Soul Manipulator (5e Class)
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- 1 Soul Manipulator
- 1.1 The Power Within
- 1.2 Creating a Soul Manipulator
- 1.3 Class Features
- 1.3.1 Table: The Soul Manipulator
- 1.3.2 Soul Powers
- 1.3.3 Soul Tear
- 1.3.4 Soul Well
- 1.3.5 Unarmored Defense
- 1.3.6 Soul Path
- 1.3.7 Minor Sway
- 1.3.8 Soul Blast
- 1.3.9 Ability Score Improvement
- 1.3.10 Soul Tether
- 1.3.11 Greater Control
- 1.3.12 Greater Influence
- 1.3.13 Manipulation
- 1.3.14 Soul Stop
- 1.3.15 Manipulate Soul
- 1.3.16 Mind Shield
- 1.3.17 Daze
- 1.3.18 Soul Split
- 1.4 Accumulator
- 1.5 Nullifier
- 1.6 Soul Splitter
- 1.7 References
- 1.8 Multiclassing
The Power Within
Soul manipulators are those who can tap into the power of souls, allowing them to drawn forth power within them while subtlety influencing others. They are a secluded bunch that travel the world in search of meaning behind their powers. While they can easily manipulate souls, most will never learn the true meaning behind having a soul.
Creating a Soul Manipulator
Did you learn to harness the power of souls by yourself or did you receive training from someone who knows how to control souls? Do you value your soul and the powers it has highly? What are you goals in becoming a soul manipulator?
- Quick Build
You can make a soul manipulator quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Dexterity then Constitution. Second, choose the acolyte background. Third, choose the dagger, the shortsword, and the explorer's pack.
As a Soul Manipulator you gain the following class features.
- Hit Points
Weapons: Simple weapons, martial weapons
Saving Throws: Wisdom, Charisma
Skills: Choose three skills from Deception, History, Insight, Investigation, Medicine, Nature, Perception, Persuasion, and Stealth
You start with the following equipment, in addition to the equipment granted by your background:
- any simple weapon
- (a) a scholar's pack or (b) an explorer's pack
- (a) a shortsword or (b) a quarterstaff
- If you are using starting wealth, you have 2d4 x 10 gp in funds.
|1st||+2||Soul Powers, Soul Tear,|
Soul Well, Unarmored Defense
|2nd||+2||Soul Path, Minor Sway|
|4th||+2||Ability Score Improvement|
|5th||+3||Soul Tether, Greater Control|
|7th||+3||Soul Path feature|
|8th||+3||Ability Score Improvement|
|10th||+4||Soul Path feature|
|12th||+4||Ability Score Improvement|
|15th||+5||Soul Path feature|
|16th||+5||Ability Score Improvement|
|18th||+6||Soul Path feature|
|19th||+6||Ability Score Improvement|
Some features of this class require spell attack modifier and spell save DC, for this use Wisdom as your spell casting ability.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Beginning at 1st level, you have learned how to tear a creature's very soul from its body. As an action, you may make a ranged spell attack against a creature within 60 feet of you. You deal 1d6 + your Wisdom modifier psychic damage. This damage increases by 1d6 when you reach 3rd level(2d6), 5th level(3d6), 7th level(4d6), 10th level(5d6), 12th level(6d6), 14th level(7d6), 16th level(8d6), 18th level(9d6), and 20th level(10d6).
Beginning at 1st level, you gain a stock of soul charges that you can use to increase the damage of soul blast and soul tear. The amount of soul charges you have is equal to your soul manipulator level. You gain soul charges(minimum of one) equal to the CR of any creature that dies within 60 feet of you that is not of undead or construct type. You may use one or more charges to increase the amount of damage soul blast does by 1 or to increase the amount of damage soul tear does by 2 for each charge spent.
Beginning at 2nd level, your affinity with manipulating souls taking on a unique approach. Choose an subclass that emulates your increased between: Accumulator, Nullifier or Soul Splitter, all detailed at the end of the class description. Your subclass choice grants you features at 2nd level and again at 7th, 10th, 15th, and 18th levels.
Beginning at 2nd level, you may attempt to temporarily alter creatures' souls to your benefit. You may cast one of the following spells once: charm person, hideous laughter, or bane. You regain use of this feature after you finish a short or long rest.
Beginning at 3rd level, as an action, you may expel a wave of energy in front of you. Each creature in a 15 foot cube in front of you must make a Dexterity saving throw. A target takes 1d4 + your Wisdom modifier force damage on a failed save, or half as much damage on a successful one. This damage increases when you reach 5th level(2d4), 7th level(3d4), 9th level(4d4), 11th level(5d4), 14th level(6d4), 17th level(7d4), and 20th level(8d4).
Ability Score Improvement
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.
Beginning at 5th level, you have learned how to bind a recently lost soul to its departed body. As a bonus action, you may bind a creature's soul to your current plane as long as the creature is within 30ft of you, and has not been dead for more than 1 round(6 seconds). You return that creature to life with 0 HP, but stabilized and with 2 failed death saving throws. You regain use of this feature after you finish a long rest.
Beginning at 5th level, you may attempt to bend a creatures' souls to your will. You may cast the following spells multiple times equal to your wisdom mod (minimum of 1): calm emotions, suggestion, enthrall or crown of madness (you create a spectral crown). You regain use of this feature after you finish a short or long rest.
Beginning at 6th level, you may gain advantage on a Deception, Persuasion, or Intimidation check on a creature within 30ft of you that can see you. You may use this feature twice and you regain all uses of this feature after you finish a long rest.
Beginning at 9th level, you may attempt to manipulate creatures' souls. You may cast one of the following spells once: compulsion, confusion, enemies abound or charm monster. You regain use of this feature after you finish a short or long rest.
Beginning at 11th level, your powers have advanced to the point where you can almost slow a creature to a stop. As an action you can attempt to stop time for a creature within 30 feet of you. On a failed Wisdom saving throw, the creature can not take damage, attack, or move until the start of your next turn. You regain use of this feature after you finish a short or long rest.
Beginning at 13th level, you may attempt to reshape a creature's very soul. You may cast one of the following spells once: dominate person, geas or modify memory. You regain use of this feature after you finish a short or long rest.
Beginning at 17th level, as a reaction whenever a creature within 30 feet of you takes an action, you may attempt to confuse that creature. When you do so, the creature must make a Wisdom saving throw. On a failure, the creature's action is spent without having taken effect. You regain use of this feature after you finish a short or long rest.
Beginning at 20th level, you may split your soul in two giving another creature the benefits of being a soul manipulator. As an action, you split your soul into another creature that you are touching. That creature gains access to all the class features that you have access to for 1 minute or until they are knocked unconscious. Also, if the creature were to use a class feature with a limited amount of charges, it counts as if you used that class feature. The creature may not use a soul manipulator feature if you have no charges for the feature. Afterwards, you soul returns to you regardless of distance and plane of existence. You regain use of this feature after you finish a long rest.
Accumulators are the soul manipulators whose powers grow over time with their accumulation of powerful souls. They usually are a curious bunch who wish to discover the true meaning behind their powers.
- Soul Fragments
Starting at 2nd level, whenever you kill a creature that is of higher CR than your level, you absorb a small portion of its soul that you can use for various purposes. You may absorb any number of soul fragments, but you only gain the benefits of a number of soul fragments equal to half your proficiency bonus rounded up. You may not gain the benefits of any soul fragment belonging to a creature type more than once, and you may only switch between soul fragments after you finish a long rest. These soul fragments provide small benefits to you depending on the type of soul as shown below:
- Beast. Your AC goes up by +1
- Celestials. You gain blindsight for 15 feet.
- Dragons. You gain resistance to a certain damage type based on what the dragon was resistant to, see draconic ancestry for info on damage resistances.
- Elemental. You gain varying effects determined by the type of elemental: air elemental/djinni gives you no need to breath and +5 walking speed, fire gives you immunity to the effects of hot weather, ice gives immunity to the effects of cold weather, earth gives you no need to eat or drink, water gives water breathing and allows you to see through magical darkness and mist.
- Fey. You gain immunity to the charmed condition and magic can’t put you to sleep.
- Fiend. You gain an additional 30ft of darkvision.
- Giant. You gain proficiency in the Athletics skill, if you already have proficiency in it, you can double your proficiency bonus.
- Humanoid. When you fail a saving throw, you can reroll it. If you do so, you must use the new roll. You regain use of this feature after you finish a long rest.
- Monstrosity. You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
- Plant. You gain immunity to poison damage and the poisoned condition.
Starting at 7th level, you may use the Soul Well charges you have to regain use of other soul manipulator powers. As a bonus action, you may spend 3 Soul Well charges to gain a charge back of any soul manipulator feature that has charges. You regain use of this feature after you finish a long rest.
- Pure Soul
Starting at 10th level, your mastery of your soul grants you proficiency in all saving throws.
Starting at 15th level, you may touch a creature an attempt to draw forth information from its soul. On a failed Wisdom saving throw, you gain all the knowledge that creature has gained over the past week. You regain use of this feature after you finish a long rest.
Starting at 18th level, you may target one creature you can see within 30 feet of you. The creature must make a Wisdom saving throw or be magically charmed by the soul manipulator for 1 hour. The charmed target is under the your control but will not listen to your commands that endanger the target. Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. You regain use of this feature after you finish a long rest.
Nullifiers use their soul's power to thwart many a creature's plans by bending souls to the Nullifier's whim. Most use their soul's powers to weaken any who oppose them, while also protecting themselves from harm.
- Mind Distration
Starting at 2nd level, you can try to mentally distract a creature within 60 feet of you as a reaction when it makes a attack roll and before the results of the roll have been announced. On a failed Wisdom saving throw, they roll with disadvantage. You may use this feature a number of times equal to your Wisdom modifier(minimum of one) and you regain all uses of this feature after you finish a long rest.
Starting at 7th level, you may attempt to weaken a creature within 30 feet of you as an action. On a failed Wisdom saving throw, you may choose to get rid of one of that creature's resistances or reduce one of its immunities to resistance for 1 minute. You may use this feature a number of times equal to your Wisdom modifier(minimum of one) and you regain all uses of this feature after you finish a long rest.
- Magical Barrier
Starting at 10th level, you have learned how to draw forth scattered energy to protect you from harm. Whenever you are damaged, you can use your reaction to gain resistance to one of the damage types that damaged you until the start of your next turn. You may use this feature three times, and you regain all uses of this feature at the end of a short or long rest.
- Implanted Weakness
Starting at 15th level, as an action you may touch a creature and attempt to temporarily debilitate them. On a failed Wisdom saving throw, the creature has disadvantage on saving throws from magic until the start of your next turn. You regain use of this feature after you finish a short or long rest.
- Soul Frey
Starting at 18th level, your soul manipulator features now cause creature's souls to waver. Whenever a creature fails a saving throw against a soul manipulator feature or when they are hit by soul tear, the creature subtracts 1d4 from its attack rolls, saving throws, and skill checks until the start of your next turn.
Your soul has taken on a unique form, allowing you to partition off parts of your soul to others to provide them with various boons in combat. Soul Splitters are often the kindest of the soul manipulators due to their willingness to help others with their powers as opposed to manipulating them.
- Spectral Strike
Starting at 2nd level, as a bonus action, you may give another creature within 30 feet of you a small part of soul empowering their strikes. The affected creature may add 1d6 radiant or necrotic damage to one of its damage rolls every turn for 1 minute. This damage increases to 2d6 at 11th level and 3d6 at 17th level. You regain use of this trait after you finish a short or long rest.
- Soul Temper
Starting at 7th level, you may spread your soul thin, giving allies of your choice improved resilience in battle. As a bonus action, you may give all creatures of your choice within 30 feet of you advantage on saving throws against being frightened for 1 minute. You regain use of this feature after you finish a short or long rest.
- Partitioned Soul
Starting at 10th level, as an action, you may give a small portion of your soul to a number of creatures around you, protecting them from harm. All creatures of your choice within 60 feet of you gain temporary hit points equal to double your soul manipulator level. You regain use of this feature after you finish a short or long rest.
- Soul Insertion
Starting at 15th level, you may spend 24 hours with an non-living object to insert a small portion of your soul into the item. Afterwards, you may spend an action to return the soul in the item to you. While your soul is inserted in the object you can see, speak(telepathy in a language you can speak), and hear what is 20 feet around the item. You may only have one soul inserted item at any time.
Starting at 18th level, you may fortify a creature's soul for a short period of time, vastly increasing the creature's hardiness. As a bonus action, you may give a large portion of your soul to a creature within 30 feet of you, making the creature gain resistance to all damage until the start of your next turn. You regain use of this feature after you finish a short or long rest.
- D&D 5e XGtE pp.155
- D&D 5e XGtE pp.151-2
Prerequisites. To qualify for multiclassing into the soul manipulator class, you must meet these prerequisites: 15 Wisdom.
Proficiencies. When you multiclass into the soul manipulator class, you gain the following proficiencies: simple weapons and a soul manipulator skill.