Soul Inducer (5e Class)

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Soul Inducer[edit]

Those who are chosen to become soul inducers are often chosen at birth to possess these powers. They can use abilities that connect to one's soul and manifest into the reality of the world, using the raw power of the soul to cause a variety of powerful effects.

Class Features

As a Soul Inducer you gain the following class features.

Hit Points

Hit Dice: 1d8 per Soul Inducer level
Hit Points at 1st Level: 1d8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Soul Inducer level after 1st

Proficiencies

Armor: Light armor, medium armor, heavy armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools:
Saving Throws: Dexterity and Charisma
Skills: Choose four from Acrobatics, Arcana, History, Insight, Investigation, Perception, Performance, Stealth, and Survival

Equipment

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

Table: The Soul Inducer

Level Proficiency
Bonus
Features
1st +2 Expertise, Soul Pulse
2nd +2 Aura of the Soul
3rd +2 Soul Power
4th +2 Ability Score Improvement
5th +3 Aura of the Soul, Splitting Aura
6th +3 Soul Power
7th +3 Aura Boost
8th +3 Ability Score Improvement
9th +4 Aura of the Soul
10th +4 Ability Score Increase
11th +4 Soul Power
12th +4 Ability Score Improvement
13th +5 Aura of the Soul
14th +5 Aura of Temperance
15th +5 Soul Power Feature
16th +5 Ability Score Improvement
17th +6 Aura of the Soul
18th +6 Reawakened Soul
19th +6 Ability Score Improvement
20th +6 Aura of the Soul, Soul Power


Expertise[edit]

At 1st level, choose two skills that you have proficiency with. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen skills.

Soul Pulse[edit]

At 1st level, your soul learns how to protect its body when it's close to death. When you are reduced to 1/4 your maximum hit points or less, you can use a reaction to expend up to half of your hit dice (rounding up), gaining temporary hit points equal to twice the result. You add your Charisma modifier to each die rolled, instead of your Constitution modifier. Once you use this feature, you cannot do so again until you finish a short or long rest.

Aura of the Soul[edit]

Starting at 2nd level, you manifest an aura that stretches out in a 5-foot radius around you. While conscious, you are always aware of the location of any creature with a soul within your aura, and the area within your aura is suffused with dim light. As a bonus action, you can force your aura into yourself or release it back out into the world.

As you gain levels in this class, your aura will begin to effect the creatures that enter it. A creature cannot benefit from or be harmed by more than one of your auras at a time.

The radius of your aura increases by 5 feet when you reach 5th level in this class, and again at 9th, 13th, 17th, and 20th level.

Soul Power[edit]

Starting at 3rd level, you cultivate the growing powers of your soul to produce specific effects. Choose from the Caster, Destroyer, Manipulator, or Restorer soul powers. Your choice grants you features at 3rd level and again at 6th, 11th, 15th, and 20th level.

Ability Score Increase[edit]

When you reach 4th Level, and again at 8th, 10th, 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.

Splitting Aura[edit]

Starting at 5th level, you learn how to force part of your aura onto others. As an action, you reduce the radius of your aura by 5 feet and choose a willing creature you can see within 60 feet of you. That creature emits an aura identical to yours in a 5-foot radius around it. This effect lasts for 1 minute, after which the aura around the other creature disappears and your own aura regains the expended radius. You can also use a bonus action to instantly recover all of your aura from a single creature instead of waiting for the full minute to pass. The effect also ends if the creature is ever more than 120 feet away from you.

You can use this feature on the same creature multiple times, increasing the radius of the aura surrounding it by 5 feet each time and resetting the duration of the effect to 1 minute. In addition, it only takes a bonus action to use this feature on a creature already emitting an aura, and the creature doesn't need to be in sight or range. If the effect ends for a creature, you cannot use this feature on that creature again until it finishes a short or long rest.

You can choose up to two different creatures to give your aura to with the same action or bonus action when you reach 13th level in this class, expending 5 feet of your own aura for each creature. This increases to up to three different creatures at a time when you reach 20th level.

Aura Boost[edit]

Starting at 7th level, you and each creature you induce the aura of feel an energizing warmth course through their bodies, protecting them from harm. Each creature emitting one of your auras has a +1 bonus to AC and saving throws for every 5 feet of radius the aura they are emitting has. This bonus is halved for you.

Aura of Temperance[edit]

Starting at 14th level, your aura tempers radical changes in temperature. Each creature in your aura has advantage on saving throws and ability checks to resist the effects of extreme heat or cold. In addition, each time you finish a short or long rest, choose cold or fire. Each creature that emits one of your auras has resistance to that type of damage.

Reawakened Soul[edit]

Starting at 18th level, your soul becomes indestructible. Your gain the following features:

  • You are immune to any spell or effect that would remove or destroy your soul against your will, as well as any spell or effect that teleport you or force you into another plane against your will.
  • 1d4 hours after you die, your soul appears as a spectral form of yourself at the location of your death. You cannot move, take actions, or have an aura while in this form, nor can you be harmed except by radiant and force damage. 24 hours you died, you are resurrected at full hit points in your original body if it is within 10 feet of you, restoring all lost body parts and healing all wounds. If your original body is not within 10 feet of you but a different Medium humanoid creature's corpse is, you can instead be resurrected inside that body, losing all racial traits and features of your previous body and gaining those of the new body, but you take a permanent -2 penalty to all ability scores until you return to your original body, which you can choose to enter if you come within 5 feet of it. Otherwise, your soul departs for the afterlife.
  • You stop aging physically and don't suffer the effects of old age, but you can still die of old age.

Soul Powers[edit]

The desires of a soul inducer shape the effects that their soul has on the creatures and environment around them. Some have a fascination with magic, which then becomes reflected in their innate ability to cast spells. Some choose to become powerful healers, mending the wounds of those in need by using the strength of their very soul to close wounds. But others choose a darker path, causing chaos and destruction with their powers.

Caster Souls[edit]

Those with a desire to use magic and cast spells develop the ability to create certain effects in the world around them, both near and afar. Rather than extending their soul out into the world or inducing their powers in other's souls, they can convert the raw strength of their own soul into magic, casting powerful spells.

Spell Casting

When you choose this power at 3rd level, your martial prowess is augmented with a natural ability to cast spells.

Cantrips. You learn two cantrips of your choice from the Sorcerer spell list. You learn another Sorcerer cantrip of your choice at 10th level.

Spell Slots. The Caster Soul Spellcasting 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.

Spells Known of 1st Level and Higher. You know three 1st-level Sorcerer spells of your choice from the Sorcerer spell list, two of which must be from the schools of abjuration, evocation, or transmutation.

The Spells Known column of the Enriched Magic Soul Spellcasting table shows when you learn more Sorcerer spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots, and they must be from the schools of abjuration, evocation, or transmutation. For instance, when you reach 7th level in this class, you can learn one new abjuration, evocation, or transmutation spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the Sorcerer spells you know with another spell of your choice from the Sorcerer spell list. The new spell must be of a level for which you have spell slots, and must be from the school of abjuration, evocation, or transmutation, unless its the spell you learned at 3rd, 8th, 14th, or 20th level.

Spellcasting Ability. Charisma is your spellcasting ability for your Sorcerer spells, since you learn your spells through the power within your soul. You use your charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Sorcerer spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Charisma modifier

Elemental Aura

Also at 3rd level, whenever you finish a short or long rest, choose a from acid, cold, fire, lightning, or thunder. Once during each of their turns, each creature of your choice in one of your auras deals an additional 1d4 of the chosen type of damage with their weapon attacks while in the aura.

The Hidden Dominion

Starting at 6th level, have an easier time detecting the presence of enchantments and other forms of ambient magic. You can cast the spell detect magic without expending a spell slot or using any components. You can use this feature a number of times equal to your Charisma modifier (minimum of 1), and you regain all expended uses when you finish a long rest.

Aura-Powered Spells

At 11th level, you learn how to use the energy of your auras to cast minor spells. You can expend 5 feet of your aura to cast a sorcerer spell of 1st level as a 2nd-level spell, potentially increasing its effects. You regain the expended aura when you finish a short or long rest.

Greater Elemental Aura

Starting at 15th level, the strength of the elemental enhancement provided by your aura increases. Creatures roll 1d8 of the chosen type of damage for your Elemental Aura feature, instead of 1d4.

Enchanted Aura

At 20th level, you can suffuse your entire aura with your spells. When you cast a spell with an area of effect, you can choose for every creature in any of your auras to be considered in the area of effect, excluding the creatures emitting those auras. If a creature emitting one of your auras is in the aura of another creature emitting one of your auras, they are affected by the spell as if they weren't emitting an aura.

Soul Inducer Spellcasting
Soul Inducer Cantrips Spells — Spell Slots per Spell Level —
Level Known Known 1st 2nd 3rd 4th
3rd 3 2 2
4th 3 2 3
5th 3 3 3
6th 3 3 3
7th 3 4 4 2
8th 3 5 4 2
9th 3 5 4 2
10th 4 6 4 3
11th 4 6 4 3
12th 4 7 4 3
13th 4 7 4 3 2
14th 4 8 4 3 2
15th 4 8 4 3 2
16th 4 9 4 3 3
17th 4 9 4 3 3
18th 4 10 4 3 3
19th 4 10 4 3 3 1
20th 4 11 4 3 3 1

Destroyer Souls[edit]

Those who desire to use their abilities to harm rather than help others gain deadly abilities to further their goals. Though those who emit a destroyer soul's auras are still benefited by the effect, those who are within the aura are hindered instead of helped, and destroyers can cause pain, suffering, and even death in those affected.

Sapping Soul

When you choose this power at 3rd level, the very essence of your soul sucks at the souls of others. Each creature in one of your auras that is not emitting the aura has its speed reduced by 10 feet for every 5 feet of radius the aura has.

Grating Soul

At 7th level, the energy emitted by your soul chips away at the life force of the souls around it, but not enough to slay them. Each creature that starts its turn in one of your auras or enters one for the first time during a turn takes 1 necrotic damage. Creatures at half their hit point maximum or less are immune to this effect, as are creatures emitting your auras.

Aura of Punishment

Starting at 11th level, whenever a creature in one of your auras makes an attack roll and misses, the creature emitting that aura can use its reaction to make an opportunity attack against that creature. If that creature is in more than one aura, each creature emitting those auras can take this reaction.

Grinding Soul

At 15th level, the damage dealt by your Grating Soul is increased to 2 necrotic damage.

Draining Aura

At 20th level, the energy taken from other's souls is added to your life force, restoring your mind and body as needed. Once during each turn when a creature inside one of your auras takes damage, you may regain hit points equal to half the damage taken by that creature.

Manipulator Souls[edit]

Those who desire to not merely affect the souls of others but to control them develop powers similar to those of the most potent enchantment and transmutation mages, shaping the energy of other's souls to their detriment.

Warped Senses

When you choose this power at 3rd level, you can negatively affect the bodies of creatures in your auras, temporarily reducing the effectiveness of their senses. As an action, choose one creature within one of your auras. That creature must succeed on a Constitution saving throw against a DC of 8 + your proficiency bonus + your Charisma modifier or be plagued by hallucinations for 1 minute. For the duration, the creature cannot tell friends and foes apart, has disadvantage on Wisdom (Perception) checks, and has disadvantage on attack rolls. The creature repeats the save at the end of each of its turns, ending the effect on itself on a success.

Name

At 7th level,

Name

At 11th level,

Name

At 15th level,

Name

At 20th level, something epic.

Restorer Souls[edit]

Those who desire to use their powers only to help those in need cultivate their abilities into those that can cause wounds to seal simply be being near the restorer. Healing and protecting those who cannot do so themselves are their foremost priority, and they become very skilled at the difficult task of keeping others out of death's reach.

Radiant Aura

When you choose this power at 3rd level, your aura is filled with a healing force that you can send to others. You can use your reaction to give 1d4 temporary hit points to an ally with the range of your aura. This feature can only be used an amount of times equal to your charisma modifier per long rest.

Protective Aura

At 7th level, the strength of your aura’s defenses have improved. While within at least one of your auras, creatures you designate have a +1 bonus to AC.

Name

At 11th level,

Name

At 15th level,

Resurrecting Soul

At 20th level, you can transfer parts of your soul into the bodies of the deceased. By expending 10 feet of your aura's radius, you cast the spell resurrection without needing any verbal or material components, and you complete the casting after only 1 minute instead of 1 hour. Instead of the target taking a -4 penalty to attack rolls, saving throws, and ability checks, both you and the target take a -2 penalty to those rolls. You regain the expended radius when you finish a long rest.


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

Proficiencies. When you multiclass into this class, you gain the following proficiencies: light armor, medium armor, and one skill from the class's skill list


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