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]

Soulmage Class Features
Level Spell Slots Spell Slots per Level Soul Points Proficiency Bonus Features
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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