Soothsayer (5e Class)

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Soothsayer[edit]

Quietly breathing behind a barricade, a young freedom fighter opens her mind to the visions that have lived with her her whole life. Deciding upon a course of action, she turns and, leading the inexperienced boys who have crowded behind her, charges the massed ranks of enemy soldiers. As she cast spells that both healed her allies and tormented her enemies, the tide of battle slowly turned in her favor. The battle won, she slowly walks the battlefield, bringing the fallen back to life.

Grinning behind the hood that covered her face, a Yuan-ti prophetess slowly weaved her magic over the assembled viziers, bending them to her will. Soon she would gain control of the kingdom in a bloody martial coup, her mind magic controlling her allies while her spells decimated her foes.

Treading softly in the underbrush, a Firbolg slowly gains on his prey. Just before his first arrow is loosed, he opens his mind to the visions that have tormented him from birth. Seeing his path will bring only pain to his companions, he signals them to fall back, and then releases the shaft. As it erupts from the neck of the troll in front of him, he calls upon powerful magic to bring his quarry down.

Overview[edit]

Soothsayers, regardless of how they gained their magic, are united in two ways. The first is the series of visions they have, and the second is the powerful magic they wield. Other than that, they are very diverse. Foresight and other abilities are very powerful, so you should ask your DM before you play a soothsayer.


Creating a Soothsayer[edit]

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While making a soothsayer, you should ask yourself the following questions, along with others. What gave you your power? What did you do with the visions? Exploit them for personal profit? Perhaps aiding those around you was your primary motivation. What gave you the push toward adventuring? How will that affect your life? How will you change, as you see the horrors of war?

Quick Build

You can make a Soothsayer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Charisma. Second, choose the Sage background.

Class Features

As a Soothsayer you gain the following class features.

Hit Points

Hit Dice: 1d6 per Soothsayer level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Soothsayer level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple Weapons
Tools: Entertainer's tools
Saving Throws: Intelligence, Charisma
Skills: 2 from Arcana, Deception, History, Insight, Intimidation, Persuasion, Sleight of Hand.

Equipment

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

  • 2 trinkets of your choice, and robes from your profession.
  • (a) Leather armor or (b) 2 Daggers
  • (a) Entertainer's Pack or (b) Explorer's Pack
  • Spellbook (See Wizard Class for Details)
  • If you are using starting wealth, you have 6d4 X 10 GP in funds.

Table: The Soothsayer

Level Proficiency
Bonus
Features Cantrips
Known
Foresight
Uses
—Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Foresight, Spellcasting 4 1 2
2nd +2 4 1 3
3rd +2 Archetype 4 1 4 2
4th +2 Ability Score Improvement 4 2 4 3
5th +3 Archetype Feature 4 2 4 3 2
6th +3 Familiar 4 2 4 3 3
7th +3 Spell Recovery 4 3 4 3 3 1
8th +3 Ability Score Improvement 4 3 4 3 3 2
9th +4 5 3 4 3 3 3 1
10th +4 Archetype Feature 5 4 4 3 3 3 2
11th +4 5 4 4 3 3 3 2 1
12th +4 Ability Score Improvement 5 4 4 3 3 3 2 1
13th +5 Strengthened Foresight 6 5 4 3 3 3 2 1 1
14th +5 6 5 4 3 3 3 2 1 1
15th +5 Archetype Feature 6 6 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 6 6 4 3 3 3 2 1 1 1
17th +6 7 7 4 3 3 3 2 1 1 1 1
18th +6 Superior Foresight 7 7 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 7 8 4 3 3 3 3 2 1 1 1
20th +6 Ultimate Soothsayer 7 8 4 3 3 3 3 2 2 1 1

Spellcasting[edit]

At first level you have the ability to cast spells. Intelligence is your spellcasting modifier for all magic you do.

Spell Slots[edit]

You have the spell slots of the Wizard Class (reference PHB 113).

Spellbook[edit]

Reference the Wizard spellbook PHB 114.

Preparing Spells[edit]

You can prepare a number of spells equal to your Soothsayer Level plus your Intelligence Modifier. Other than that, reference PHB 114 for further details.

Foresight[edit]

You have the ability of seeing glimpses of the future letting you choose the best course of action based on things that will happen.....or will they? At the 1st level after you or a creature that you can see within 30ft of you rolls a skill check, attack roll or saving throw but before the result is announced you can use your reaction to impose advantage or disadvantage on the roll, as you alter small little things in the surroundings to mess with the most probable future. You can use this feature a number of times equal you proficiency bonus per long rest.

Archetype[edit]

At the 3rd level, you chose an archetype. Choose between freedom, hire, and Jaeger oder Jaegerin, all detailed at the end of the class description. Your choice grants you features at the 3rd, and again at 5th, 10th, and 15th levels.

Ability Score Increase[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.

Familiar[edit]

At 6th level your magic grows strong enough for you to bond with a creature permanently. During a long rest you must bond with a monster of CR (Level /3) or less to make it your familiar. It must be an animal you are familiar with (e.g. an elf who has lived her whole life in the forest would not be able to bond with a beast from the deserts). The animal may act as a focus for your spells, and can obey basic commands from you alone. If your familiar dies while bonded with you, you must spend a long rest performing a ritual to summon another member of the species similar in appearance to the one you lost.

Spell Recovery[edit]

At 7th level, you are mentally strong enough to recover some of your magic with enough mental willpower. As your action, you may draw upon your inner strength to gain a total number of spell slots equal to your Intelligence modifier plus your Charisma modifier. You may use this ability once per long rest, and only on 5th or lower spell slots.

Strengthened Foresight[edit]

After constantly using your foresight you have become better at it giving you the ability of seeing further into the future and in shorter intervals of time. At 12th level you can use your bonus action to spend one use of your foresight to "see" the imediate course of action of a creature and adjust acordingly - you can give yourself or another creature you can see within 60ft of you an AC bonus equal to your Intelligence modifier for 1 minute. And you now recover your Foresight uses in a short or long rest.

Superior Foresight[edit]

After using your foresight so much you have practicaly reached the divine realm with your foresight and can predict the course of life of a crature. At 18th you can use your foresight to know the death of a creature and alter it, if a cruature reaches 0 hit points but is not outright killed you can use an action and all your remaining foresight points to bring that creature back to life with your Soothsayer level + your Intelligence modifier in temporary hit points wich go away after a short or long rest. After altering the course of fate so abruptly you are overcome with immense headaches coming from the weave of fate itself, after suing this ability you take 4d4 + your Intelligence modifier in psychic damage that cannot be reduced in anyway, if you are to fall to 0 hit points after this damage you instead become Stabilized and may only regain conciousness after 1d4+1 days, if you do not fall to 0 hit points beacuse of the damage you will not be able to use your foresight for 1d3 days due to the excruciating headache.

Ultimate Soothsayer[edit]

Your foresight has now reached even beyond divinity allowing you to use it all of the time. At 20th level you can use your foresight an unlimited amount of times, you no longer have to "use all" of your foresight uses to use the ability of the Superior Foresight, you now only take the psychic damage and no longer enter the comatose state, and if you concentrate on yourself with it you may gain the benefits of the Spell foresight.

Freedom[edit]

Soothsayers who follow the freedom path fight for the good of the oppressed. They wield healing magic as well as their offensive spells for the good of the people around them. Nearly all who follow this path are of a good alignment.

Expanded Spell List

Due to your fight for the betterment of those around you, you gain access to the paladin spell list. Charisma is your spellcasting modifier for these spells.

Hope of the Masses

At fifth level, your ability to rally those around you has grown enormously. You become proficient in persuasion. If you are already proficient, you may add double your proficiency bonus to your Persuasion rolls.

True Grit

At 10th level, your durability has grown. You gain +10 to your HP, and an additional +1 HP every level.

Savior of the Downtrodden

At 15th level, You add 2 to your Charisma, to a max of 22. You may also add your Charisma modifier to spell damage.

Hire[edit]

Soothsayers who follow this path choose to follow the web of domination, intrigue, and shifting loyalties. Almost all who do so are evil in nature.

Expanded Spell List

Due to your intense ability to manipulate words, you gain access to the Bard spells

Mental Force

At 5th level Your ability to bully those around you is prodigious. You become proficient in Intimidation. If you are already proficient, you may add double your proficiency on such rolls.

Dominating Presence

At 10th level your commanding aura is so powerful that others can sense it. You can Force a creature to make a Wisdom Saving Throw against your spell save DC, if they fail you may choose if they become Enchanted or Frightened

Rotted Heart

At 15th level, your heart is so withered within it affects your spells. You may have your spells deal Necrotic damage on a hit. In addition, you may add double your proficiency to damage rolls with your spells.

Jaeger oder Jaegerin[edit]

Soothsayers who follow this path use their ability to hunt what they will, using their gift to find their mark.

Expanded Spell List

Your Hunting ability is unparalleled for mages. You have access to the Ranger spell list.

Weapons Training

At 5th level, you have gained proficiency in 2 martial weapons due to your long years of hunting, or one martial weapon and medium armor.

Charmer of the Prey

At 10th level, your ability to sweet-talk your way out of anything is unparalleled. You gain proficiency in Deception. If you are already proficient, you may add double your proficiency to those rolls.

Hunter's Mark

At 15th level, your ability to harm with your spells has grown exponentially. You may add double your Intelligence modifier to the damage of your spells, and may use your Intelligence modifier for your weapon damage rolls.

Soothsayer Spell List[edit]

You know all of the spells on the basic Wizard spell list and additional spells based on your archetype.


Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Soothsayer class, you must meet these prerequisites: Intelligence 13, Charisma 13.

Proficiencies. When you multiclass into the Soothsayer class, you gain the following proficiencies: Entertainer's tools, Light Armor.



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