Soul Harvester (5e Class)

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Soul Harveater[edit]

Introduction to the Soul Harvester[edit]

Soul Harvesters are the hand of the god of death both ferrying the souls from this side to the next and collecting souls for their own benefit. Soul Harvesters coexist with the natural world but come into existence when there is an upset of balance or there are corrections that need to be made. Soul Harvesters come about when a deal with death is made or when an old fades to nothing. When this happens either by chance or by choice the person is then twisted to an undead version of themselves and become that which reaps souls.

Creating a Soul Harvester[edit]


Quick Build

You can make a Soul Harvester quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Dexterity. Second, choose any background. Third, choose light armor and finesse weapons paired with the dungeoneers pack for utility.

Class Features

As a Soul Harvester you gain the following class features.

Hit Points

Hit Dice: 1d10 per Soul Harvester level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Soul Harvester level after 1st

Proficiencies

Armor: Light Armor
Weapons: Simple Weapons, Whips, Scythes, Scimitars, Rapiers, Long Swords, and Hand crossbows.
Tools: Chose one from Thieves Tools, Tinkers Tools, and Alchemy Kit
Saving Throws: Constitution, Dexterity
Skills: Pick three from Intimidation, Persuasion, Stealth, Religion, Deception, Slight of Hand, Survival, Acrobatics, Perception, and Arcana.

Equipment

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

  • (a) A rapier with Thief's Tools or (b) a Scimitar with an Alchemy Kit or (c) a whip with a set of Tinkers Tools
  • (a) A Hand Crossbow and a quiver of 20 bolts or (b) a shortbow with a quiver of 20 arrows.
  • (a) A dungeoneer's pack or (b) A Priest's Pack
  • A set of leather armor, a
  • If you are using starting wealth, you have 3d4*10 GP in funds.

Table: The Soul Harvester

Level Proficiency
Bonus
Features Cantrips Known Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Soul Well Soul Rend, Soul Harvest 2 2
2nd +2 Spellcasting 2 2 2
3rd +2 Path of the Soul 2 2 3
4th +2 Ability Score Improvement 3 3 3
5th +3 Shadow Step 3 3 4 2
6th +3 Soul Crush 3 3 4 2
7th +3 Subclass Feature 3 4 4 3
8th +3 Ability Score Improvement 3 4 4 3
9th +4 3 4 4 3 2
10th +4 Aura of Death 4 5 4 3 2
11th +4 Subclass Feature 4 5 4 3 3
12th +4 Ability Score Improvement 4 5 4 3 3
13th +5 4 6 4 3 3 1
14th +5 Soul Mend 4 6 4 3 3 1
15th +5 4 6 4 3 3 2
16th +5 Ability Score Improvement 4 7 4 3 3 2
17th +6 Subclass Feature 4 7 4 3 3 3 1
18th +6 Soul Syphon 4 7 4 3 3 3 1
19th +6 Ability Score Improvement 4 8 4 3 3 3 2
20th +6 Pinnical of the Soul 4 8 4 3 3 3 2


Soul Well[edit]

The soul well is the source of all power that the Soul Harvester has this is where their souls are stowed and pulled from in order to expend on the use of magic, the soul well expands exponentially as the Soul Harvester grows in power and unlocks more and more powerful skills. The skill Soul harvest allows for the ability to refill the soul well.

Your soul well capacity is equal to your Harvester levels + Proficiency bonus + Constitution Modifier.

Soul Harvest[edit]

Soul Harvest is how one reaps the souls of the dead adding them to their soul well for each foe felled or creature slain you can spend a bonus action to claim their soul adding one soul to your soul well. Outside of combat this ability can be used multiple times in quick succession.

Soul Rend[edit]

Soul Rend rips apart your enemies very soul. Starting at your 1st level, you can use your action to spend 1 soul to target one creature within 30ft. The target must make a constitution saving throw or take 2d4 + your Constitution modifier necrotic damage on a failed save or take half as much on a successful one. Targets of this attack can no longer regain Hit Points until the end of you next turn. Constructs and Undead are unaffected by this ability. This damage increases by 2d4 at your 3rd, 6th, 9th, 12th, 15th, and 18th level.

Spellcasting[edit]

By the time you reach 2nd level you have learned how to manipulate the stored magic inside souls. See Spells Rules for the general rules of spellcasting and the Spells Listing for the warlock spell list.

Cantrips[edit]

You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Soul Harvester table.

Spell Slots[edit]

The Soul Harvester table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell hellish rebuke and have a 1st-level and a 2nd-level spell slot available, you can cast hellish rebuke using either slot.

Spells Known of 1st Level and Higher[edit]

You know two 1st-level spells of your choice from the Warlock spell list.

The Spells Known column of the Soul Harvester table shows when you learn more spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the Warlock spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability[edit]

Constitution is your spellcasting ability for your spells, so you use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one. Your spell list is that of the Warlocks.

Spell save DC = 8 + your proficiency bonus + your Constitution modifier

Spell attack modifier = your proficiency bonus + your Constitution modifier

Spellcasting Focus You can use an arcane focus as a spellcasting focus for your spells.

Path of the Soul[edit]

At 3rd level, you chose an archetype. Choose between The Shadow Soul, The Shade Soul, The Unrelenting Soul all detailed at the end of the class description. Your choice grants you features at 3rd and again at 7th, 11th, and 17th levels.

Ability Score Improvement[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. Alternatively you can chose to gain a feat.

Shadow Step[edit]

Starting 5th level you gain the ability to sink into the shadows, and seemingly fade away, upon entering this state you become an ethereal like. You gain advantage on all stealth checks. Attacks against you have disadvantage. While in this state you cannot attack, cast spells, or interact with solid objects I.E. moving things around. You can pass between objects no smaller than 1 in. If sufficient enough light removes the shadows then the effect ends and you are stunned until your next turn reverting to your normal form. You can use this ability a number of times equal to your constitution modifier per long rest.

Soul Crush[edit]

Starting 6th level you can reach beyond and crush apart of your victims soul. As an action you can spend 3 souls to crush a part of your opponents soul. Force a creature you can see to make a constitution saving throw. On a failed save they take 6d6 Necrotic damage or half as much on a successful save. As an effect of their soul being crushed the creature is immobilized until the end of their next turn. This ability doesn't work on undead or constructs.

At 12th level you have enhanced your ability to crush your opponents souls as such the impact of the blow increases. The creature now takes 12d6 necrotic on a failed save or half as much damage on a successful save. This effect now stuns the creature until the end of their next turn.

Aura of Death[edit]

You have manipulated your presence and starting 10th level you can manifest a cold aura of death. You can use your action to spend 5 souls to release a chilling presence chilling the air in a 30ft radius centered on you. All creatures that are within this area or start their turn in this area must make a Wisdom saving throw or become frightened. This effect is only applied while you are conscious.

Starting at 15th level your aura grows stronger and the surroundings around you begin to freeze, and creatures must make a constitution saving throw or take 3d6 cold damage and have their speed halved on a failed save or take half as much damage on a successful on.

Soul Mend[edit]

Starting 14th level you gain the ability to heal your self and others as a bonus action, by spending souls you can regenerate the wounds that you take. For each soul expended the target regains 2d4 + your class levels in hit points. You can choose targets equal to your Con mod.

Soul Syphon[edit]

Starting 18th level you gain the ability to syphon the souls from people. Spending 10 souls you generate power in the tips of your fingers, make one target make a constitution saving throw On a failed save the target takes 10d10 necrotic damage and can't heal for 1d4turns on a successful save the target only takes half damage. All damage done this way is converted to health any health that would exceed your max HP is converted to temporary HP.

Pinnacle of the Soul[edit]

At 20th level you can now assume the perfect form of the soul.

Using your action, you undergo a transformation. For 1 minute you gain the following benefits:

• At the start of each of your turns you gain 10HP and resistance to all damage.

• You can cast all abilities as a bonus action .

• You

Once you use this feature you can't use it again until you take a long or short rest.

Paths of the Soul[edit]

The Shadow Soul[edit]

The Shadow Soul is one that is undetected lurking waiting for the right time to strike staying out of sight but always in the mind. This keeps your enemies afraid of you and your allies safe.

Shadow Soul Clone

Starting 3rd level when you take this path you gain the ability to create an exact clone of yourself it can move, interact with objects, speak all languages you can, and has an armor class of 15, it has hp equal to (your total hp* (X/5)) where x is the number of souls spent. The shadow clone can attack with one fifth of your damage output. The Shadow clone lasts for 10 minuets +10 minuets for every extra soul spent to cast shadow soul clone. You can cast multiple shadow clones at one time exceeding no more than half of your levels taken in Soul Harvester. While there are clones out they have the same effect as mirror image.


Shadow Darts

Starting 6th level you have gained a better understanding over the shadows and the souls that you control. You gain the ability to craft souls into shadow darts that deal 1d4 piercing damage + 1d4 necrotic damage, and 1d4 cold damage in 5ft radius on point of impact, in this radius this also creates a darkness extinguishing any light sources and making a dark spot. For each soul spent you can create 1d8+Con mod darts.


Greater Shadow Step

Starting level 11 you are your powers over shadow grows an you are able to move and attack from the shadows, giving you advantage on all attacks made from the shadows. Shadow step ends when you make an attack or use another ability. The range that you can move in shadow step is doubled, and you can move from shadow to shadow as long as they are within 30ft of one another, when performing this action you must make a stealth check or become detected by any creatures in the area.


Drag to the Abyss

Starting 17th level you have gained mastery over the shadows and can pull one creature in to the shadows with you. Once per day you can force a creature to make a dexterity saving throw. On a failed save you drag the creature in to the abyss. While in the abyss this creature takes 3d8 cold and 3d8 necrotic damage each turn, and at the end of each of the creatures turns they may make a dexterity saving throw if they succeed then they escape and reappear in the same location that they were originally removed from. Creatures in the abyss cannot use or be the target of spells or abilities.


The Shade Soul[edit]

The Shade Soul is a path to powerful magic, its not every day that the dead get their revenge and through you they will become a shade and gather as many souls as possible to lay waste to the battlefield and to protect your allies.

Enhanced Magic Capability

Upon taking the Path of the shade soul you broaden your magical abilities and become a full caster and gain access to the wizard spell list and can cast up to 9th level spells, as normally scaled(use the Sorcerer known spells and spell slots as a reference). Souls can be used in place of material components, as well as can be used to create spell slots up to 5th level spells.

Creating Spell Slots
Spell Level Number of Souls Required
1st level 2 Souls
2nd level 3 Souls
3rd level 5 Souls
4th level 6 Souls
5th level 7 Souls
Magic Shroud

Starting at 6th level you have found a way to protect yourself when ever you cast a spell you become shrouded in a magical darkness until your next turn all creatures within 10ft become blinded by magical darkness, all attacks against you have disadvantage.

Soul Magnet

Starting at 11th level you have become very sensitive to the magical powers that come off souls and can guide them to yourself after taking a long rest you regain 1d8 souls from the areas that surround you, and you gain 1d4 souls after taking a short rest.

Magical Supremacy

Starting 17th level your magical acuity has evolved and you can twist more power from souls you can once per day use souls to cast any one spell without using a spell slot. See table below for number of souls required to cast spells of 6th level or higher.

Magical Supremacy Soul Cost
Spell Level Number of Souls Required
6th level 9 Souls
7th level 10 Souls
8th level 12 Souls
9th level 15 Souls

The Unrelenting Soul[edit]

The unrelenting soul is capable of becoming an unstoppable force on the battle field, gaining mastery over their physical prowess and going beyond the limits that were thought possible uncovering new strengths and possibilities.


Soul Step

Upon reaching level 3 and taking this path you gain the ability to enhance your speed for a short period of time. By spending souls you can enhance your movement for every soul expended you gain an extra 10ft of movement for 10 minuets.


Soul Bound Weapon

Starting 6th level you can create magical weapons from souls, each weapon that you can create are the ones that you are proficient with. The weapons deal damage equal to number of souls spent times weapons base damage plus any standard modifiers the damage is necrotic. These weapons last for 12hrs after ward they lose their power and dissipate.

(I.E. if you spent 1 soul on a long sword it would deal 1d8 necrotic damage and if you spent 3 souls it would then deal 3d8 necrotic damage.)


Soul Imbuement

You have mastered the ability to infuse weapons and armor with souls. Starting 11th level you can consume souls to enhance weapons and armor a number of times equal to your constitution modifier. This gives a +1 to AC and ability checks for armor and a +1 to hit and damage when applied to a weapon. This buff lasts for 8hrs.


The Indomitable Soul

Upon reaching the 17th level you have obtained the limit of your soul you have the ability to return from the brink of death. Once per day Upon dropping to zero HP you instead drop to 1 HP and the attacker is stunned until the start of your next turn.

Soul Harvester Spell List[edit]

You know all of the spells on the basic Warlock spell list and additional spells based on your subclass.

1st Level

<!-1st level spell list->

2nd Level

<!-2nd level spell list->

3rd Level

<!-3rd level spell list->

4th Level

<!-4th level spell list->

5th Level

<!-5th level spell list->

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Soul Harvester class, you must meet these prerequisites: Con 15, Dex 13

Proficiencies. When you multiclass into the Soul Harvester class, you gain the following proficiencies: Constitution, Light armor, scythes, and whips.

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