Soul Manipulation School (5e Subclass)

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Soul Manipulation School[edit]

Wizard Subclass

Wizards who study the Soul Manipulation School delve into the delicate threads of life energy. They can manipulate souls, whether to heal, control, or even tear them apart. These wizards treat the soul as both a weapon and a tool, using their mastery to manipulate the very essence of life and death.

Soul Sight

At 2nd level, your study of souls has sharpened your senses to perceive the essence of living creatures. You can use an action to sense the presence of creatures within 60 feet of you until the end of your next turn. You can detect their general state (alive, dead, or undead) and whether their soul is altered (e.g., possession, curse, etc.). This doesn’t allow you to read thoughts or gain specific information about the creature, but it grants a sense of the health and spiritual nature of those around you. You can use this action a number of times equal to your Intelligence modifier (minimum of 1) regaining uses after a long rest.

Additionally, you gain proficiency in the Medicine skill if you don’t already have it. You use Intelligence, rather than Wisdom, for checks with this skill.

Soul Leech

At 2nd level, you learn how to siphon life energy from your enemies. When you deal damage to a creature with a wizard spell, you can choose to siphon a portion of its life force. The target must succeed on a Constitution saving throw against your spell save DC, or you regain hit points equal to half the damage dealt (rounded down).

Once you use this feature, you can't do it again until you finish a long rest, unless you spend a spell slot of 2nd level or higher to do so again.

Soul Bind

At 6th level, you can momentarily bind a creature’s soul to your will. As an action, you can force a creature within 30 feet to make a Charisma saving throw against your spell save DC. On a failed save, the creature’s soul becomes bound to you for 1 minute. While bound, the creature is paralyzed, though it can still speak and use any abilities or spells that does not require movement or physical components. You can spend your action to control the creature’s movements as if it were a puppet, forcing it to move up to its movement speed and take one of its actions.

Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use it again.

Soul Channeling

At 10th level, you have learned how to channel the energy of souls to augment your magical power. As a reaction when a creature that has a soul within 60 feet you can see is killed, you can empower yourself with its soul energy. You gain temporary hit points equal to twice its level (or CR) and have Advantage on the next attack roll or saving throw you make before the end of your next turn.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and regain all expended uses after a long rest.

Soul Rend

At 14th level, your mastery over souls has reached its peak. As an action, you can tear a soul from a creature, causing it immense pain. Choose a creature within 60 feet that has a soul. The creature must make a Constitution saving throw against your spell save DC. On a failed save, the creature takes 6d10 necrotic damage and is incapacitated until the end of your next turn, and you regain hit points equal to half the damage dealt. On a successful save, the creature takes half as much damage and suffer no additional effects.

Once you use this feature, you must finish a long rest before you can use it again, unless you spend a spell slot of 4th-level or higher to do so again.


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