Soulbringer (5e Class)
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Soulbringer[edit]
When magic begins to die, and a new source of power is needed to stand up to the horrors of the world, a soulbringer stakes their life on restoring balance. Rare is the desperation that births a soulbringer - one who uses the force of their essence to power magic, or is forced to use the essence of others. For some, this guilt can drive them mad. For others, they simply appreciate that their power costs them nothing, even if it costs others everything.
Overcoming The Lie[edit]
Soulbringers emerged after magic was warped several times over, throughout history. First, when mortals formed a pact with The Mana, and She offered an easier way for them to interact with magic. Then, when The Age of Agony began, and The Mana was cut off from mortals by the creation of a great seal. When the seal was broken, and The Age of Agony ended, all manner of demi-humans were created by anatomists and physiologists - and Spikes began to roam the lands. Spikes, as creatures tied to both magic and mental illness, warped magic more than ever before - until they were eventually destroyed. When the corruption was attacked at the root, it collapsed into itself, and some say this is what formed The Reaper.
It is The Reaper who instilled the belief that magic is dying. With The Mana silent for generations, some believe it to be true. It is here that soulbringers were born, and it is they alone who have the power to uncover the truth.
Creating a Soulbringer[edit]
When creating a soulbringer, it is important to decide how you feel about using your power. Do you feel guilty about consuming otherwise immortal souls to use their power, even if it means facing a great evil that does the same? Are you relieved, content that you are spared from siphoning your own soul for such power? Or have you truly committed to what you believe in and resorted to using only your own soul for strength? Will you stand up to The Reaper someday - journey to the inner kingdom and fight to uncover the truth or reverse what it has done? Will you journey elsewhere, a soothing presence and healer to the common people who cannot use magic or lack the conviction to interact with souls that you have?
- Quick Build
You can make a soulbringer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Folk Hero background. Third, choose a longsword, shield, and Priest's Pack.
Class Features
As a Soulbringer you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Soulbringer level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Soulbringer level after 1st
- Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: none
Saving Throws: Dexterity, Charisma
Skills: Choose any two from Arcana, Religion, History, Insight, and Survival.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a martial weapon with the versatile or finesse property and a shield or (b) two martial weapons with the versatile or finesse property
- any simple melee weapon
- (a) a Priest's Pack or (b) an Explorer's Pack
- a chain shirt, and a cloth talisman you make yourself
- If you are using starting wealth, you have 5d4 x 10 gp in funds.
Level | Proficiency Bonus |
Cantrips Known | Incantations Known | Short Incantations | Standard Incantations | Long Incantations | Features |
---|---|---|---|---|---|---|---|
1st | +2 | 0 | 0 | 0 | 0 | 0 | Fighting Style, Detect Spirits |
2nd | +2 | 2 | 2 | 3 | 0 | 0 | Knowledge Of The Eternal, Spirit Incantations |
3rd | +2 | 2 | 2 | 3 | 0 | 0 | Legacy |
4th | +2 | 2 | 2 | 3 | 0 | 0 | Ability Score Improvement |
5th | +3 | 2 | 2 | 3 | 0 | 0 | Extra Attack |
6th | +3 | 3 | 4 | 6 | 2 | 0 | Spirit Torch, Incantation |
7th | +3 | 3 | 4 | 6 | 2 | 0 | Greater Spirit Ally |
8th | +3 | 3 | 4 | 6 | 2 | 0 | Ability Score Improvement |
9th | +4 | 3 | 4 | 6 | 2 | 0 | Legacy Feature |
10th | +4 | 3 | 4 | 6 | 2 | 0 | Wrath of The Mana |
11th | +4 | 3 | 6 | 9 | 4 | 0 | Knowledge Of The Eternal, Incantation |
12th | +4 | 3 | 6 | 9 | 4 | 0 | Ability Score Improvement |
13th | +5 | 3 | 6 | 9 | 4 | 0 | Heart of Substance |
14th | +5 | 3 | 6 | 9 | 4 | 0 | Legacy Feature |
15th | +5 | 4 | 8 | 12 | 6 | 3 | Greater Detect Spirits, Incantation |
16th | +5 | 4 | 8 | 12 | 6 | 3 | Ability Score Improvement |
17th | +6 | 4 | 8 | 12 | 6 | 3 | Legacy Feature |
18th | +6 | 4 | 8 | 12 | 6 | 3 | Focused Wrath |
19th | +6 | 4 | 8 | 12 | 6 | 3 | Ability Score Improvement |
20th | +6 | 4 | 8 | 12 | 6 | 3 | Knowledge Of The Eternal, Mana's Avatar |
Fighting Style[edit]
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
- Archery
- Defense
- Dueling
- Great Weapon Fighting
- Protection
- Two-Weapon Fighting
- Mariner
- Close Quarters Shooter
- Tunnel Fighter
Detect Spirits[edit]
At 1st level, as an action, until the end of your next turn, you sense the presence and alignment of all spirits within 3 miles, including artificial souls like constructs or undead, but not creatures smaller Tiny. At the GM's discretion, you learn the general direction of the highest concentration of such souls, but not their exact number. You can use this feature a number of times equal to your Charisma Modifier (minimum of 1 time). When you finish a long rest, you regain all expended uses.
- Greater Detect Spirits
At 15th level, this ability grants you more accurate knowledge. You are able to pick out the location of creatures you have been in the presence of before, such as an individual person you are seeking, within 1 mile. This effect lingers in your mind for a day, but does not update as you or any other detected creature moves. Further, you learn the general direction of where the highest number of souls have been freed, such as through a large number of deaths. Your Greater Spirit Ally aids in this ability's use.
Knowledge Of The Eternal[edit]
At 2nd level, you gain +1 to all death saving throws. This increases to +2 at 11th level, and +3 at 20th level.
Spirit Incantations[edit]
Beginning at 2nd level, you know two Incantations, chosen from the list at the end of this class description. You also have a pool of charges for each kind of Incantation, which you regain when you finish a long rest. You can know additional Incantations at 6th, 11th, and 15th level. You cannot replace those that you know, but you may withhold your choices and pick a new Incantation when you level up.
- Cantrips
You also learn two cantrips from the list at the end of this class description. Note that only one from each School is listed. You learn additional cantrips when you learn new types of incantations.
- Spellcasting Ability
Charisma is your spellcasting ability for your soulbringer Incantations and cantrips, since you draw on the force of your self, as well as those of others. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for any soulbringer cantrip or incantation you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Your cloth talisman is your spellcasting focus. You must have one in order to use incantations, and some class features. If you lose the one you start with, or it is destroyed, you can make a new one over the course of a short rest, provided you have loose cloth to work with. Simply tearing fabric from your clothes or armor will do, but you must then focus your magic into it to return to it its special properties.
Legacy[edit]
At 3rd level level, you choose a Legacy, to determine how you use your magic. Choose between Life, Vicious, Quiet, Power, Sturdy, or Influence, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 9th, 14th, and 17th.
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.
Spirit Torch[edit]
At 6th level, you may ask one of your lesser spirits to illuminate your surroundings. At will, simply request it and a mote of light in a color you choose will appear. It sheds bright light out to 30 feet, and dim light for another 30 feet. The spirit will remain active until you dismiss it, or until you are knocked unconscious or fall asleep. It will not leave your side.
Greater Spirit Ally[edit]
At 7th level, you have attracted the attention of a greater spirit. You may choose its appearance as you desire, but it is intangible to all but you, and visible only to those you choose or those with senses such as truesight. As a reaction, the spirit may help you a number of times equal to your Charisma modifier (minimum of once), giving you the ability to add your proficiency bonus to your next attack roll, ability check or save, but not a death saving throw. This effect can take place even if you would already add your proficiency, but not if you would already add double your proficiency, such as due to another class' feature. You regain expended uses after a long rest.
Even this greater spirit does not have the substance to form a personality, and therefore cannot speak. It may take any shape you desire.
Wrath of The Mana[edit]
At 10th level, your spirits and your soul sync more closely. As an action, create an explosion of energy around yourself. This explosion deals 1d10 force damage and 1d10 thunder damage in a 5 foot radius. A Charisma saving throw can allow it to ignore creatures you choose. Affected creatures must make a Dexterity save against your spell DC to halve the damage. On a failed save, creatures no larger than you are knocked prone. You can use this feature a number of times equal to your Charisma modifier (minimum of once) and regain expended uses after a long rest.
This ability improves at 18th level, as listed below.
Heart of Substance[edit]
At 13th level, you gain the ability to return a soul to its container. You are able to cast Revivify or Raise Dead. If you do not have the required material component, you have 2d8 necrotic damage times the level of the spell you have chosen to cast. This damage cannot be reduced or mitigated in any way, and ignores temporary hit points as well. Once you have used this ability, you must complete a long rest before you can do so again.
Focused Wrath[edit]
At 18th level, your Wrath of The Mana damage increases to 4d8 force and 4d8 thunder. If you choose to limit the attack to a single target, make a ranged spell attack. On a successful hit, the target is pushed back 15 feet and lands prone. If it collides with a wall, the wall is broken down. If it collides with an obstacle thicker than 5 feet, increase the damage by 20 force and 20 thunder damage.
Mana's Avatar[edit]
At 20th level, you may pray for The Mana to intervene for you, as long as you are below half of your maximum hit points. The GM rolls a d100 in secret. On a 1 to 25, you are possessed by the Mana but gain 5 levels of exhaustion when this ability ends. On a 26 to 50, gain 2 levels of exhaustion. On a 51 to 75, you are not exhausted when this ability ends. On a 76 to 99, you are not exhausted and can attempt to use this ability a second time, but instead of rolling a d100, you simply gain 5 levels of exhaustion when it ends. On a 100, you are not exhausted, but The Mana takes full control of your body and manifests into the world.
If you are possessed by The Mana, for ten minutes your unarmed strikes, melee weapon attacks, cantrips, and incantations deal bonus force damage equal to half your level in this class. You are unaffected by difficult terrain, and you have advantage on saving throws for maintaining concentration, resisting the effects of frightened or charmed, and you cannot be possessed by another entity or cursed in any way. Gain temporary hit points equal to half your maximum hit points upon activating this ability.
If The Mana completely overtakes you, She is a creature as detailed here. In this event, your body is no longer under your control and you are considered unconscious for ten minutes or until The Mana retreats from your body, whichever is shorter. The Mana is not obligated to follow through on any of your choices or promises unless She has agreed to do so ahead of time, and She may act and make decisions on Her own. As long as She is in possession of your body, you cannot be affected by any outside force.
On a roll of 1 to 99, you cannot use this ability again until you finish a long rest, or are no longer exhausted, whichever is longer. On a 100, after The Mana retreats from your body, you cannot use this ability again for seven days.
Soulbringer Legacy[edit]
Life Legacy[edit]
You feel drawn to whispers of ancient heroes who could close any mortal wound and who seemed unaffected by any wound themselves. For those who left behind a legacy of saving lives, you will be the next to take up the mantle.
- Replenishing Aura
At 3rd level, as a bonus action, you may activate a healing aura. For one minute a number of creatures you choose within 20 feet, up to a number equal to your proficiency, are affected by the Heroism|Heroism spell at 1st level. This healing may affect constructs and undead, and healing spells used on creatures of these types within your aura can affect them as well.
You may use this feature a number of times equal to your Charisma modifier (minimum of once), and regain expended uses after a long rest.
The aura ends early if you are reduced to 0 hit points.
- Magic Barrier
At 9th level, when you activate your Replenishing Aura, you may add your Charisma modifier to your AC if you are not wearing heavy armor or using a shield. If you use your cloth talisman to direct the barrier, gain the benefits of the Shield Master feat using the barrier. Your AC cannot exceed 20 as a result of this effect.
- Spirit Blade
At 14th level, while your Replenishing Aura is active, any melee attack you land deals additional force damage equal to your Charisma modifier.
- Aura Of Peace
At 17th level, enemies within your Replenishing Aura feel a heavy presence. An amount of weight equal to fifteen times your Charisma score is added to their encumbrance. See the 5e variant rule (PHB, p.176) for more details:
If encumbered, their movement speed drops by 10 feet.
If heavily encumbered, their movement speed drops by 20 feet, and have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution. If they have a flying speed and are in the air, they must spend 20 feet of their flying speed to remain airborne or be forced to land at a rate of 20 feet per round at the start of their turn.
If over-encumbered, their movement speed becomes 5 feet in addition to the above effects.
Vicious Legacy[edit]
Some heroes the spirits whisper of were less than gentle, but nevertheless did great things. For you, the ends justify the means, and your means involve making sure no enemy escapes your grasp.
- Force Approach
At 3rd level, as a bonus action, your aura pulls inward. Enemies within 20 feet must make a Dexterity save against your spell save DC or be pulled 15 feet toward you, without imposing on your space. Beginning at 9th level, Medium or smaller targets have disadvantage. At 14th level, add +5 to the DC.
Additionally, your Strike Short Incantation can throw an additional javelin at 11th level and 20th level, for a maximum of four, if you have it.
- Vicious Magic
At 9th level, anytime you deal damage to an enemy within 10 feet with a spell, the enemy also takes force damage equal to half your level in this class.
- Extended Grip
At 14th level, replace one of your attacks and target a creature within 60 feet of you. The target makes a Dexterity save as if affected by your Force Approach feature. On a failure, the target is pulled to a space next to you and falls prone. On a success, it is pulled 30 feet toward you and remains upright. A target already adjacent to you is unaffected.
Extended Grip is a modified use of your Force Approach feature. You can make this modification a number of times equal to your Charisma modifier, and you regain expended uses when you finish a long rest.
- Ever Imposing
Beginning at 17th level, you may replace your movement with the effects of the Misty Step spell. If your movement speed is greater than 30 feet, use your movement speed as the range of the spell. This movement does not provoke opportunity attacks.
Quiet Legacy[edit]
Some heroes go unsung, as is their desire. For you, the fame would be burden, so you have learned to be cautious and silent. The spirits come to your aid, and silence your footsteps.
- Defy Gravity
At 3rd level, you may use your reaction to reduce any falling damage you take by five times your level in this class. If you take no fall damage, you land perfectly silently and upright.
- Combat Trickery
At 9th level, as a bonus action, you can make anything you're holding invisible, including magic items and creatures up to and including Medium size. This invisibility only lasts as long as you maintain your grip, and if it is a creature, all possessions on its person are also rendered invisible. If you attack with invisible weapons, add +2 to your attack rolls against targets within 5 feet of you. Regardless of if the attack successfully lands, your weapons become visible again.
- Web Of Spirit Wires
At 14th level, you may create an invisible wire as a bonus action. The wire extends straight out, perpendicular to the surface you first apply it to. Creatures you choose who attempt to walk on it have advantage on any check to balance on it while you automatically succeed, and the duration of Invisibility or Greater Invisibility spells are paused while a creature stands on the wire. It may support up to four Small size creatures at once, two Medium size creatures, or one Large size creature. If you move further than 10 feet away from any part of the wire, it is dispelled.
Attaching a wire to another wire does work, but does not increase its carrying capacity. If there is not a surface for the wire to attach to within 1 mile, or if the wire would cross less than 120 feet above another solid surface, nothing happens.
- Spirits Hide You
Beginning at 17th level, you gain a cast of the Greater Invisibility spell. You may cast this spell three times, and regain expended uses on a long rest. Additionally, if you land an attack on an enemy that does not detect you, you may end this invisibility on yourself to turn the hit into a critical attack. If you do this, gain a bonus in weapon damage equal to your level in this class.
Power Legacy[edit]
The heroes you remember were born in fire and death. They rained ashes down upon their enemies, and always made an explosive entrance.
- Benign Strike
Beginning at 3rd level, you can choose not to damage allies or yourself with your cantrips and incantations if any should fall within the radius. Make a Charisma save with a DC equal to 14 + the number of creatures you wish to ignore in range of the spell. On a success, creatures you choose and you take no damage. On a failure, you take half damage and your chosen creatures are affected by the spell as normal.
Additionally, you learn the cantrip Fire Bolt.
- Burning Soul
At 9th level, you gain knowledge of the spell Fireball. You may cast this spell a number of times equal to half your proficiency bonus, rounded down, and regain expended uses when you finish a long rest.
- Legendary Fire
At 14th level, as long as you use your cloth talisman in one hand, casting Fire Bolt or Fireball becomes a bonus action. These spells can also be cast as when a creature provokes an opportunity attack from you. A Fire Bolt cast in this way deals maximum damage.
- Lost Fire Arts
At 17th level, you gain a unique Long Incantation to create a monumental pillar of flame. On the turn you begin casting and the following turn, you cannot move, though you may still attack or otherwise interact with the environment. If you are moved against your will, but you are not knocked prone, you may continue as normal. You must be standing and able to freely move your arms to cast. This consumes a charge from your Long Incantations.
On the following turn, replace your Attack action with this incantation and raise your arms over your head: "The Witch Fire, black statues of the ancestors, descended from The Burning Lands! They carved upon their stone skin the name of the enemy! It delivered Persecution as mere soot into The Mana's hands! Witch Fire, clan of great Ho'noh, lend your strength to me! Reverse Eruption!"
A pillar of flame in a color you choose descends from the sky as a swirling tornado. All enemies in a 40 foot radius of a point you designate within a mile must make a Constitution save with a DC equal to 9 + your proficiency + your Charisma modifier. Targets take 20d8 fire damage on a failed save, half as much on a success. If a target is reduced to 0 hit points by this attack, only soot remains. On a failed save, targets burn for 4d8 at the start of their next turn unless they pass a Dexterity save to put the fire out. They may repeat this save at the start of each of their turns, and a success puts out the fire.
Sturdy Legacy[edit]
In battle, and in history, there are those remembered as cornerstones of great victories. These pillars of strength stood, unwavering, in the face of any challenge. As you walk this path, you seek to join their ranks.
- Defensive Aura
At 3rd level, as a bonus action, you may activate a defensive aura. For one minute, the first attack against you each turn has disadvantage. At 14th level, this also affects creatures you choose within 10 feet of you. You may use this feature a number of times equal to your Charisma modifier (minimum of once), and regain expended uses after a long rest.
The aura ends early if you are reduced to 0 hit points.
- Magic Barrier
At 9th level, when you activate your Defensive Aura, you may add your Charisma modifier to your AC if you are not wearing heavy armor or using a shield. If you use your cloth talisman to direct the barrier, gain the benefits of the Shield Master feat using the barrier. Your AC cannot exceed 20 as a result of this effect.
- Greater Magic Barrier
At 14th level you may concentrate your Magic Barrier to one point and block one effect completely. You must use your cloth talisman to do so, and your Magic Barrier must be active. As a reaction, your barrier moves between you and an effect you choose, even a spell. The effect fails, but your Defensive Aura falters and ends early.
- Spirit Barrier
At 17th level, when you use Greater Magic Barrier, you can choose to alter the effect in one of the following ways.
a) Your Greater Magic Barrier becomes a 10 foot sphere with you at the center. This barrier lasts until the end of your next turn. Creatures inside the barrier cannot cast spells, and any effect outside the barrier cannot affect anything inside it, from ranged attacks to spells to falling rocks. Afterward, your Defensive Aura falters and ends early.
OR
b) You project your Greater Magic Barrier onto a creature you choose within 60 feet as a reaction. Your barrier moves between your target and an effect you choose, even a spell. The effect fails, but your Defensive Aura falters and ends early.
Influence Legacy[edit]
Your idols had more than just one facet to their legacy. In truth, what they were remembered for fully encompassed their being: strength of character, achievements, and the lingering presence they left behind.
- Vast Experience
Beginning at 3rd level, you may add your proficiency to your initiative rolls. Additionally, whenever you succeed on an Intelligence skill check to identify a creature, gain +2 to melee attack rolls against it for the next ten minutes.
- Spiritual Mediation
Also at 3rd level, you gain proficiency in the Persuasion skill.
- Inspiring Influence
At 9th level, when an creature you choose other than yourself is under the effects of a spell or incantation you have cast, they gain the benefits of your Knowledge Of The Eternal. If you affect yourself, add half your proficiency, rounded down, to maintain your concentration.
- Spell Nudge
At 14th level, the strength of your soul can be used to greater effect. When an creature you can see and hear within 60 feet casts a spell, you may use your reaction to increase the level of that spell if the spell accepts such a modification, such as Phantasmal Killer. Take necrotic damage equal to 2d8 x the new level of the spell. This damage cannot be mitigated or reduced in any way. Once you have used this ability, you must complete a long rest before you can do so again.
- Flashbulb Memory
At 17th level, you gain knowledge of the Haste spell, which you can cast up to three times. You regain expended uses upon finishing a long rest. A Haste spell you cast in this way does not require concentration from you. Additionally, while you are under the effects of a Haste spell from any source, you are not affected by difficult terrain and you can choose to be understood by any creature that knows at least one language.
Cantrip List[edit]
You may only choose cantrips from the following list when you learn cantrips from this class. Note that each one is of a different school of magic.
From Abjuration, resistance
From Conjuration, sword burst
From Divination, guidance
From Enchantment, friends
From Evocation, booming blade
From Illusion, minor illusion
From Necromancy, spare the dying
From Transmutation, message
Incantations[edit]
Incantations are verbal commands to The Mana that you have memorized. The spirits you interact with may offer them to you as more of an impression than overtly verbal, but for them to be of use to you, they must be spoken. As such, all incantations have a verbal component you must recite in order for them to take effect. You must also be carrying your cloth talisman, and use it to direct the effects of your incantations. Your cloth talisman requires a free hand to use, meaning that you must sheath a weapon or drop your shield if you are holding both.
- The price (optional rule)
Incantations can be very powerful if used correctly, but be wary. As shown in the Class Features Table, you only have a set number of times you can use each type of incantation. Though you would normally regain expended uses at the end of a long rest, it is possible to exceed this number in dire situations. The power you wield is magic-adjacent, but its strength comes entirely from you. Incantations take a great toll on the mind of the user, as well as the soul. If you lack the strength to complete an incantation, and you force it, you risk losing yourself.
If you use an extra Short Incantation, your Intelligence score becomes 8 until you finish a long rest and you cannot use any other incantations, cantrips, or spells. Furthermore, you must repeatedly remind yourself of your current objective - whether in battle or otherwise - in order to maintain a train of thought. This can be done as simply as mumbling it to yourself, but must be verbal.
If you use an extra Standard Incantation, your Intelligence score becomes 4 until you finish a long rest and you cannot use any other incantations, cantrips, or spells. Furthermore, though you may remember your party members by sight, you cannot remember their names and you require direct orders from them to complete any task. You cannot speak beyond reminding yourself of your current objective, as listed above.
Lastly, if you should attempt to use an extra Long Incantation, your Intelligence score becomes 2 until you finish a long rest and you cannot use any other incantations, cantrips, or spells. You must also make an Intelligence save with a DC equal to your own spell save DC. On a success, nothing happens, but on a failure you fall unconscious at the end of your current turn. Regardless of the result, when your current turn ends, you no longer understand language and cannot remember your current objective, though you can still remember your allies by sight and their voices. You may only attempt to attack the last creature that attacked an ally of yours, after this turn. If the creature is too far away, you approach as quickly as you can, potentially taking the Dash action to do so.
Each time you exceed the maximum number of any type of Incantation, roll a d100. On a 1, your Intelligence never recovers naturally, and must be restored by other means. This window increases by 10 each time, and does not reset under any circumstances. Even overusing Short Incantations carries this risk, on top of the strain of your mind and soul. Never take this ability lightly.
Short Incantations[edit]
Able to be cast very quickly due to their short commands, these incantations are best suited for taking an enemy off guard or eliciting simple reactions from the world. Lesser spirits will understand and respond to these commands, provided you know how to use them.
Each one is a single word, and may be used as a bonus action or reaction as listed below.
- Burn
Prerequisite: 2nd level soulbringer
As a bonus action, thrust a hand toward a creature within 10 feet. The target must succeed on a Dexterity save against your spell DC or be lit on fire for 1d8 fire damage. On a failure, the target takes an additional 1d8 fire damage at the start of subsequent turns for up to 1 minute, and can use an action to repeat the save and put the fire out. If you use this incantation to target a flammable object not warn or carried by a creature, the same flames quickly engulf your target for up to 1 minute.
- Deflect
Prerequisite: 2nd level soulbringer
As a reaction to a ranged attack or ranged spell attack you can see, add your proficiency to your AC until the start of your next turn. Melee attacks or melee spell attacks ignore the additional AC.
- Distract
Prerequisite: 2nd level soulbringer
As a bonus action, whisper this incantation to make a minor visual or auditory illusion for one creature you can see. The illusion cannot make contact with the target and is limited to effects such as the sound of a pebble hitting the floor, a hooded figure rounding a corner, or leaves rustling. No one else perceives this effect but your intended target.
- Flee
Prerequisite: 2nd level soulbringer
As a bonus action, choose a creature that can hear you. That creature may now choose to use its reaction to move up to half its movement speed. This movement does not provoke opportunity attacks.
- Pursue
Prerequisite: 2nd level soulbringer
As a bonus action, recreate the spell Magic Missile with the following modification: you select only a single target for the spell to affect.
- Repel
Prerequisite: 2nd level soulbringer
As a reaction to a creature entering your melee range, any creature within your melee range must succeed on a Strength save versus your spell save DC. On a failure, a creature takes 1d8 force damage and is pushed 10 feet away from you and falls prone. On a success, the creature takes no damage and is only pushed 5 feet. Objects not warn or carried by a creature, or those not bolted down that weigh less than 250 pounds are also repelled.
- Brace
Prerequisite: 5th level soulbringer, 12 Strength
As a reaction, give yourself advantage on any save you make to maintain your footing or avoid being moved against your will until the end of your next turn.
- Strike
Prerequisite: 5th level soulbringer, bright light or sunlight
As a bonus action, use your cloth talisman to shape light into a javelin. They are weapons with the Thrown property, with a range of 60/120, which you throw using your cloth talisman. When you gain the Extra Attack feature, you throw two javelins instead of one as part of the same bonus action. On a successful hit, a javelin deals 1d12 thunder damage with a loud boom. If you do not throw both javelins by the end of your turn, they disappear.
- Switch
Prerequisite: 5th level soulbringer, two or more martial weapons
As a bonus action, you replace anything in your hands with any item on your person besides what you are wearing. Your cloth talisman may suddenly be on your belt, and you hold your shield instead. You might hold a flail one second and a rapier the next. Swords with sheathes return to them instantly, coin may return to a coin purse, and so on.
Standard Incantations[edit]
Standard Incantations are a bit longer and more complex, but as a result their effects are more pronounced upon activation. Lesser spirits may work together, or a greater spirit may intervene instead.
Each may be up to a sentence, and requires an action to use.
- Doku'ra's Breath
Prerequisite: 6th level soulbringer
"By Her word, barriers crumbled and the wicked bowed. Doku'ra's Breath!"
Create a 15-foot-radius sphere of acidic, yellow fog centered on a point you choose within 30 feet that lingers for one minute. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured. When a creature other than you enters the fog's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 4d8 acid damage on a failed save, or half as much damage on a successful one.
This incantation also slowly erodes anything it touches that is not magical. If it remains for the full duration, it can melt metal prison bars. Only you and any objects on your person are immune to the incantations's effects.
- Enlightened Step
Prerequisite: 6th level soulbringer
"No distance is too great for The Mana's influence, for She lives in all things. Enlightened Step."
For ten minutes, reduce any fall damage you take by 30, and gain advantage on Acrobatics checks made to land on your feet. You make no sound unless you speak, and creatures have disadvantage on Perception checks made to detect you that rely on hearing. Additionally, you are undetectable by senses such as tremorsense, blindsense, and blindsight. This effect requires your concentration to maintain.
- Kaara's Touch
Prerequisite: 6th level soulbringer
"Soothing magic, which a sharp tongue and sharp horns could not diminish. Kaara's Touch."
Recreate the effects of the Cure Wounds spell as if it were cast at 2nd level: A creature you touch regains a number of hit points equal to 2d8 + your Charisma modifier. This incantation has no effect on undead or constructs.
- Linked Mana
Prerequisite: 6th level soulbringer
"Great hunters of the ancestors, made whole again at the end of an age! Linked Mana!"
Choose a target within 60 feet. If it is an unwilling creature, it must succeed on a Dexterity saving throw or a chain of magic extends between the two of you. The chain can persist for ten minutes, and requires your concentration. The chain is treated as a physical object; in order to move further than 60 feet from your target, you must dispel the chain. For an unwilling creature to break the chain, it must succeed on a Wisdom saving throw at the end of its turn.
Each time you are damaged while a chain connects you and a creature, you can use a reaction to gain resistance to that attack. The other creature takes the same damage you do and can immediately repeat the Wisdom saving throw to break the chain. Once you have used this reaction a number of times equal to your Charisma modifier, the chain breaks.
- Sei'koh's Anger
Prerequisite: 6th level soulbringer
"No wisdom or fear could stem the wicked fingers of creativity. Sei'koh's Anger!"
Make a melee spell attack against a creature. On a hit, the target takes 5d6 fire damage as your fingers claw into its body. This incantation ignores resistance to fire damage and treats immunity as resistance - for the fire bursts from within the target.
- Swamp's Protection
Prerequisite: 6th level soulbringer
"Sanctuary for far travelers or shelter from all who oppose you! Swamp's Protection!"
You pull thick peat into a dome with a maximum height of 30 feet, centered on you. If you do not choose to leave an opening, it is completely dark inside the dome. The dome remains for 24 hours or until you dispel it, whichever is shorter. Each 5 foot section it occupies has hit points equal to five times your Charisma modifier (minimum of 10), and has resistance to damage from spell effects. These hit points increase when you reach 11th level to ten times your Charisma modifier.
- Ancient Chaff
Prerequisite: 11th level soulbringer, a flask of lamp oil
"Through cooperation, two clans of different lands sewed destruction! Ancient Chaff!"
Choose either a 10 foot square spot on the ground or a 5 foot cube within 30 feet. If the ground, the area comes under the effect of the Grease spell. If you choose the 5 foot cube instead, the area is heavily obscured by a cloud of dense, black ash.
If either of these areas is lit on fire, such as with a spell or torch, they explode. The explosion's radius is a 10 foot cylinder for the oiled ground, and a 5 foot radius sphere for the black ash. Creatures in the area of the explosion must make a Dexterity saving throw or take 4d8 fire damage, taking half as much if they succeed. Creatures that fail also take 1d8 fire damage at the start of their subsequent turns for up to one minute, and can use an action to put out the flames.
- Soul Siphon
Prerequisite: 11th level soulbringer, a chip of metal at least as hard as iron
"It is said that those with no choice simply lack the conviction to face consequences! Soul Siphon!"
Choose a creature you can see within 30 feet, or yourself. If you choose a target, and it is unwilling, it must succeed on a Wisdom saving throw to resist the effect of this incantation. A willing creature can choose to fail the save, and you make no save against your own incantation.
Reduce the target's maximum hit points by a 1d4 x your level in this class. The amount of hit points it loses is added as damage to the next incantation you use, as the damage type that incantation deals. The target's maximum hit points are restored when it finishes a long rest.
- Xinon's Gaze
Prerequisite: 11th level soulbringer, a shred of black cloth
"Primal fear of the stealing of souls, seen in the eye of an Aspect! Xinon's Gaze!"
Choose a creature you can see within 60 feet. Tendrils reach from their own shadow to stab and strangle them. The target must succeed on a Intelligence save or take 6d8 psychic damage, taking half as much on a success. On a failure, the target is frightened for up to a minute. This condition ends if the target takes damage or starts its turn more than 60 feet from you. If the target is in dim light, add +2 to the DC. If it is in total darkness, it has disadvantage on the initial save. A frightened target may repeat the save at the end of each subsequent turn.
Long Incantations[edit]
These incantations are the longest, most complex, and oldest. Their effects are instantly recognizable, and very powerful. Your Greater Spirit Ally will likely be the source of your power to use these incantations, and it may attempt to mimic the somatic components of them along with you.
Long Incantations all require an action to cast and you cannot move on the turn you use one.
- A Walk With Death
Prerequisite: 15th level soulbringer
"In Her tears, witness the stain of melancholy, born of a great silence. Though Her voice reaches only one, the perils between keep Her from aid. Reach out and venture forth on your journey, hence. With your unfailing steps, from this world's eye shall you fade. Walk With Death."
For 10 minutes or until your concentration is broken, gain a flying speed to replace your walking speed. You cannot interact with any object from any plane, and you are unaffected by gravity. You cannot take the Dash action, but your speed cannot be reduced by any outside source, though your own encumbrance may be a factor. All objects on your person are also affected when you cast this incantation, but it cannot affect any other creature. Only attacks from a magic weapon, or the equivalent, can harm you for the duration. At the end of the duration, if you are inside any object, take 10d8 force damage as you are expelled into the nearest empty space immediately, followed by a loud boom that can be heard for a mile.
- Altered Flesh
Prerequisite: 15th level soulbringer
"Never again could these bones be white, carved from Ho'noh's glass. Reflected in the black, rough cuts, the history of proud hunters. On the edge of a knife lay the windows to their souls, which shine brightly in passion as if upon a mirror cast. Even now, in the snow of soot, they watch as time marches, safe behind that which The Mana alters. Fireglass Flesh."
Until you are reduced to 0 hit points or ten minutes pass, whichever is shorter, your skin takes the appearance of rough-cut obsidian and you grow knife-edge horns that jut straight out from your forehead several inches. You have resistance to bludgeoning, piercing, and slashing damage from non-magical sources.
- Chain of Fate
Prerequisite: 15th level soulbringer
"A witness of Enlightenment's First Act, and a kind heart answered. These binds, now, are a more gentle embrace. For a friend, this bond will bear any burden; but for a foe they will be, only once, fettered. No barrier is strong enough, no task too great, to find the lengths to which to go to change the fate of race. Chain of Fate!"
Aim the first two fingers of a hand at a creature within 120 feet and recite your incantation. Make a ranged spell attack against the target. On a hit, a chain with spectral links in a color you choose suddenly extends from your fingers to the target. The target can no longer be more than 120 feet from you and is unable to teleport or cross into another plane. This effect lasts an hour. The chain can be broken with a successful cha saving throw from the target versus your spell save DC as an action. If the chain is broken early against your will, with a boom the target takes 8d8 force damage and the chain shatters.
- Doku'ra's Grip
Prerequisite: 15th level soulbringer
"Innocence in the eye of The Ruby, lost to the whims of men. On spectral legs, She flees as The Shattered descends in anger. With age, and care, She bore a vile fruit, then. Steeped in poison and vengeance, never again will such fate befall Her! Succumb to Doku'ra's Grip!"
Grab hold of a single creature in melee range and recite your incantation. Make a melee spell attack against the target. On a hit, the creature takes 8d8 poison damage and must succeed on a Constitution saving throw or be poisoned. They may repeat the save at the end of each turn to end the condition if they fail the initial save.
- End Suffering
Prerequisite: 15th level soulbringer
"Remember The Warrior of a foreign land and foreign god, chased by Death, who looked into the face of Valor. Remember The Warrior who faced legends before legends, who drowned in wolf's blood, wretched and weak. And beware The Warrior yet to come, born in Fire and Dark, who peers into the Unknown! For He will End Suffering!"
Choose a single creature within 120 feet of you. Raise a hand over your head, with your index finger pointing up. Recite your incantation quickly and clearly. The target must succeed on a Constitution saving throw or take 8d10 radiant damage, taking half as much on a successful save. If the target is undead and it fails, it is also knocked prone. A ray of bright white light shines down upon the chosen target.
- Generous Transference
Prerequisite: 15th level soulbringer
"They Who Devour Mana flee from the City of Darkness, far beyond the bounds of their vision. In all their lives, never do they return what they have taken. For Her virtue, there must always be balance; such is your mission. With Her hands, and in Her favor, let the foundations of magic be shaken by this Generous Transference."
Select two willing creatures. For the next minute, they have access to each others' spell list and spell slots. Each may sever the bond at any moment before the end of the duration, and must willingly allow the other use of its magical abilities. As long as a casting is started within the duration, and both creatures are in agreement, the expended spell slot comes from the creature that offered it. For example, if an Eldritch Knight and Druid are selected, the Eldritch Knight may cast Phantasmal Killer as a 9th level spell using the Druid's 9th level spell slot, if it has one. In the reverse, if the Druid has expended all its spell slots, it might use a 1st level spell slot from the Eldritch Knight to cast Speak with Animals.
- Breath Of The Godhunter
Prerequisite: 15th level soulbringer, a burn scar in the center of your palm
"Atop a great city, the Overlord awaits His time. From metal and mantle, He hears a promise as if it were a prophecy. Not a vision of the future, but a promise nonetheless, that She knows well of His crime. At the end of His great city, beneath his gaze, his rule has crumbled from the horizon, as far as he can see! Godhunter's Breath!"
Present the scar on your palm and eject a gout of violent flames. Creatures in a 60 foot line in a direction you choose must succeed on a Dexterity saving throw or take 5d10 fire damage, halving the damage on a success. This damage ignores resistance to fire damage and treats immunity as resistance.
- Lunar Blade
Prerequisite: 15th level soulbringer, a stone longsword
"He foresaw the end of the world, and prepared the way. Of metal and mantle did he become, along with trusted knights, immortal. In his slumber, he did not know that treasured friends would go astray. When at last he woke, as foe to old brothers, he found himself engaged in a historic battle. And a friend did raise this Lunar Blade."
Imbue your stone longsword with magic, transforming it into a greatsword that glows with dim light in a color you choose out to 10 feet. This transformation lasts until you dispel it or fall unconscious, and adds no extra weight to the sword, allowing it to remain in one hand. One hand must hold your cloth talisman while the other wields this new weapon. Your Lunar Blade deals 1d8 slashing damage and 3d8 force damage on a successful hit. Furthermore, as long as you wield it, you may replace your Attack action with two broad swings of the sword. When you do so, make a ranged spell attack against your target within 60 feet, dealing 2d8 force damage on a successful hit.
- Return Home
Prerequisite: 15th level soulbringer, an established sanctuary
"The magic dies, and with it, the hope of ever moving forward. The fight is long, the way crumbles before me, and I am left in sorrow. I see no shame now, in turning back, and stepping into my own footprints as I face homeward. Perhaps, atop the hill of my memory, far away, I may glimpse a better tomorrow."
You and any willing creatures in a 15 foot radius are returned to an established sanctuary, even if you are currently on a different plane of existence. Take care; if the sanctuary has been destroyed or moved since your last visit, your incantation will alter in the following way: all teleported creatures will be returned to the state they were in the last time you visited the sanctuary, and will be placed inside the sanctuary immediately after you would have departed - transported back in time and space. Only the memory of the events that followed will remain. The effects of such a reversal are subject to the GM's ruling.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the soulbringer class, you must meet these prerequisites: 13 Charisma and Dexterity.
Proficiencies. When you multiclass into the soulbringer class, you gain the following proficiencies: simple weapons and medium armor.
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