Soul Magi (5e Subclass)
Soul Magi[edit]
Fighter Subclass
Magi's are fighters who have been taught an old and powerful tactic, giving them access to magic that would enhance their power by using the souls of the dead, both passively and actively. They are few and far between, as following the path of the Magi is generally seen as a taboo, similar to necromancy.
- Mystic Prowess
At 3rd level a fighter can choose to follow the path of the Magi, you gain mystical knowledge. You learn two cantrips from the Wizard's spell list, and one additional cantrip when you reach the 10th level. Intelligence is your spellcasting ability for these cantrips.
In addition, you gain proficiency in Arcana, or expertise in Arcana, if you are already proficient.
- Soul Harvest
At 3rd level you can capture souls by bonding them with your own. As a reaction to you killing a creature, you can steal the soul from their dead body. The creature must be sentient and at least medium in size. This reaction may be used an amount of times equal to your proficiency modifier. You regain the ability to use this reaction after finishing a short or a long rest. Any souls non spent are loss after you finish a long rest.
You can use stolen souls for the following abilities, freeing them after being used:
Ethereal Slash (Cost: 1-6 souls). When you hit a creature with an attack, you can channel the souls trough your blade, causing the weapon to phase trough the target's flesh, targeting it's soul directly. You can spend any amount of souls you have, causing additional damage equal to 2d6, plus 1d6 per soul spent. The additional damage is force.
Light-footed (Cost: 1 soul). You have became quite quick on your toes, making you faster and more silent. For the next hour, your movement speed increases in 10 feet, and you gain advantage on all your Dexterity (Stealth) checks.
- Signature Weapon
At 7th level, you can create a spiritual bond with a non-magical weapon. During a short rest, you may choose one weapon you have used in combat at least once. You can't be disarmed from this weapon, and the weapon is considered now magical, for the purposes of overcoming resistances and immunity to non-magical damage.
In addition, the weapon can be used as a medium through the astral plane, giving you a bonus of +1 on attacks and damage rolls and causing additional 1d4 force damage on a hit. These bonus increase to +2 and 1d6 at 15th level.
- Soul Punch
Also at 7th level, you can perform a singular punch of spiritually enhanced power designed to fissure the enemies astral body. As a bonus action, you can spend 2 souls to make a melee attack using Strength. On a hit you deal 4d6 force damage and the target is stunned until the end of your next turn. The damage increases to 6d6 at 18th level.
- Blink
Starting at 10th level, by infusing your entire body with spiritual energy, you can gain immeasurable speed for one turn, and move to a point within sight instantaneously. As a bonus action, you can spend up to 6 souls to teleport to an unoccupied space you can see within 10 feet per soul spent. You can bring one willing creature or object that is not held or carried along with you.
The next attack made right after blinking is made at advantage.
- Magi Spellcasting
At 15th level, you gain the ability to cast spells. You can cast any spell from the necromancy school, from any spell list, and cast it by spending souls. You spend 1 soul, plus 1 per level of the spell. Your signature weapon can be used as a spellcasting focus, and your spellcasting ability is Intelligence.
- Adaptive
When you reach the 18th level, you can use the experiences and power of a soul you imprison in a plethora of ways, draining its life force or drawing power from its experience. You can cast the spell Soul Cage once, without spending a spell slot. Your Signature Weapon is your material component for this spell.
Once you do so, you can't use it again until you finish a long rest, unless you spend 6 souls to do it again.
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