Soul Herald (5e Class)

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Soul Herald[edit]

Soul Heralds are powerful spellcasters that combine their power to cast spells with their with immense spiritual strength. You may think about them like sorcerers manipulating their spells with metamagic, but Soul Heralds are completely different. Soul heralds are powerfull necromancer who play both with their soul and with the souls of other creatures often searching for more power but also serving as great healers cappable or curing the most complex deseases or trespassing souls into other bodys. Reason why they are highly sought after among adventurers.

The power of soul[edit]

Creating a Soul Herald[edit]

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A Soul herald carefully extracting a humans soul. Source: https://www.deviantart.com/dopaprime/art/LotC-Havart-the-Healer-751915094


Quick Build

You can make a Soul Herald quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Intelligence. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->

Class Features

As a Soul Herald you gain the following class features.

Hit Points

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

Proficiencies

Armor: light armor, medium armor, Shields
Weapons: Simple Weapons, Martial Weapons
Tools: _kit
Saving Throws: intelligence and wisdom
Skills: Choose four from Medicine, Arcana, History, Investigation, Nature, Sleight of Hand, Perception and Survival

Equipment

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

Table: The Soul Herald

Level Proficiency
Bonus
Features Cantrips Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Imminent Death 3 2
2nd +2 Channel Soul (2/rest), Devastating Death, Feel the souls 3 3
3rd +2 3 4 2
4th +2 Ability Score Improvement 4 4 3
5th +3 Proyect Soul 4 4 3 2
6th +3 Channel Soul (3/rest), Traveler's Soul 4 4 3 3
7th +3 4 4 3 3 1
8th +3 Ability Score Improvement 4 4 3 3 2
9th +4 Extract Soul 4 4 3 3 3 1
10th +4 Channel Soul (4/rest), Crush Soul 5 4 3 3 3 2
11th +4 5 4 3 3 3 2 1
12th +4 Ability Score Improvement 5 4 3 3 3 2 1
13th +5 Invade Body 5 4 3 3 3 2 1 1
14th +5 Channel Soul (5/rest), Transfer the Soul 5 4 3 3 3 2 1 1
15th +5 5 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1
17th +6 Rule The Souls 5 4 3 3 3 2 1 1 1 1
18th +6 Channel Soul (6/rest), Army of a Thousand Souls 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Aura of a Perfect Soul 5 4 3 3 3 3 2 2 1 1

Spellcasting[edit]

At 1st level, you have gained the ability to use magic, and have learned how to bend it to your will.

Cantrips

At 1st level, you know 1 total cantrips of your choice from the wizard spell list, cleric spell list. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Soul Herald table.

Spell Slots

The Soul Herald Table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these Soul Herald 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 magic missile and have a 1st-level and a 2nd-level spell slot available, you can cast magic missile using either slot.

Spells Known of 1st Level and Higher

You know 2 1st-level spells of your choice from the wizard spell list, cleric spell list.

The Spells Known column of the Soul Herald Table shows when you learn more Soul Herald spells of your choice from the wizard spell list, cleric spell list. Each of these spells must be of a level where you have spell slots.

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

Spellcasting Ability

Wisdom is your spellcasting ability for your Soul Herald spells, since the power of your magic relies on your soul. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Soul Herald spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Spellcasting Focus

You can use any object as a spellcasting focus for your Soul Herald spells. If this object is lost or destroyed you don't lose your capability to cast spells or lose your spells known. But you can't cast them until you gain a new spellcasting focus.

Imminent Death[edit]

As a bonus action you can make your attacks very deadly. For 2 turns, your attacks ignore necrotic damage resistance and do double damage against creatures not resistant to necrotic damage. You regain use of the ability with a long rest.

Channel Soul[edit]

The Soul Heralds possess unprecedented spiritual power, a power so immense that it is difficult to control without many years of meditation and study of the soul. This is why the Soul Heralds develop techniques to channel their soul. Due to the intense complexity of these techniques they can only be used a certain number of times per long rest.

Devastating Death[edit]

You can use your Channel Soul to wield the power of souls with unrestrained fury. When you roll to determine the amount of necrotic damage you deal, you can use your Channel Divinity to deal maximum damage instead of rolling.

Feel the Souls[edit]

At 2nd level you can feel the souls of creatures near to you. Using your Channel Soul for (double of your wisdom modifier) turns you gain a special vision. You can see creatures which are non-construct and have a soul through walls and other obstacles, additionally, you can try to see invisible creatures which must make a wisdom saving throw against your spell DC to suppress their soul and prevent be seen.

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.

Proyect Soul[edit]

At 5th level

Traveler's Soul[edit]

Starting at 6th level, after using your Proyect Soul you can

Extract Soul[edit]

Starting at 9th level, immediately after hitting with an attack, you can attempt to temporarily drain a creature's soul. Great spectral chains bind your soul to the target's. These chains are intangible and indestructible and pass through objects so covering up does not affect this ability. The target creature must make a saving throw (10 + Wisdom modifier + proficiency) or become "heartless." If the creature passes the check, it can choose to use its reaction to try to extract your soul, for which you both must make a Wisdom saving throw. The one with the highest number extracts the soul of the other creature.

The body of a soulless creature falls to the ground prone and is considered unconscious, deafened, and blinded. All damage and effects the soulless body takes are postponed until the creature's soul returns to its body.

Soulless

In this state you are merely a soul floating in the air, except that you are bound by spectral chains by which you are considered imprisoned. You cannot be affected in this state by any means that cannot affect a soul. At the end of each of your turns, you can attempt to make a saving throw to try to break free of this state. The result must exceed the DC of the trait or the roll that caused you to enter this state. If you pass the roll you return to your body, but if you fail you stay in this state.

By keeping a creature in this state, due to its intense complexity, you lose the ability to use actions, extra actions, reactions, and move. If you perform any of these activities, automatically, the chains will be broken and the soul of the creature returns to its body receiving all the accumulated effects. Additionally, for every 2 turns you keep a creature in the heartless effect, you receive one point of exhaustion.

Collateral Damage

As the connection through the chains is spiritual, all the extra damage that the soulless creature receives, in case it dies, is redirected to the other creature.

You regain the use of this trait after a long rest.

Crush Soul[edit]

At 10th level, after using your Extract Soul you can

Invade Body[edit]

Starting at 13 level, after using your Proyect Soul, you can

Transfer soul[edit]

At 14th level you can

Rule The Souls[edit]

At 17th level, using your Channel Soul, you can connect with the souls of creatures within 30 feet and force them to obey you. Creatures within range that have souls and aren't constructs must make a Wisdom saving throw against your spell DCs to not be controlled. Creatures that fail must obey you for a number of turns equal to twice your Wisdom modifier. On the other hand, if they pass the roll they are immune to this effect for 1 day. Suicidal orders automatically end the effect (this does not prevent you from ordering dominated creatures to attack other creatures even if the latter are stronger).

Army of a Thousand Souls[edit]

Starting at 18th level you can

Aura of a Perfect Soul[edit]

Multiclassing[edit]

Prerequisites. Due to the to the enormous difficulty that corresponds to dominate the soul, to qualify for multiclassing into the Soul Herald class, you must meet these prerequisites: wisdom:15, intelligence: 15.

Proficiencies. When you multiclass into the Soul Herald class, you gain the following proficiencies: light armor, medium armor, Simple weapons, Martial weapons, Shields.

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