Devourer of Souls (5e Class)
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Class Overview[edit]
The Soulmage is a powerful magic-wielder who taps into forbidden soul magic, harnessing the essence of the dead to amplify their power. Feared by all, the Soulmage strikes terror into foes and stands as a solitary, near-unstoppable force.
Class Features[edit]
Hit Points[edit]
- **Hit Dice**: 1d8 per Soulmage level
- **Hit Points at 1st Level**: 8 + your Constitution modifier
- **Hit Points at Higher Levels**: 1d8 (or 5) + your Constitution modifier per Soulmage level after 1st
Proficiencies[edit]
- **Armor**: Light armor
- **Weapons**: Simple weapons
- **Tools**: None
- **Saving Throws**: Intelligence, Wisdom
- **Skills**: Choose two from Arcana, History, Insight, Investigation, and Religion
Equipment[edit]
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a quarterstaff or (b) a dagger
- (a) a scholar’s pack or (b) an explorer’s pack
- A spellbook and a set of common clothes
Class Features by Level[edit]
Level | Spell Slots | Spell Slots per Level | Soul Points | Proficiency Bonus | Features | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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1 | 2 | 2 | 2 | +2 | Soul Devour | 2 | 3 | 2 | 3 | +2 | Empowered Casting | 3 | 4 | 2 | 4 | +2 | Path of the Demon-God | 4 | 4 | 2 | 4 | +2 | Ability Score Improvement | 5 | 4 | 3 | 5 | +3 | Soulflame | 6 | 4 | 3 | 6 | +3 | Soul Vortex | 7 | 4 | 3 | 7 | +3 | Soul Dominion | 8 | 4 | 3 | 7 | +3 | Ability Score Improvement | 9 | 4 | 4 | 8 | +4 | Lingering Death | 10 | 4 | 4 | 9 | +4 | Aura of Annihilation | 11 | 4 | 4 | 10 | +4 | Master of Souls | 12 | 4 | 4 | 10 | +4 | Ability Score Improvement | 13 | 4 | 4 | 11 | +5 | Black Soul Bond | 14 | 4 | 4 | 11 | +5 | Gate of Despair | 15 | 4 | 4 | 12 | +5 | Devouring Terror | 16 | 4 | 4 | 12 | +5 | Ability Score Improvement | 17 | 4 | 4 | 13 | +6 | True Form (Avatar of the Demon God) | 18 | 4 | 4 | 13 | +6 | Soul Empowerment | 19 | 4 | 4 | 14 | +6 | Ability Score Improvement | 20 | 4 | 4 | 15 | +6 | Domain Expansion — Abyssal Slaughter |
Level 1: Soul Devour[edit]
When a creature dies within 30 feet of you, you can devour its soul, gaining:
- **Vitality Surge**: Temporary hit points equal to 5 x creature’s CR.
- **Skill Assimilation**: Gain one skill or tool proficiency known by the creature.
- **Spell Theft**: Permanently learn one spell the creature knew (up to your spellcasting level).
Level 2: Empowered Casting[edit]
You can spend 1 Soul Point to add 1d12 necrotic damage per spell level to a spell you cast. This increases to 2d12 at 11th level and 3d12 at 17th level.
Level 3: Path of the Demon-God[edit]
Reaper’s Fury: Once per long rest, for 1 minute, add 2d10 necrotic damage to all spells and weapon attacks.
Level 4: Ability Score Improvement[edit]
Increase one ability score by 2 or two ability scores by 1. Alternatively, take a feat.
Level 5: Soulflame[edit]
Your spells ignore resistances, and you gain temporary hit points equal to half the damage dealt each time you deal necrotic damage.
Level 6: Soul Vortex[edit]
You can summon a 15-foot vortex as an action. Enemies within take 10d12 necrotic damage per round. Creatures killed by the vortex grant you temporary hit points equal to their maximum hit points.
Level 7: Soul Dominion[edit]
When you have souls in you essence you can add your intelligence modifier to your ac.
Level 8: Ability Score Improvement[edit]
Increase one ability score by 2 or two ability scores by 1. Alternatively, take a feat.
Level 9: Lingering Death[edit]
When a creature dies within 30 feet of you as a reaction, you may trigger Lingering Death, causing it to explode for 8d12 necrotic damage in a 15-foot radius.
Level 10: Aura of Annihilation[edit]
You can activate a 30-foot aura for 1 minute, dealing 5d12 necrotic damage at the start of each enemy’s turn. Enemies in the aura have halved speed and disadvantage on saving throws.
Level 11: Master of Souls[edit]
You add 3d10 necrotic damage to all spells. Additionally, each time you kill a creature, regain 1 Soul Point.
Level 12: Ability Score Improvement[edit]
Increase one ability score by 2 or two ability scores by 1. Alternatively, take a feat.
Level 13: Black Soul Bond[edit]
Once per long rest, you can bond with a creature. The bonded creature:
- Takes maximized damage from your spells.
- Suffers 10d12 psychic damage when using spells or legendary actions.
Level 14: Gate of Despair[edit]
All the souls you have can turn and shaped into monsters of the cr of the soul if you have a cr5 soul you can summon a cr5 creature from the gates of despair you can summon them as long as you have enough souls
Level 15: Devouring Terror[edit]
Creatures failing a saving throw against your spells become paralyzed with fear. As a bonus action, you may cast an additional spell on them.
Level 16: Ability Score Improvement[edit]
Increase one ability score by 2 or two ability scores by 1. Alternatively, take a feat.
Level 17: True Form (Avatar of the Demon God)[edit]
you use the power of souls to enhance yourself.You gain ability to transform into dark pure soul which has 2 heads and thousand arms. You gain advantage in all attack and spell rolls. You can devour souls freely. You gain +4 to ac.
Level 18: Soul Empowerment[edit]
You may spend 5 Soul Points to double the damage of any spell once per turn. You may use this feature on both spells if you cast two in a turn.
Level 19: Ability Score Improvement[edit]
Increase one ability score by 2 or two ability scores by 1. Alternatively, take a feat.
Level 20: Domain Expansion — Abyssal Slaughter[edit]
Once per long rest, unleash your ultimate Domain Expansion. Create a 60-foot radius sphere of carnage for 1 minute, centered on you.
- **Soul Chains of the Abyss**: Creatures must make a Wisdom save (DC 8 + prof. + Int modifier) or be restrained by soul chains, taking 6d12 necrotic damage at the start of each turn and again when failing a saving throw.
- **Blood Tribute**: Killing a creature within the domain grants 5 Soul Points, temporary hit points equal to creature’s CR x 10, and triggers a Soul Eruption (10d12 necrotic damage in a 15-foot radius) if the creature’s CR is 10 or higher.
- **Domain Mastery**: Cast up to two spells per turn (one of 5th level or lower). Maximize all damage within the domain and apply Empowered Casting to both spells.
- **Soul-Rending Aura**: Enemies within the domain have disadvantage on saving throws, cannot regain hit points, and are vulnerable to all damage types.
- **Absolute Slaughter — Final Harvest**: As the domain ends, you may trigger Final Harvest. All creatures in the domain must succeed on wisdom saving throw or they die
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