Soul Wielder (5e Class)

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Soul Wielder[edit]

<!-Soul Wielder->[edit]

Creating a Soul Wielder[edit]


Creating a Soul Wielder

When creating a Soul Wielder, Think of your backstory not everyone is able to become a soul wielder due to the rareness of teachers. Most Soul Wielders are unknowing of the world unless they somehow found a teacher who was willing to show them the ways. Talk with the DM for an origin story. Born into the family? Found dying and showed promise? Or is it a common thing in the campaign?

Class Features

As a Soul Wielder you gain the following class features.

Hit Points

Hit Dice: 1d8 per Soul Wielder level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Soul Wielder level after 1st

Proficiencies

Armor: light and Medium Armor
Weapons: Simple weapons, Katana, Short swords and Longbows
Tools: 1 Musical instrument of choice
Saving Throws: Choose one Charisma or Constitution and Soul Attribute
Skills: Choose 2 Arcana, Insight, Perception, Performance, Persuasion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) short sword or (b) 2 simple melee or (c) Longbow + 20 arrows
  • (a) padded leather armor or (b) hide armor
  • Proficient musical instrument
  • (a) explorers pack or (b) dungeoneers pack

Table: The Soul Wielder

Level Proficiency
Bonus
Features
1st +2 Soul Attribute, Soul Sight
2nd +2 Soul Binding
3rd +2 Sould Wielder Achetype
4th +2 Ability Score Improvement, Ability Score increase
5th +3 Extra Attack
6th +3 Enhanced Soul Binding
7th +3 Archetype Feature, Soul Infusion
8th +3 Ability Score Improvement, Ability Score Improvement, Soul Meister
9th +4 Souls Endurance
10th +4 Enhanced Soul Infusion
11th +4 Archetype Feature
12th +4 Ability Score Improvement, Ability Score increase
13th +5 Archetype Feature, Extra Attack
14th +5 Indomitable Soul
15th +5 Weaken Soul
16th +5 Ability Score Improvement, Ability Score Improvement, True Soul Binding
17th +6 True Soul infusion, Archetype feature
18th +6 Soul Targeting
19th +6 Ability Score Improvement, Ability Score Improvement
20th +6 Archetype Ability

Class Features[edit]

Mind Weapon[edit]

As a bonus action, or as part of an attack action, you can create a single semisolid object composed of psychic energy. The Weapon can take the form of any Light Melee Weapon and deals Damage based on the form you have chosen. You use your intelligence modifier for attack and damage rolls made with this weapon. The blade lasts until it is dismissed or leaves your grasp.

Soul Sight[edit]

Through training your mind and spirit you have become attuned with the spiritual world. You are able to see the faint glow of a creature’s soul and discern a creature’s size, alignment, and current mood from it.

Mind Flare[edit]

Beginning at 1st Level, you gain the ability to infuse your Mind Weapon with destructive psychic energy. Once per turn, you can deal an extra 1d4 Psychic damage to one creature you hit with an attack. The amount of extra damage increases as you gain levels in this class as shown in the Mind Flare column of the SoulKnife Table.

Mind Guard[edit]

Beginning at 2nd Level, while you are wearing no armor, your AC equals 10 + your Dexterity Modifier + your Intelligence Modifier.

Sharpened Mind[edit]

Starting at 6th Level, your Mind Weapon now counts as a Magical Weapon for purposes of bypassing Resistance and Immunity, and gains a +1 Magical Bonus. This Magical Bonus increases to +2 at 10th Level, and +3 at 15th Level.

Mind Weapon Enhancement[edit]

At 2nd and 13th Levels, your training has taught you new ways to manipulate your Mind Weapon.

  • Persistent Mind

You learn to maintain your Mind Weapon even when it is out of your grasp. Your Mind Weapon gain the “Thrown” Property with a range increment of 30/60ft and persist until dismissed

  • Heavy Focus

Through greater focus you can concentrate more psychic energy into your weapon. Your Mind Weapon can now take the form of Heavy weapons

  • Mind Bolt

You are able to form your Mind Weapon into various Ranged Weapons. Your Mind Weapon deals damage based on its form, and consumes no ammunition.

  • Split Focus

You gain the ability to form a second Mind Weapon.

  • Mind Shield

You are able to form your Mind Weapon into a defensive shield of Psychic Energy. The Shield grants +2 AC.

Archetype[edit]

At level 3 you choose the aptitude of your ranger. You may choose from Divine Slayer, Radiant Sniper. Your choice grants you features at level 3rd, 6th, 14th, and 18th level.

Ability Score Increase[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.

Extra Attack[edit]

Beginning at 5th Level, you can attack twice, instead of once, whenever you take the Attack Action on your turn. The number of attacks increases to three when you reach 11th level and four when you reach 20th level in this class.

Ability Score Increase[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.

Guardian[edit]

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Healer[edit]

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SpeedFreak[edit]

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Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your archetype.

1st Level

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2nd Level

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3rd Level

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4th Level

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5th Level

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Multiclassing[edit]

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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