Soul-Stealer (5e Subclass)

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Soul-Stealer[edit]

Soul stealer.jpg

Warlock Subclass (Otherworldy Patron)

Familiar.

At 1st level you gain a cacodaemon familiar with the following changes:

Extended Spell List

The Soul-Stealer lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Soul-Stealer Expanded Spells
Spell level Spell list
1st bane, command
2nd blindness/deafness, wither and bloom
3rd slow, spirit guardians
4rth locate creature, stone shape
5th planar binding, wall of stone
Hunger For Souls

Starting at 6th level, your body has morphed to hunger for the souls of your enemies. Each time you consume a soul gem you may choose one of the following. Alternatively you may consume a soul from the soul cage spell. Consuming a soul in anyway counts as a meal.

  • Regain a warlock spell slot.
  • You act as though under the effects of the haste spell for a number of rounds equal to the consumed creatures CR no lethargy or concentration.
  • Gain a (CR/2+1d4) circumstance bonus to a single ability check of your choosing for the next hour.
  • Bargain for 3 truthful answers from the creature's soul(to the best of its knowledge)in exchange for releasing it to its intended afterlife (no healing), although there is no guarantee that it will agree to this pact.
Soul Trade

Starting at 6th level, you can travel once per day to the Soul trade to barter worthy souls for favors or items. This is an array of city's in avernus or other planes that deal in souls for items money or favors. Here all manor of hags, devils and generaly evil or chaotic creatures depending on the plane can be found. It is considered a neutral zone but outside the citys general rules of the plane apply. The dm will determine the value of each soul but it should be noted that good aligned souls of heros, clerics or paladins sell for the most to evil planes and vice versa.

Improved Deamonic Might

Starting at 10th level, your familiar grows in size and power as you are both suffused with the culminated residual might of souls you have consumed. You now deal an extra 1d8 as hellfire coats your weapons your familiars bite increases to 1d6 DC 14 save 2d6 poison and the poisoned condition if not better and gains +3 to Constitution, +2 to Strength, -1 Dexterity and can now use its Soul Lock 2/day and its size becomes Small.

Vessel Switch

Starting at 14th level, Your experience with souls has given you the power to switch bodies. After your cacodaemon takes the soul of a defeated enemy and you prepare (eg. heal the body), you attempt to project your soul into the new vessel. Make a Charisma check = 12 + the creatures CR This ritual takes an hour during which you must draw a magic circle around a alter and concentrate on the soulgem whilst chanting and muttering various incantations. Your very soul is shaped to fit its new home. The gem is consumed in this process and failure means you may not attempt it again with nothing short of a wish spell.

On Success You gain the physical stats and abilities, natural AC, and attacks of the new body and keep your mental stats. Your class hit die grow to match the creatures natural hit die size but you possess only a number equal to your class level. You do not gain class levels the creature knew or Feats or spells dependent on Intelligence or Wisdom. You may attempt this feature once a week.

Artisan Soul Sculptor

Starting at 20th level, You now gain the spells and abilities of the vessel you are in and may attempt to take a new body at anytime. Additionally a closable maw opens on your palm and you gain the Soul Lock action usable 3/day along with the cacodaemon’s bite. You still do not gain class levels or spells that use Intelligence or Wisdom as their modifier from this.

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