Forger of Souls (5e Subclass)

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Forger of Souls[edit]

All living creatures have souls. There are those who fear the dark magic used to manipulate souls, there are those who use their own souls to increase their might, and then there are the Forgers of Souls who use the souls of their fallen enemies and comrades to strengthen themselves and their allies. Wielding weapons and cloaked in armor made of a combination of raw souls and mundane metals, these mighty warriors are a force to fear.

Quick Build

You can make a Forger of Souls quickly by following these suggestions: First, make Strength or Dexterity your highest ability score, depending on whether you want to focus on melee weapons or on archery (or finesse weapons). Your next-highest score should be Charisma. Second, choose the Clan Crafter or Guild Artisan background.

Soul Binding[edit]

At 3rd Level you learn to create runes, usually out of bone or wood, that you can use to bind and hold souls. To capture a soul, you may cause a creature that has been reduced to 0 hit points to make a Wisdom saving throw equal to your spell save DC. On a fail, the creature dies and its soul is trapped in one of your runes. An undead creature or a construct automatically succeeds on this saving throw.

You can store a certain number of souls, based on your level, in these runes. You can also use souls in conjunction with mundane materials in order to craft gear and other items. Souls count as 5 x the CR of the creature it came from gp-worth of crafting material, and crafting uses up the soul, trapping it in the crafted item. Items crafted with souls are worth the same as their normal counterpart, however due to looking slightly ethereal and otherworldly you get a +3 to rolls to haggle the price or generally sell the item.

In addition, you may use your Charisma modifier for skill checks made to create or repair items that consume a soul. You may also ignore the spellcasting requirement needed to craft magic items, armor and weapons as long as a soul is consumed in the process. All other rules of magic item creation[1] remain unchanged.

Fighter
Level
Bound
Souls
3rd 6
4th 6
5th 7
6th 7
7th 7
8th 8
9th 8
10th 9
11th 9
12th 9
13th 10
14th 10
15th 11
16th 11
17th 12
18th 13
19th 15
20th 17

Soul Casting[edit]

At 3rd Level you can use the power of souls to invoke magical powers. You may learns a number of spells based on your Fighter level, gaining spells from the Warlock spell list. You use Charisma as your spell casting modifier, and you may use your runes as the spellcasting focus for these spells only. Instead of using spell slots however, you need to expend a certain number of souls based on the level of the base spell. When you use a soul in this way, it is weakened, but not lost. It takes a long rest to strengthen the souls to a point where they can be used again or be crafted into items.

Spell Save DC = 8 + your Charisma modifier + your proficiency bonus
Spell Attack Modifier = your Charisma modifier + your proficiency bonus

Spell
Level
Spent
souls
1st 1
2nd 3
3rd 5
4th 7
Fighter
Level
Spells
Known
Maximum
Spell Level
3rd 3 1st
4th 4 1st
5th 4 1st
6th 4 1st
7th 5 2nd
8th 6 2nd
9th 6 2nd
10th 7 2nd
11th 8 2nd
12th 8 2nd
13th 9 3rd
14th 10 3rd
15th 10 3rd
16th 11 3rd
17th 11 3rd
18th 11 3rd
19th 12 4th
19th 13 4th

Soul Tearing[edit]

At 7th Level you can try to preemptively take the soul of an individual. Instead of attacking you can make one creature within a 10 ft. radius of you make a Wisdom saving throw (DC = 8 + your Charisma modifier). An undead creature or a construct automatically succeeds this saving throw. If the target is at or below 10% of their maximum hit points (Or 10 hit points, whichever is higher) you may add your proficiency bonus to the save DC.

On a fail the target's soul is claimed, and they have disadvantage on all attack rolls and saving throws until the rune that holds their soul is destroyed. If the rune is used in crafting or the target fails its saving throw at or below 10% of their maximum hit points (Or 10 hit points, whichever is higher), it dies instantly.

Soul Resilience[edit]

At 10th Level you may consume a number of souls to create a Healing Rune. Only you may use this rune, and the soul is expended as if you had used it in crafting an object. The potency depends on the number of souls expended, as seen on the table below:

Potion
Strength
Spent
Souls
2d4 + your Charisma modifier 1
4d4 + your Charisma modifier 3
6d4 + your Charisma modifier 5
8d4 + your Charisma modifier 7

In addition, you may use a bonus action to expend 3 souls to gain resistance to one damage type until your next long rest. These souls are weakened as if you had casted a spell.

Soul Magic Binding[edit]

At 15th Level, when crafting an item you may use 3 souls to give a crafted item spell storing. This spell storing may hold a charge of any 1st level spell or cantrip. The item can be activated as a bonus action. Cantrips can be used indefinitely, 1st levels spells have one charge that is restored upon a long rest.

Soul Summoning[edit]

At 18th Level you can manifest one soul you have into a CR 2 or lower creature. This creature has 1 Hit point but can either move or attack on your bonus action. If the creature is adjacent to you or an ally it can make a DC 15 acrobatics check to take the damage for you or your ally.

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  1. D&D 5e DMG pp.128