Soul Mage (5e Class)
Soul Mage[edit]
In the realms where magic and mortality intertwine, few wield the ancient and forbidden arts as effectively as the Soul Mage. These enigmatic spellcasters draw upon the raw essence of life itself, harnessing the power of souls to alter reality, manipulate fate, and obliterate their foes. With an insatiable hunger for knowledge and power, Soul Mages tread a fine line between savior and destroyer, exploring the depths of necromancy and the mysteries of the afterlife.
Creating a Soul Mage[edit]
- Quick Build
You can make a Soul Mage quickly by following these suggestions. First, intelligence should be your highest ability score, followed by Wisdom. Second, choose the Sage background.
This Class was made by FG.
Class Features
As a Soul Mage you gain the following class features.
- Hit Points
Hit Dice: 1d6 per Soul Mage level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Soul Mage level after 1st
- Proficiencies
Armor: Light
Weapons: Yourself
Tools: none
Saving Throws: Wisdom, Intelligence
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Investigation, Medicine, Nature, Perception, Persuasion, Religion
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- If you are using starting wealth, you have 3d4 x 10 gp in funds.
Level | Proficiency Bonus |
Features | —Spell Slots per Spell Level— | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |||
1st | +2 | collect and use | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | Ethereal affinity | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | Devour | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | Ability Score Improvement | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | Soul Consume and adapt | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | 4 | 3 | 3 | — | — | — | — | — | — | |
7th | +3 | Soul Reaper | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | Ability Score Improvement | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | Soul consume tier 2 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | Soul render | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | Devourer of fears | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | +5 | Ethereal visit | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | Soul consume tier 3 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | Soul Nova | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | +5 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | +6 | Soul consume tier 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | Soul Transfer | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | Soul Monarch | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Spell casting[edit]
Spellcasting As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.
Cantrips At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.
Spellbook At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.
The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library.
Copying a Spell into the Book. When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it.
Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.
For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.
Replacing the Book. You can copy a spell from your own spellbook into another book-for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.
If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.
The Book's Appearance. Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.
Preparing and Casting Spells The Wizard table shows how many spell slots you have to cast your wizard 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.
You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you're a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Ritual Casting You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.
Spellcasting Focus You can use an arcane focus as a spellcasting focus for your wizard spells.
Learning Spells of 1st Level and Higher Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook.
Collect and use[edit]
As you explore your abilities you realise that you can collect the souls of the fallen and empower your own abilities.
As a bonus action you can collect the souls of the dead creatures and store them inside yourself.
When you cast a spell you can use the souls in your soul storage to empower your spells.You can add cr x spell lvl d6 damage when you cast a spell how many souls you can use is depends on your int modifier if your int is 16 you can use 3 souls.
Ethereal Affinity[edit]
You born with innate ability to communicate and see souls at the same time you have ability to hear the ripples in souls so you can understand them and talk to them and because you can see the souls of other.You can see the ethereal plane and you gain advantage in perception checks in ethereal plane.
At level 5 at the same time you can see the colours of the souls.You make a wisdom saving throw if you succeed you see and it doesn't realize if you fail target realizes that you cast a spell White soul means a pure heart while yellow means that person is very lucky black means they have evil intentions
Devour[edit]
As your knowledge of soul grows you understand that you can devour the souls in your innate domain.
When you try to devour soul you and the creature you are trying to devour enters into a contest creature throws wisdom saving throw while you use your intelligence if you beat the creature you gain their memories and knowledge. if they know any spell you can add one spell to your spell book. if you fail the saving throw you cant try again until you take a long rest you can try up to 3 times after that soul gets destroyed
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.
Soul Consume and adapt[edit]
as a bonus action you can consume one of the souls in your innate domain.Ability you gain depends on the cr of the creature consumed there is 4 tiers you can gain abilities in tier 1 you can acces tier 2 at 9 for tier 2 abilities you need to consume at least cr 4 soul you can acces tier 3 at 14 abilities you need to consume at least cr 9 soul you can acces tier 4 at 18 abilities you need to consume at least cr 17 soul
tier 1: Dark vision 1h 120 ft See invisibility for 1 minute 30 ft Become proficient for a skill or gain expertise ıf you already proficient in it for 1 hour initiative +2 for 30 minutes
Soul Channel[edit]
At 6th level, you gain the ability to temporarily channel the power of a consumed soul to cast spells. As a bonus action, you may expend one collected soul to cast a spell known to the consumed creature. The spell must meet the following criteria:
- The spell is of a level you can cast
The spell uses your Intelligence as the spellcasting ability. Once the spell is cast, it is forgotten and cannot be cast again unless learned through other means. You can use this feature once per long rest.
Soul Reaper[edit]
When you killed a creature you can use your reaction to collect the death soul.You gain the soul of the dead creature and every one in 30ft makes a wisdom saving throw if they fail they become frightened of you until the end of your next turn and takes 2d10 damage if they succeed nothing happens damage become 3d10 at level 12 becomes 5d10 lvl 16
Consume Tier 2[edit]
Passive:you gain temp hit points equal to your soul mage level whenever you use a tier 2 ability. Plus +2 to your spell saving dc and spell attack modifier. You can add your int modifier to your concentration check. You can gain resistance to 1 element and you can ignore resistance for that element.
Soul render[edit]
You treat resistances as non existent and immunities as resistances whenever you deal necrotic damage.
Devourer of fears[edit]
When a creature is frightened of you they gain disadvantage against your spell saving throws and they cant move.
Ethereal visit[edit]
You gain etherealness spell you can cast this spell without expending a spell slot once per long rest. İn the ethereal plane you feel at home as the ruler of souls . Dm decides what happens.
Consume tier 3[edit]
Passive:Your spells deals crit damage when enemy rolls 1 or auto fails it. You gain spell overdrive feat.You can cast two spells with one action.For 1 minute. Whenever you cast a spell you gain a one level lower spell slot. Whenever you cast a spell you cast it a one level more and add your int modifier to dmg
Soul Nova[edit]
You sacrifice every soul you have and deal damage equal to total cr of all your souls.
Consume tier 4[edit]
Passive:Your spells deals max dmg You gain proficiency for all your saving throws You cast a 10th level spell dm decides(you need 24 cr creature when you do this you can't use other consume features ) You can create your soul clone it is your replica and has same abilities as you and if you die you revive through it
Soul Transfer[edit]
You can transfer of souls.If you slain a creature and their body is intact you can use this feature and transfer another soul into that body.
Soul Monarch[edit]
You become the ruler of ethereal plane your dm decides what happens. Also you can bring unwilling creatures to ethereal plane with etherealness spell.
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:
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