with the concentrated Qi you've gathered and turn your soul core golden.

  • 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 the amount of hit points restored.
  • 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.
d4 Condition
1 Blinded
2 Poisoned
3 Exhaustion
4 Stunned
5 Petrified
6 Unconscious
  • 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, it dissipates and you may choose to cast it again as a reaction.
  • Demonic. Whenever you cast a demonic spell, choose a number of creatures that you can see up to your proficiency bonus, roll a d10 and add your Wisdom modifier, they take that much necrotic damage. Roll a Constitution saving throw against your own spell save DC every time this effect is activated. Whenever you fail, you also take the damage.
  • Esoteric. You gain advantage to saving throws to resist one condition, roll 2d6, the condition you gain advantage against is listed below. If both dice land on the same number, you gain immunity to that condition instead, and advantage against all others on the list.

Adding More Qi. You can choose one additional creature to be included in the casting of this spell for each additional Qi you add.

Soul Sphere[edit]

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


The cultivator conjures a sphere of Qi 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. All creatures within 5 ft. of it to make a Charisma saving throw. On a success, they take 2d6 radiant damage, and are moved to the closest square outside the effect, on a failure they take 6d6 radiant damage and are not pushed back automatically. You can choose to heal a nonhostile creature half the damage this spell dealt to a creature.
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
  • Follower. The follower soul sphere forces all creatures within 5 feet of it to make a Intelligence saving throw. On a successful 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 successful saving throw, they take 3d6 poison 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 successful 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 successful 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.

Adding More Qi. For each extra soul you add while casting this spell, you can choose one of three effects: Make all creatures within 10 feet of the ball, instead of 5 get affected; Increase the damage it deals by 2d6; or make them make the saving throw with disadvantage. Each of the effects can only be taken once.

Divine Authority[edit]

Beginning at 10th level, you can call on the small embers of deific strength you've gathered when your need is great.

Appealing to your divinity requires you to use your action. Describe the action you seek to perform, and roll percentile dice. If you roll a number equal to or lower than your cultivator level, you have the power to accomplish the task. The DM chooses the nature of the power you manifest; the effect of any cultivator spell would be appropriate, but other things may be available. The power only works in accomplishing the task, and dissipates if you try to use it for other purposes. If you succeed in gaining the power, you lose it after the deed is done (or other complications occur), you then can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.

At 20th level, your divine authority succeeds automatically, no roll required. The cool down for a successful divine authority also is removed, recharging on a long rest.

Sweeping Soul Shaping[edit]

Soul Field[edit]

6th-level Evocation
Casting time: 1 action
Range: 30ft. sphere centered on self
Components: V, S
Duration: 1 minute (concentration)


You call forth all Qi from the belly of creation, and they spring forth through the ground around you.

  • 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 3d6 temporary hp instead, this temporary hp lasts until the spell runs out.
d6 Damage type
1 Bludgeoning
2 Force
3 Radiant
4 Necrotic
5 Piercing
6 Slashing
  • 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 two d6's and pick one to determine what damage immunity they got, if two d6's roll the same number, you get that damage immunity, and additionally you get resistance to all other effects.

Adding More Qi. The duration of this spell increases for each soul you add while casting it. With one soul it can last for 10 minutes, with two it grows to an hour, and three make it last for 8 hours.

Soul Shift[edit]

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by Softstar Technology
7th-level Evocation
Casting time: 1 action
Range: self
Components: V, S
Duration: 1 hour (concentration)


You empower yourself with Qi, gaining a nascent soul and greatly increasing your abilities to weld Qi. While in this form, all spells you cast are cast as if they were casted at two levels higher, additionally the kinds of souls used in the casting of this spell change its effects:

  • Happiness. You and all non-hostile creatures within 30ft. of you gain temporary hit points at the beginning of their turns equal to your Wisdom modifier plus your proficiency modifier.
  • Follower. All enemies within 30ft. get disadvantage on rolling to resist the effects of your spells.
  • Greed. You and all non-hostile creatures within 30ft. instead score critical hits on a natural result of an 18-20.
  • Antique. Your armor class increases by 5.
  • Demonic. You ignore resistance or immunity to damage types against your spells, additionally you can roll twice to determine the damage rolls of your spell's damage and pick the higher result.
  • Esoteric. Roll 2d4 at the start of your turns, you are allowed to cast one spell with soul cost equal to the dice added up (before up-casting) without spending souls that turn. If both land on the same number, you get double that amount of souls for free in addition.

Adding More Qi. The duration of this spell increases for each Qi you add while casting it. With one extra Qi it can last for 10 minutes, with two it grows to an hour, and three make it last for 8 hours.

Thousand Spirit Core[edit]

By 15th level, you spirit core has become so sophisticated that its pull of Qi can withstand the natural repulsion of differetn kinds of Qi. You now can learn and cast up to your Wisdom modifier number of spells that are at least 3 spell levels lower than your maximum spell level, as indicated in the Spell Level column on the cultivator table, from other kinds of soul cores that you are able to change into.

You can change which spells these are after you finish a long rest.

Soul Sanctum[edit]

8th-level Evocation
Casting time: 1 action
Range: self
Components: V, S
Duration: 7 days


You cause a glorious structure to manifest from the solidified Qi you gathered within you. The sanctum must fit within an unoccupied cube of space up to 120 feet on each side. The sanctum remains until the spell ends. Its exact manner and function depends on the type of Qi used to cast this, but you make all decisions about the structure's appearance.

  • Happiness. A bustling marketplace appears within the area, filled with happy merchants that are willing to sell goods at fair prices. You can buy goods here at rates better than in most places (though they disappear when this spell runs out). People from up to a mile away know of the marketplace and can choose to come and go. The marketplace extends into the Feywild, and it can be used to walk into or out of it. Everyone entering the marketplace has a remove curse spell cast on them, and have advantage on their death saving throws
  • Follower. An awe-inspiring church appears within the area, dedicated to one god or belief of your choice. Choose an Abjuration, Enchantment, Evocation or Divination spell that does not deal damage of up to 4th level, every person who enters the temple and decides to worship its god or belief gets that spell cast upon them. The follower acts as the caster, with a spellcasting ability of 18.
  • Greed. A grand auction appears within the area, it contains many items of great value and many bidders from other planes. Here you can find magic items of all kinds for a price. The auction also attracts creatures of all sorts from far away places, and contains at least one portal to the Outer Planes. (It could go anywhere, but most commonly it will be to Sigil)
  • Antique. An ancient piece of land appears within the area, fitting with the geography of where the spell was cast. The area may contain ancient creatures long-thought extinct, or people's tribes unseen in millennia. The area is almost always filled with storms, you regenerate Qi at a rate of 1 per 10 minutes even when not meditating in the area.
d6 Damage type d6 Saving throw
1 Bludgeoning, Piercing, Slashing 1 Constitution
2 Force 2 Strength
3 Radiant 3 Dexterity
4 Necrotic 4 Wisdom
5 Thunder 5 Charisma
6 Psychic 6 Intelligence
  • Demonic. A destitute, hollowed bastion of war appears within the area. It is fortified and contains ghost-like automatons who man the keep and are ready to defend it from any creatures you designate. You can designate any creatures that enters the area to become blinded, at which point they are surrounded by magical darkness that can only be dispelled if it overlaps with an area of light created by a spell of 5th level or higher. Besides that the spell uses the statistics of a mighty fortress
  • Esoteric. The area doesn't require an unoccupied cube, with ever-shifting magical traps appearing around any occupied space. Whenever a creature within the area walks more than 10ft. in a round without using their action to make a Perception roll, they fall into a trap that deals 10d8 damage. Roll 2d6, one of the dice will determine the damage type, and the other the saving throw required (you choose which for which). If both dice land on the same number, you may instead choose to double the damage and make another person fall into the same trap, then roll 2d6 again for the new trap.

Whichever Qi you used to cast this, this sanctum is a preferred place for meditating for that Qi type and lasts for 7 days, after which it crumbles harmlessly and turns into dust carried on the wind. Casting this spell with the same Qi on the same spot once every 7 days for a year, or spending 500 total Qi on the casting of this spell on the same spot makes the structure permanent.

Soul Storm[edit]

9th-level Evocation
Casting time: 1 action
Range: 1 mile
Components: V, S
Duration: Instantaneous


Your soul core generates an overhelming barrage of Qi, all creatures within a mile are affected, the effect is based on the kind of Qi used to cast this spell.

  • Happiness. The glorious hymn of battle rings within the storm. All nonhostile creatures within the spell's range regain 15d6 hit points, heal all conditions, are revived if they have died within the last hour, and all hostile creatures take 3d6 radiant damage for each creature that's received this effect within 30ft. of them.
  • Follower. Your overwhelming mental Qi forces all creatures' wills to bow to your own. All hostile creatures make a Wisdom saving throw, any creatures with a CR equal to or lower than 5 automatically fail this roll, being dominated by you as if by a dominate monster spell on a fail. Creatures can retry this roll Wisdom at the end of each of their turns and whenever they take damage. Whenever they succeed this saving throw (whether they've failed or not), they then take 15d6 psychic damage and can't add their Wisdom, Intelligence, or Charisma bonuses to any roll result, until they succeed another Constitution saving throw which they can retry at the end of their turns.
d10 Damage type
1 Bludgeoning, Piercing, Slashing
2 Force
3 Radiant
4 Necrotic
5 Thunder
6 Psychic
7 Poison
8 Cold
9 Fire
10 Acid
  • Greed. The final weight of greed is pressed on all who oppose you. All hostile intelligent creatures make a Intelligence saving throw, on a failure they must use their actions to throw away and strip all their earthly belongings and they take 10d6 damage every turn, being able to retry the roll at the end of each of your turns. If a creature has thrown away everything it can but the clothes on its back, it stops taking the damage and instead remains non-hostile, muttering in pain about greed, until they pass the saving throw, which they now roll with advantage
  • Antique. Cataclysm appears. A storm, tsunami, and earthquake all form and come to destroy everything within the radius. All but the sturdiest structures within it are leveled, most wildlife and fauna are exterminated. All creatures except ones you choose within 30ft. of you must make a Strength saving throw every turn for 5 turns, taking the full damage on a fail and half on a success. The first round the damage is 5d6 thunder damage, and deafens most creatures. Second round is 5d6 lightning damage from the thunderstorm. Third round is 10d6 piercing damage from the tornado. Fourth round is 10d6 further bludgeoning damage from the earthquake. Fifth round turn they receive 30d6 slashing damage from the ceaseless waves.
  • Demonic. A dark demonic hellfire razes the ground. All creatures must make a Dexterity saving throw, taking 30d6 fire damage on a fail, or half as much damage on a success. This damage ignores resistances and immunities. You regain HP equal to a third of the damage dealt.
  • Esoteric. Like stops in reality, the Qi form into esoteric spheres that phase in and out of the world. Roll 2d10, and choose one of them to be the damage type that this spell deals, add the numbers up and your spell deals that many d6's worth of damage. You can do this twice in succession as the casting of this spell. If any of the two d10 dice are the same number, then the storm rages on, its area doubles on and you are able to roll three more sets of d10's, this continues until either no more matching numbers are rolled or both roll on a 1, at which point it stops forcefully.

Adding More Qi. Each Qi added doubles this spell's area, and each 3 added up the damage one step (d6 → d8, d8 → d10 etc.)

Eternal Dao Manifestation of the Astral Self[edit]

At 20th level, you've achieved a spark of godhood, your true first step to becoming a true celestial and breaking through the human barrier. You no longer need to sleep, eat, drink, or breathe. You gain proficiency in one saving throw of your choice, and add double your proficiency bonus to saving throws you are proficient in.

Your Wisdom score increases by 4, your maximum for the score is now 24. The scores of two other attributes of your choice increase by 3, and your maximum for those is now 23.

Additionally, whenever you roll for initiative and have less than 10 Qi remaining, you gain Qi until you have 10.

Callings to Godhood[edit]

Below are listed three callings to godhood, calling of evil, calling of the achromatic, and calling of heaven.

Calling of Evil[edit]

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An evil soul cultivator,
by xichdiemcotich

Cultivators that answer the calling of evil are ones that fully embrace the fact that their power comes from the dead's remains, they have no problems using any means necessary to complete their plans. They are ruthless and precise, and as unpredictable as their esoteric powers. Not all calling of evil cultivators are evil themselves, but their powers usually leave negative consequences wherever they go.

Calling Spells[edit]

When you choose this calling at level 6, and every time you get a calling feature, you gain new spells for your soul core. These spells count as known spells to you and you have them prepared when you have the appropriate Qi for them. You can also cast these spells even if they are of a higher level than your cultivator spell level.

Calling spells
Spells Demonic Esoteric
Level 6 summon undead, false life,
vampiric touch, blight
enhancement of chaos,
color spray, augury
Level 10 antilife shell, hallow,
danse macabre
conjuration of chaos,
insect plague
Level 14 finger of death, incendiary cloud,
power word pain
exile of chaos, etherealness,
sequester, mind blank
Level 18 meteor swarm,
power word heal
blessing of chaos,
true polymorph, invulnerability

Sacrifice for Evil[edit]

When choosing this subclass at level 6, your soul gem permanently loses the power to wield Follower, Happiness, Antique and Greed 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).

Demonic Entourage[edit]

When choosing this subclass at level 6, 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 can be used in a way that a soul weapon can not, such as opening a door or keeping watch.

Cursed Spirit[edit]

At 10th level, You have seen 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 painful 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 can pick the dice that landed on the same number to activate any effects that would activate when the two dice would roll the same number. If the dice have any effects from adding up their numbers, you add the numbers of all 3. If all 3 dice land on the same number, you get the effect you would have gotten for getting two dice on the same number three times in succession, if applicable.

Chaotic Restoration[edit]

Whenever you use a soul die to restore Qi, you instead roll two of the same kind of die, and you can choose the higher result. If both dice land on the same number, you can cast a spell with cost equal to the number as part of that same bonus action without expending any Qi, as well as getting the number amount of Qi points back.

Demon Overseer[edit]

Starting at 14th level, all demonic soul core spells cost 2 less Qi to cast (but can't be upcasted over their limit). Additionally, whenever you deal damage with a demonic soul core spell, you receive HP equal to a fourth (rounded down) of the damage dealt by that spell. You can choose to distribute this health to any of your summoned minions instead.

Grandmaster of Demonic Chaos[edit]

At 18th level, your mastery over chaos has reached its end, what for others is a formless chaos to you is a tapestry of human soul components. Whenever you roll two dice and pick one to choose the nature of an effect, you can choose to individually roll again any die that lands on the smallest or highest number (e.g. a 1 or 4 on a d4). You can only activate this effect once per cast. If the effect requires you to add the two dice together, you add the number before rerolling, and the number after rerolling, both to the total.

Additionally, you can automatically make any undead creature of CR 3 or lower become friendly and obey your commands. Any creatures over CR 3 must make an {[5a|int}} saving throw against your cultivator spell save DC, nullifying the effect on a success. Any creatures of CR 6 or higher get to repeat the saving throw at the end of every hour until it succeeds and breaks free.

Calling of the Achromatic[edit]

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An achromatic soul cultivator,
by 赭霞墨曲_贤先生

Calling of the Achromatic cultivators choose to stay colorless understand how a gentle, patient heart will let them achieve godhood. The most flexible and patient of cultivators, they very rarely go out of their way to do something. But when they are angered they are like a storm in motion, leaving not a living thing in their storms of destruction.

Calling Spells[edit]

When you answer this calling at level 6, and every time you get a calling feature, you gain new spells for your soul core. These spells count as known spells to you and you have them prepared when you have the appropriate Qi for them. You can also cast these spells even if they are of a higher level than your cultivator spell level.

Calling spells
Spells Happiness Follower Greed Antique Demonic Esoteric
Level 6 tiny hut ceremony dimension door branding smite, phantom steed,
alter self, floating disk
bane polymorph
Level 10 aura of life skill empowerment scrying animate objects, conjure volley
find greater steed, control winds
fire shield passwall
Level 14 divine word glibness teleport draconic transformation, reverse gravity,
antimagic field, tsunami
arcane sword clone
Level 18 foresight,
astral projection

Peerless Connection[edit]

When taking this subclass at level 6, your soul connection objects' damage dice becomes d12's, additionally the range they can go out your proficiency bonus * 5 feet further.

They can also cumulatively carry a weight (living or otherwise) 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.

Antique Qishaper[edit]

Also when taking this subclass, you gain the ability to designate yourself and up to your Wisdom modifier amount of characters to be excluded from the effects of any antique spells you cast.

Prismatic Qi Mastery[edit]

At level 10, your knowledge of the way in which ancient Qi loses its color and is cleansed of all desire can be applied to all other kinds of Qi, even your soul core to an extent. Your soul core can now hold 2 different kinds of Qi and as such you can cast spells from two different types of soul cores. You choose which two types you can hold when gaining this level, and whenever you finish a soul change ritual.

Starting at 18th level, this amount increases to three.

Adept Restoration[edit]

Additionally at 10th level, whenever you use Soul Dice to recover Qi, you can choose to spend as many as you like instead of one. You can decide to spend an additional Soul Die after each roll. Each Soul Dice also restores a number of Qi equal to its position of restoration in the same chain (e.g. the first will restore 1 additional Qi, the second 2 additional Qi, etc.)

Essence Plundering Formation[edit]

By 14th level, you've learned to collect and manipulate souls to an awe-inspiring level. Whenever you perform a soul collection ritual, you can choose to meditate for a further 24 hours to gain 1 extra Soul Die, and being in your preferred location gives 2 more Soul Dice (to a total of 3 extra).

Kaleidoscopic Grandmaster[edit]

By 18th level, your level of mastery of Qi rivals that of the great ancient dragons, you are able to cast antique spells up to 3rd level without spending any Qi points.

Additionally, if you are in a location that would be considered a Preferred Place for a soul collection ritual of a soul core type, you can cast spells of up to 2nd level of that soul core without spending any Qi. This is true even when that spell is of a soul core you don't currently have.

Calling of Heaven[edit]

i3ZCgOg.png
A heavenly soul cultivator,
by 流水酱

Calling of heaven cultivators are purest of heart of all cultivators, and they bring a certain innocence wherever they go, even in the face of great adversities. They specialize in helping those in needs and deriving their powers from the beliefs of those around them. Their good-heartedness shouldn't be mistaken for naïveté, lest their terrifying powers of manipulation and boundless fortune reshape one's destiny.

Calling Spells[edit]

When you choose this calling at level 6, and every time you get a calling feature, you gain new spells for your soul core. These spells count as known spells to you and you have them prepared when you have the appropriate Qi for them. You can also cast these spells even if they are of a higher level than your cultivator spell level.

Calling spells
Spells Happiness Follower Greed
Level 6 aura of life, aura of vitality,
death ward
motivational speech,
locate creature
tiny hut , meld into stone,
nondetection
Level 10 revivify seeming, geas charm monster
Level 14 resurrection,
power word heal
mirage arcane, power word stun
dominate monster
antipathy/sympathy,
simulacrum
Level 18 true resurrection psychic scream,
power word kill
shapechange

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 Greed, or Happiness or Follower souls.

Stillness of Heaven[edit]

When you choose this subclass, you can use a bonus action to spend two Qi to end one status effect on yourself or another creature you can see within 30 feet.

Repayment of Faith[edit]

Additionally when choosing this calling, you become a wandering priest of your religion or founder of a new one. You can elect shrines and proselytize in various ways. You can choose tenets of your religion. Whenever someone prays to your religion and elects to follow your faith, they may roll a Religion check of DC equal to 20 - (your Wisdom Modifier). They can repeat this roll only once a week, with advantage if you or a priest of your faith are present. If they pass the check a spell is cast on them, depending the tenants of your religion, if your religion has multiple tenets, they can choose which tenant to ask for 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 not higher than a third (rounded down) of your Spell Level.

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

Additionally, by focusing inside a shrine to one of your gods or yourself, you can astrally project yourself into a godly-realm, a place where cultivators of all kinds go to talk with others, receive advice or give quests to each other. Each features in this calling you get allows you access to a more prestigious godly realm, from the Minor Godly Realm, to the Medium Godly Realm, to the Major Godly Realm, and at last the Jade Palace, where the Cultivator Council reside.

Starting at 14th level, if they make this roll with you or a priest of your religion present, they automatically succeed.

Absolute Tranquility[edit]

Starting at 10th level, you radiate a placid aura while you are conscious, your serenity makes it difficult for others to engage in actions that are directly hurtful to you. At the end of a long rest, you gain the effect of a sanctuary spell that lasts until the start of your next long rest. The spell uses your spell saving throw DC. The spell does not end early as normal, but any specific creature must only beat it once to be able to attack. Additionally, you are immune to disease and poison while you are conscious.

Mystical Restoration[edit]

Additionally at 10th level, whenever you roll a Soul Die to restore Qi, you also add your Wisdom modifier to the amount of Qi you gain.

Edict of Grace[edit]

By 14th level, you are a pillar of daoic peace, making your allies receive a small part of your wells of wisdom. As long as you are conscious, any non-hostile creatures within 30ft. of you recieve a bonus to their Wisdom saving throws equal to your Wisdom modifier.

Additionally, whenever you or a creature within 30ft. of you makes a saving throw, you may spend your reaction to use your Qi to assist in resisting the effect. You can spend any amount of Qi, adding that amount as a bonus to the saving throw result, or dividing it between multiple saving throw results. You can use this ability after the roll is made, but before the DM determines the outcome.

Grandmaster of the Final Heaven[edit]

By 18th level, your path of heaven has brought you close to a breakthrough, you are showing your first signs of true godhood. You receive the following benefits:

  • Whenever a creature regains hit points from one of your spells, you can choose to deal radiant damage equal to half the amount of hit points gained to a creature within 30ft. of them.
  • You can choose to absorb the greed off of gold pieces, or highly valuable objects, directly into Qi as an action. Every 100 gold pieces of value transforms into one Qi, and is lost to the afterlife.
  • The spell save DC of your spells increases by half of your Charisma modifier (rounded up).

Cultivator Spell List[edit]

As a cultivator, you can cast the following spells. Rules for which spells you can cast at any given time are detailed in the soul casting section of the cultivator class.

Cultivator Spell list
All Happiness Follower Greed Antique Demonic Esoteric
Cantrips soul connection guidance message magic stone blade ward chill touch sliver of chaos
Level 1 soul blast heroism charm person
tasha's hideous laughter
sleep
purify
food and drink
shield
hail of thorns
thunderous smite
animate energy
arms of hadar
protection of chaos
Level 2 soul change aid
calm emotions
crown of madness
hold person
enthrall
find steed
rope trick
knock
cloud of daggers
levitate
misty step
heat metal
divination of chaos
blur
Level 3 soul explosion 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
element of chaos
blink
Level 4 soul amplify resilient sphere
aura of purity
confusion
compulsion
arcane eye
grasping vine
fabricate
staggering smite
stoneskin
wall of fire greater invisibility
illusion of chaos
Level 5 soul sphere 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 soul field heal
heroes' feast
irresistible dance
otherworldly guise
mass suggestion
word of recall
bones of the earth
blade barrier
mental prison
circle of death
summon fiend
true seeing
Level 7 soul shift regenerate project image magnificent mansion
plane shift
crown of stars fire storm prismatic spray
Level 8 soul sanctum holy aura dominate monster
illusory dragon
demiplane
mighty fortress
control weather
earthquake
maze
maddening darkness feeblemind
Level 9 soul storm mass heal weird gate time stop
storm of vengeance
blade of disaster prismatic wall
wish

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 Qi and Spirit points, if you wish to do this, you can exchange 3 Qi into a point of ki and vice-versa.

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