Soul Vessel (5e Class)
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- 1 Soul Vessel
- 1.1 Creating a Soul Vessel
- 1.2 Class Features
- 1.3 Soul Vessel Paths
- 1.4 Soul Master
- 1.5 Weapon Master
- 1.6 Charms
- 1.7 Multiclassing
A dark elf crouches in the shadows as she waits for her prey, a group of duergar, to approach. As they pass her by, oblivious to her presence, she suddenly leaps out of the darkness blade in hand. She strikes one duergar down with a single blow, then whirls around and releases a blast of energy out of her palm, which slams into another duergar. She cuts another enemy down, then dances away from her foes, only to be pierced by their arrows. Taking a deep breath, the closes her eyes, and her wound close, while at the same time a glowing transparent barrier surrounds her, deflecting the barrage of arrows. Then she dashes back into the fray, spinning and swirling, slicing into foes left and right. As she wounds her enemies, a glowing white light seems to seep from them and into her. Soon, the last of the duergar falls dead at her feet. The drow stands silent for a minute, inspecting her work. Then her eyes flash white for a moment, and a pair of glowing feathery wings sprout from her back. She leaps into the air and disappears into the night.
A tiefling faces off against a massive blue dragon. Around his neck hangs a string necklace adorned with numerous carved metal disks. The dragon roars, then exhales a blast of lightning which crackles towards the tiefling at blinding speed. The tiefling clutches his necklace, and one of the disks flashes. At the last moment, the tiefling dodges out of the lightning bolt's path, escaping unharmed. Wrapping himself in a cloak of shadow, the tiefling leaps towards the dragon. As he draws his sword, he mutters a word under his breath, and his blade glows with a deadly red light. He slashes through the dragon's scales, but is flung backwards as he is struck by its powerful tail. Reeling from the blow, he tries to find his feet, but the dragon bears down on him. It raises its claws, preparing to strike the tiefling down, but as it does, a flowery shield erupts from one of the tiefling's disks, protecting him. Blood dripping from numerous cuts and scrapes, the tiefling scrambles backwards. He wipes the blood onto his blade, and the sword soaks it in, burning all the more fiercely. Then, with a cry, the tiefling plunges his sword strait into the dragon's chest. It roars with fury, then collapses in a gargantuan heap on the ground. Eyes still alight with the exhilaration of battle, the tiefling turns past the corpse of his foe, then strides towards the mountain of treasure which lies beyond.
Soul Vessels draw upon a magical energy within themselves called soul, which they can use to power various abilities. Soul Vessels also rely upon special talismans known as charms, which enhance certain abilities or even grant new ones.
Creating a Soul Vessel
Soul Vessels wander on the edges of the world, where shadows gather and horrifying monsters lurk. They are tasked with protecting the world against evil wherever it shows, hopefully dealing with it before it can ever cause any harm. To gain their powers, Soul Vessels must undergo long and grueling training, where they hone both their bodies and minds. Soul Vessels learn to empty themselves of any emotions in order to reach deep within themselves and find their soul: a magical energy which resides within all creatures. When creating a Soul Vessel, ask yourself what drove you to devote yourself to such a hard and a dangerous path. Do you seek vengeance? Redemption? A way to prove yourself? And now that you have completed your training, and have great power within your grasp, what will you do with it?
- Quick Build
You can make a Soul Vessel quickly by following these suggestions. First, either Strength or Dexterity should be your highest ability score, followed by Wisdom. Second, choose the Outlander background.
As a Soul Vessel you gain the following class features.
- Hit Points
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, shortswords, rapiers
Saving Throws: Dexterity, Wisdom
Skills: Choose two from Acrobatics, Athletics, Insight, Investigation, Medicine, Nature, Perception, Stealth, Survival
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a rapier or a shortsword or (b) two simple melee weapons
- (a) a dungeoneer's pack or (b) an explorer's pack
- (a) scail mail or (b) leather armor, a longbow and 20 arrows
|Features||Maximum Soul Points||Charms Known||Charm Notches|
|1st||+2||Empty Spirit, Soul||3||—||—|
|3rd||+2||Soul Vessel Path||3||2||2 notches|
|4th||+2||Ability Score Improvement||4||2||2 notches|
|5th||+3||Extra Attack||5||2||2 notches|
|6th||+3||Shade Cloak||6||2||2 notches|
|8th||+3||Ability Score Improvement||8||3||3 notches|
|9th||+4||Soul Vessel Path Feature||9||3||3 notches|
|10th||+4||Ability Score Improvement||10||3||3 notches|
|11th||+4||Monarch Wings||11||4||4 notches|
|12th||+4||Ability Score Improvement||12||4||4 notches|
|13th||+5||Soul Vessel Path Feature||13||4||4 notches|
|14th||+5||Void Dash||14||4||4 notches|
|15th||+5||Shadow Tendrils||15||5||5 notches|
|16th||+5||Ability Score Improvement||16||5||5 notches|
|17th||+6||Soul Vessel Path Feature||17||5||5 notches|
|18th||+6||Void Heart||18||5||6 notches|
|19th||+6||Ability Score Improvement||19||5||6 notches|
|20th||+6||Soul Consumption||20||5||6 notches|
At 1st level, you have learned to empty yourself and push your emotions aside. You have advantage on saving throws against being charmed or frightened.
At 1st level, your training allows you to harness the magical energy of your soul which resides deep within your being. Your access to this energy source is represented by a number of soul points. Your Soul Vessel level determines how many soul points you have, as shown on the Soul Points table. You can spend these points to use various features. You start off knowing two of these features: Focus Soul, and Vengeful Spirit. Both of these features are detailed below.
When you spend a soul point, it becomes unavailable to you until you finish a long rest, after which you regain all your expended soul points. In addition, whenever you damage a creature with a weapon attack, you regain 1 soul point.
Some of your features require one or more creatures to make a saving throw to resist that feature's effect.
Soul save DC = 8 + your proficiency bonus + your Wisdom modifier
- Focus Soul
As an action, you can expend any number of soul points. For each soul point expended, you regain 2 hit points.
- Vengeful Spirit
As an action, you can expend a soul point to release a powerful burst of energy. Make a ranged spell attack against a target you can see within 30 feet of you. The attack bonus equals your proficiency bonus plus your Wisdom modifier. On a hit, the target takes 1d10 force damage. When you reach 5th level in this class, you can expend up to 3 soul points when you use this feature. On a hit, the target takes 1d10 force damage for each soul point you expended.
You have grown strong enough to gain access to magical Soul Vessel talismans called charms. Charms appear a circular metal disks, approximately two inches wide, and are engraved with unique patterns to represent their effects. At 2nd level, you gain two charms of your choice. Your charm options are detailed at the end of the class description. When you gain certain Soul Vessel level, you gain additional charms of your choice, as shown in the Charms Known column of the Soul Vessel table. additionally, whenever you gain a level in this class, you can exchange one of your charms for a different charm that you could gain at that level.
While active, each of your charms gives you certain special benefits. While inactive, your charms do nothing. Each charm you have has a notch cost, and the number of charms you can have active at a time depends on their notch costs. The number of charms you can have active at a time cannot have a total notch cost which exceeds your total number of charm notches. The number of charm notches you have is shown in the Charm Notches column of the Soul Vessel table. In addition, whenever you finish a long rest, you can change which of your charms are active, as long as their total notch cost does not exceed your total charm notches.
Soul Vessel Path
At 3rd level, you can choose what type of specialty you wish to pursue. Choose either Charm Master, Soul Master, or Weapon Master, all of which are detailed at the end of the class description. Your choice grants you features at 3rd level and again at 9th level, 13th level, and 17th level.
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 can attack twice, instead of once, when you take the Attack action on your turn.
Starting at 6th level, you can wrap yourself in shadow and move with incredible speed. As a bonus action, you can expend 3 soul points to take the Dash action. In addition, until the start of your nest turn, your movement doesn't provoke opportunity attacks, and you can move through other creature's spaces, although you cannot end your turn there. If you end your turn in another creature's space, you take 11 (2d10) force damage, and are pushed out to the nearest unoccupied space.
Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. Whenever you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
At 11th level, you can cause magical feathery wings to temporarily sprout from you back. As an action, you can expend 5 soul points to gain a flying speed of 40 feet. The wings that you grow shed bright light in a 10 foot radius, and dim light for an additional 10 feet. In addition, your melee weapon attacks deal an extra 1d4 radiant damage. These affects last for 1 minute. However, you can use a bonus action to expend 5 soul points and extend the duration of the effects for another 1 minute.
Starting at 14th level, you can create a shadowy burst of energy and propel yourself forwards. As an action, you can expend 7 soul points to move up to 300 feet in a strait line. Your movement is stopped early if you come into contact with a medium or larger creature or object. If you run into a small or smaller creature or object, that creature/object is pushed out of the way to the nearest unoccupied space, even if doing do would potentially break it. Any creature or object you run into takes 1d10 bludgeoning damage for each 50 feet you moved with this feature. This movement doesn't provoke opportunity attacks.
When you reach 15th level, you can cause inky tendrils of darkness to erupt from the ground around you. As an action, you can expend 10 soul points and choose any number of creatures you can see within 30 feet of you. A shadowy tentacle appears in each of the chosen creatures' spaces, and they take 2d8 necrotic damage and are grappled (use your soul save DC as the escape DC). While grappled this way, a creature is restrained, and takes 1d8 necrotic damage when it starts its turn in a tentacle's grasp. Each tentacle has an AC of 15 and 20 hit points. A tentacle is destroyed when it is reduced to 0 hit points, or when the creature it is grappling escapes its grapple.
At 18th level, the energy of soul sustains you. As long as you have regained at least 1 soul point in the last 24 hours, you don't need to eat, sleep, or drink. You also have advantage on saving throws against gaining levels of exhaustion. In addition, your soul purges your body of malady. You are immune to poison damage, as well as the poisoned condition.
When you reach 20th level, you gain the ability to consume the souls of other creatures. As an action, you can touch a creature within 5 feet of you. That creature must make a Constitution saving throw against your soul save DC. The creature takes 12d10 necrotic damage on a failed save, or half as much on a successful one. If this damage reduces the creature to 0 hit points, it dies, and you consume its soul. You regain 2d10 soul points, unless the creature is a construct or undead. Creatures killed this way cannot be revived by any means short of a wish spell. Once used, this feature can't be used again until you finish a long rest.
Soul Vessel Paths
Charm masters are Soul Vessels who specialize in harnessing the abilities of charms. Charm masters can use far more charms than most Soul Vessel, and can use them to greater effect.
- Additional Charms
At 3rd level, you gain two additional charms of your choice. You gain another additional charm of your choice at 9th level, 13th level, and at 17th level. These charms do not count against the maximum number of charms you can have. In addition, you can ignore any non-level prerequisites of charms you wish to gain.
- Additional Charm Notches
At 3rd level, the total number of charm notches you have also increases to five. At 9th level, your total number of charm notches increases to six, then to eight at 13th level, and finally to ten at 17th level.
- Favored Charm
At 9th level, you can select one of your charms to be your favored charm. The notch cost of your favored charm is reduced by 1. Your favored charm also protects you, both mind and body. While it is active, your favored charm grants you a +1 bonus to AC, as well as a +1 bonus to Wisdom saving throws.
- Charm Versatility
When you reach 13th level, your mastery of charms allows you to change between them far more easily. You can change which of your charms are active as an action,as long as their total notch cost does not exceed your total charm notches.
- Charm Master's Boon
At 17th level, your charms work together to heal you when you need it most. At the start of each of your turns, you regain 2 hit points for each of your active charms if you have no more than half your hit points left. You don't gain this benefit if you have 0 hit points.
Soul masters focus on the powers of their soul above all else, using it to create powerful magic.
- Howling Wraiths
Starting at 3rd level, you can call upon angry spirits to release a blood-chilling cry. As an action, you can expend 3 soul points and choose any number of creatures within 30 feet of you that can aren't deafened. Each of those creatures must succeed on a Wisdom saving throw against your soul save DC or be frightened for 1 minute. A frightened creature can repeat the saving throw at the end o each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, it is immune to the effects of this feature for the next 24 hours.
- Shade Soul
At 3rd level, your Vengeful Spirit becomes more powerful. Its range increases to 60 feet, and you can add your wisdom modifier to the damage you deal with it. In addition, the damage type changes from force to necrotic.
- Desolate Dive
When you reach 9th level, you can release your soul in a destructive burst. As an action, you can expend 6 soul points and leap into the air, then smash down into the ground, creating a shock wave of magical energy. Each creature within 15 feet of you must make a Dexterity saving throw against your soul save DC, taking 3d10 force damage on a failed save, or half as much on a successful one. Your resistance is also temporarily increased. The next time you take damage before the start of your next turn, that damage is halved as long as it was nonmagical.
- Descending Dark
At 13th level, the effectiveness of your desolate dive is increased. It deals an extra 1d10 damage, the damage type changes from force to necrotic, and the next time you take damage before the start of your next time, the damage is halved, regardless of whether it is magical or not.
- Spell Resistance
Your constant use of magical energy has made you resistant to its effects. Starting at 13th level, you have resistance to damage from spells.
- Soul Spell
At 17th level, your mastery over soul has allowed you to use it to mimic powerful spells. As an action, you can expend some soul points to cast one of the following spells: Circle of Death (13 points), Shadow of Moil (10 points), Sickening Radiance (11 points), Soul Cage (14 points), Sunbeam (14 points), Wall of Light (12 points). Once a spell has been cast using this feature, you can't cast that spell again util you finish a long rest.
Weapon Masters devote themselves to the art of the blade, using it in deadly combination with both the power of their soul and their charms.
- Weapon Savant
At 3rd level, your extensive knowledge of weapons grants you proficiency with martial weapons.
- Infused Strikes
Starting at 3rd level, you can expend your soul energy to empower your attacks. As a bonus action, you can expend up to 2 soul points. Until the end of your next turn, you gain a bonus to your attack and damage rolls with melee weapons. The bonus equals the number of soul points you spent. When you reach 9th level, the maximum number of soul points you can spend on this ability increases to 3, then again to 4 at 13th level, and finally to 5 at 17th level.
- Dash Slash
At 9th level, you learn an ancient Soul Vessel weapon technique: the dash slash. When you take the Dash action on your turn, you can take the Attack action as a bonus action immediately after you finish moving. If you do, the first attack you make deals an extra 1d10 damage on a hit.
- Magic Weapon
When you reach 9th level, you can choose up to two of your melee weapons. These weapons now count as magical, for the purpose of overcoming resistances and immunities.
- Cyclone Slash
At 13th level, you learn another of the ancient Soul Vessel techniques: The cyclone slash. When you take the Attack action on your turn, you can instead choose to make a melee weapon attack against any number of creatures within 5 feet of you. However, only the first attack that hits regains you a soul point.
- Great Slash
When you reach 17th level, you learn the ultimate Soul Vessel weapon technique: the great slash. When you take the Attack action on your turn, you can choose to make only one attack. If you do, if that attack was made with a melee weapon, its reach increases by 10 feet, it deals an extra 3d10 damage on a hit, and on a hit, if the target is a creature, it must succeed on a Strength saving throw against your soul save DC or be pushed 10 feet backwards and be knocked prone.
If a charm has prerequisites, you must meet them if you wish to gain it. You can gain a charm at the same time you meet its prerequisites. A level prerequisite refers to your level in this class.
- Baldur Shell
Notch cost: 2
Whenever you use your focus soul feature on your turn, this charm conjures a transparent shell which encases you, causing ranged attack rolls made against you to be made with disadvantage until the start of your next turn.
- Carefree Melody
Notch cost: 3
This charm has the potential to protect you from harm. Whenever you would take damage, roll a d6. On a roll of 1, halve that damage.
Prerequisite: Shade cloak feature. Notch cost 2
This charm enhances your shade cloak's abilities. Your shade cloak feature costs 1 less soul point to use. In addition, whenever you use your shade cloak, your speed increases by 5 feet until the start of your next turn.
- Deep Focus
Prerequisite: 11th level. Notch cost: 4
This charm allows you to recover more effectively using your soul. Whenever you expend 1 or more soul points to regain hit points using your focus soul feature, you regain an additional 1 hit point for each soul point spent.
- Defender's Crest
Notch cost: 1
This charm emits a stinking cloud of gas. Whenever a hostile creature starts its turn within 5 feet of you, that creature must succeed on a Constitution saving throw against your soul save DC or get a -1 penalty to their attack and damage rolls until the start of their next turn.
- Dream Shield
Prerequisite: 11th level. Notch cost: 3
This charm summons a flowery spectral shield which circles around you. Whenever you are hit with a weapon attack, roll a d6. On a roll of 1, that attacks damage is prevented, and this shield disappears until the start of your next turn. If the attack that the shield blocked was a melee weapon attack, the attacker takes 1d8 piercing damage.
- Elegant Blow
Notch cost: 1
This charm allows you to flit in and out of reach as you fight. You can take a bonus action on each of your turns during combat. This action can be used only to take the Dash or Disengage actions.
- Fragile Heart
Prerequisite: 7th level. Notch cost: 2
This charm makes you tougher and harder to kill. Your hit point maximum increases by 10. If you are ever reduced to 0 hit points while this charm is active, it breaks, and cannot be used again for 1 week.
- Fragile Strength
Prerequisite: Path of the Weapon Master. Notch cost: 3
This charm makes your attacks more powerful. You gain a +2 bonus to attack and damage rolls you make with melee weapons. If you are ever reduced to 0 hit points while this charm is active, it breaks, and cannot be used again for 1 week.
- Fury of the Fallen
Notch cost: 2
This charm makes you more powerful even as you grow weaker. As long as you are at less than half of your hit point maximum, you gain a +2 bonus to all damage rolls you make with melee weapons.
- Glowing Womb
Notch cost: 2
This charm transforms your soul energy into creatures which serve you. At the start of each of your turns during combat, if you have at least 1 soul point, you must expend a soul point. When you do, a Hatchling is magically summoned to the nearest unoccupied space from you. The Hatchling is friendly towards you and follows your verbal commands. Roll initiative for it. If you don;t issue any orders to the Hatchling, it defends itself from hostile creatures, but otherwise takes no actions. This charm doesn't function outside of combat. The link to the Hatchling stat block is posted at the end of this class description.
- Grubberfly's Elegy
Prerequisite: 7th level. Notch cost: 3
While at full strength, this charm allows you to fling blades of energy from your weapons. As long as you are at full hit points, when you make a melee weapon attack, you can instead choose to fire a scythe of energy from that weapon. This blade has the same bonus to attack and damage rolls as the melee weapon you would have used, but has a range of 30 feet, and deals slashing damage rather than whatever damage type your weapon would have dealt. This blade of energy also deals an extra 1d6 slashing damage on a hit.
Notch cost: 1
This charm allows you to recover soul when you are hurt. The first time you take damage during each round in combat, you regain 1 soul point. If both this charm and the Grubberfly's Elegy charm are active at the same time, you regain 2 soul points instead.
- Heavy Blow
Prerequisite: Path of the Weapon Master. Notch cost: 2
This charm puts great force behind your blows. Whenever you hit a creature with a melee weapon attack, you can choose to push that creature 5 feet backwards.
- Joni's Blessing
Prerequisite: 7th level. Notch cost: 4
This charm bestow's upon you Joni's blessing, and grants you great endurance, but at a price. Whenever you finish a long rest, you gain 20 temporary hit points. However, you cannot regain hit points using your focus soul feature.
Prerequisite: Path of the Soul Master. Notch cost: 5
This charm allows you to slowly absorb its limitless amounts of soul. At the start of your turn during combat, you regain 1 soul point. This charm does not function outside of combat.
- Lifeblood Heart
Notch cost: 2
This charm increases your endurance. Whenever you finish a long rest, you gain 10 temporary hit points.
Notch cost: 2
This charm increases the reach of your attacks. The reach of your melee weapon attacks increases by 5 feet.
- Mark of Pride
Prerequisite: 15th level, Path of the Weapon Master. Notch cost: 3
This charm greatly increases the reach of your weapon attacks. The reach of your melee weapon attacks increases by 10 feet.
- Mask of Shadows
Notch cost: 1
This charms cloaks hides you and lets you blend in with darkness. You have advantage on Dexterity (Stealth) checks.
- Quick Focus
Prerequisite: 7th level. Notch cost: 3
This charm allows you to recover your health at far greater speed. You can use your focus soul feature as a bonus action, but if you do, you can spend no more than five soul points on it at a time.
- Quick Slash.
Prerequisite: 15th level. Notch cost: 3
This charm allows you to attack at blinding speed. Immediately after you take the Attack action on your turn, you can use a bonus action to make one addition attack with one of the weapons you were using.
- Shaman Stone
Prerequisite: Path of the Soul Master. Notch cost: 3
This charm increases the power of your vengeful spirit. Your vengeful spirit feature deals an extra 1d10 damage.
- Shape of Unn
Notch cost: 2
This charm transforms you into a slug when you use your soul to heal. When you use your focus soul feature, you transform into a slug until the start of your next turn. While in slug form, your size is small, your speed increases to 40 feet, and you lose all your features except your ability scores and the benefits granted to you by your active charms. In addition, while in slug form, your movement does not provoke opportunity attacks, and you can take the Dash action as a bonus action.
- Sharp Shadow
Prerequisite: Shade cloak feature. Notch cost: 2
This charm gives your shadow a razor-sharp edge. Whenever you move through a creature's space using your shade cloak feature, that creature takes 1d10 piercing damage.
- Soul Catcher
Prerequisite: 7th level. Notch cost: 2
This charm allows you to gain more soul when you wound other creatures. The first time each round you hit a creature with a weapon attack during combat, you regain an extra 1 soul point.
- Soul Eater
Prerequisite: 15th level, Path of the Soul Master. Notch cost: 4
This charm allows you to gain far more soul than normal by wounding creatures. Whenever you hit a creature with a weapon attack, you regain an extra 1 soul point.
- Soul Sharer
Notch cost: 2
This charm allows you to heal others using your own soul. Instead of targeting yourself with your focus soul feature, you can instead choose for another creature within 5 feet of you to regain the hit points you healed, as long as that creature isn't a construct or undead.
- Spell Twister
Prerequisite: Path of the Soul Master. Notch cost: 2
This charm reduces the amount of soul it takes to use some of your features. The soul point costs of your vengeful spirit, howling wraiths, and at later levels desolate dive features are all reduced by 1. This reduction cannot reduce the cost below 1.
- Spore Shroom
Notch cost: 1
This charm channels you healing energy into a burst of poisonous spores. Whenever you use your focus soul feature, each creature within 5 feet of you must make a Constitution saving throw against your soul save DC or be poisoned until the end of their next turn.
Notch cost: 1
This charm make you marginally faster. Your speed increases by 10 feet.
- Stalwart Shell
Notch cost: 2
This charm protects you as you heal yourself. Whenever you use your focus soul feature, your AC increases by 2 until the start of your next turn.
- Steady Body
Notch cost: 1
This charm makes you more steadfast. You have advantage on saving throws against being knocked prone, and if an effect would push you, you can choose to be pushed only half the normal distance.
- Thorns of Agony
Notch cost: 1
Spectral vines erupt from this charm and lash out at nearby creatures when you are hurt. Whenever you take damage, each creature within 5 feet of you takes 1d4 piercing damage.
- Wayward Compass
Notch cost: 1
This charm gives you great geographical knowledge. You are aware of the locations of any buildings within 3 miles of you.
Hatchling Stat Block
Prerequisites. To qualify for multiclassing into the Soul Vessel class, you must meet these prerequisites: Strength or Dexterity 13 and Wisdom 13
Proficiencies. When you multiclass into the Soul Vessel class, you gain proficiency in light armor and with simple weapons