Soulforged (5e Class)

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Soulforged[edit]

They shine the brightest in the darkest day...

Bearers of the Sigil[edit]

Soulforged are individuals who have mastered the profound art of introspection, achieving a deep understanding of their own soul. This rare and transformative process may arise from enduring great challenges, possessing an indomitable will, or simply being born with this unique gift. As a result of this mastery, a mystical sigil manifests on their soul and heart. Each sigil is a distinct, rune-like symbol, representing the essence of the Soulforged it belongs to. When a Soulforged is alive, this sigil emits a faint glow that shines subtly through their skin, visible to those who pay close attention. The sigil’s presence is more than just visual; it also produces a unique, silent hum that resonates from within, audible only to those who closely observe it. This hum is the soul's unique melody, a testament to the individuality and power of each Soulforged.

Embracing the Call[edit]

Becoming a Soulforged is not merely an evolution of the soul - it is the acceptance of a profound destiny. Each Soulforged awakens to a unique path, an epic journey they are destined to undertake. This path is not one of ease, but rather a series of trials and challenges, for true growth emerges only through adversity. Every Soulforged is driven by a deeply personal mission, something they hold dear and are passionately committed to. Whether it is the noble duty of protecting the innocent, the relentless fight against evil, or the quest for knowledge and enlightenment, their purpose is clear. This inner calling is a beacon, guiding them through darkness and doubt, fueling their courage and determination.

The Ones that Carry the Light[edit]

Embodying the highest ideals of heroism and virtue, the Soulforged are paragons of goodness and strength. Their sigils, glowing with inner light, symbolize not just their power, but their unwavering commitment to their chosen path. In embracing their destiny, the Soulforged become champions of their causes, inspiring others with their steadfast resolve and the unique, resonant hum of their soul's melody. They dance on the battlefield, their own harmony leading them as the power of their souls threaten to lit ablaze all that find theirselves against the Soulforged.

Creating a Soulforged[edit]

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Warriors of soul.
By [1]

Before you create a Soulforged, you should ask yourself a simple question - what drove my character to go down this path. Was it the ever need to struggle and grow? What is their deepest desire? Their holy mission?

Quick Build

You can make a Soulforged quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the noble background. Third, choose Athletics and Intimidation for your skills.


Class Features

As a Soulforged you gain the following class features.

Hit Points

Hit Dice: 1d10 per Soulforged level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Soulforged level after 1st

Proficiencies

Armor: Light armor, Medium armor, Shields
Weapons: Simple weapons, Martial weapons
Tools: Smith's tools
Saving Throws: Charisma, Dexterity
Skills: Choose three from Acrobatics, Athletics, Arcana, Perception, Persuasion, Intimidation, Insight

Equipment

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

  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) five javelins or (b) any simple melee weapon
  • (a) a priest's pack or (b) an explorer's pack
  • (a) Scale mail or (b) Leather armor
  • If you are using starting wealth, you have 3d4x10 gp in funds.

Table: The Soulforged

Level Proficiency
Bonus
Features Soul Die Shards
1st +2 Solar Vessel, Expertise, Aetherflame d4 -
2nd +2 Soulforging, Ethereal Aegis d4 1
3rd +2 Call, Vital Spirit d4 1
4th +2 Ability Score Improvement d4 1
5th +3 Chosen Protector d6 2
6th +3 Expertise d6 2
7th +3 Call Feature d6 2
8th +3 Ability Score Improvement d6 2
9th +4 Ethereal Aegis Improvement d6 2
10th +4 Ability Score Improvement d8 3
11th +4 Will Beyond Reason d8 3
12th +4 Ability Score Improvement d8 3
13th +5 Apart Yet Together d8 3
14th +5 Purity d8 3
15th +5 Call Feature d10 4
16th +5 Ability Score Improvement d10 4
17th +6 Valor Beyond Reason d10 4
18th +6 Star Vessel d10 4
19th +6 Ability Score Improvement d10 4
20th +6 Call Feature d10 5

Solar Vessel[edit]

Starting at 1st level your soul changes your body to better handle the power of your blazing soul. You gain resistance to fire damage and at the 10th level you gain resistance to radiant damage.

Expertise[edit]

You feel as your soul pushes you towards the perfection as the abilities you previously knew are now executed to perfection. At 1st level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 6th level, you can choose two more of your proficiencies to gain this benefit.

Aetherflame[edit]

Beginning at 1st level, you feel your soul seemingly spilling from you with power. You can use dash as a bonus action and if you do so you become Ablaze. While Ablaze:

  • You shed a bright light within 10ft around you and dim light for 10ft more,
  • Your long jump is up to 30 feet and your high jump is up to 15 feet, with or without a running start,
  • At the end of your turn, all enemy creatures within 10ft of you receive radiant damage equal to Soul Die.

You are Blazing until the start of your next turn. Soul Die bonus is listed in the Soulforged table.

Soulforging[edit]

Starting at 2nd level, you learn how to expand influence of your soul onto the things you create. You gain expertise in Smith's tools. Additionally as the part of long rest you can infuse a shard of your soul into an item granting it one of the bonuses below:

  • Shard of Protection - while the shard is active both you and the shardbearer gain +1 bonus to AC,
  • Shard of Skill - while the shard is active both you and the shardbearer gain d4 bonus to all skill checks that you and the creature are proficient with,
  • Shard of Energy - while the shard is active both you and the shardbearer gain 10ft of movement speed.

The creature that is wearing an item infused by you becomes a shardbearer and the item is bound to it. Shardbearer can only have one infused item on them that works only if it is on them. If shardbearer wear or carry another infused item the first infusion stops working until the other item is unequipped. The shard is active if you and the shardbearer are within 60ft of each other when either you or shardbearer start their turn or enter that area during it. The bonus lasts until the start of the next turn.

You can infuse number of items that way shown in the Shards column in the Soulforged table. You can't infuse two or more items with the same type of shard. If you try to infuse an item with a shard when you reached your limit, the first item infused will lose its shard. The shards are infused in items as long as you are alive. Additionally you learn the Mending cantrip and Charisma is your spellcasting ability for it.

Ethereal Aegis[edit]

Beginning at 2nd level, your soul expands as the barrier around you creating a bubble of energy. Ethereal Aegis around you has hit points equal to your level in this class plus your Charisma modifier. Whenever you would receive any damage, it first goes into Ethereal Aegis, reducing its hit points by the damage received. The Ethereal Aegis does shares your resistances but not damage reductions. If the damage received exceeds the Ethereal Aegis's hit points, it is destroyed, and any excess damage carries over to you. When the Ethereal Aegis is destroyed, you can restore its hit points by taking either a long rest or a short rest:

  • Long Rest: Fully restores the Ethereal Aegis to its maximum hit points.
  • Short Rest: Restores hit points to the Ethereal Aegis equal to Soul Die plus your Charisma modifier.

Additionally as a reaction to failing a saving throw, you can add to it a roll of Soul Die. You can do so amount of times equal to your proficiency modifier, regaining all uses on finishing the long rest.

Call[edit]

Starting at 3rd level you choose the Call your Soulforged follows. Choose between Call of the Pyre or Call of the Guardian, all detailed at the end of the class description. Your choice grants you features at 3rd and again at 6th,10th,14th,15th and 20th level. If a feature from the Call calls for a saving throw, it's DC is equal to 8 + your proficiency modifier + your Charisma modifier as you use your body to transition the strength of your soul.

Vital Spirit[edit]

Beginning at 3rd level the strength from within shows on the outside. You gain immunity to disease and advantage on saving throws against poison. Additionally you gain 10ft of movement speed as your body feels light.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 10th, 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.

Chosen Protector[edit]

Beginning at 5th level you can imbue one shard with most of your soul essence granting the chosen shardbearer better protection. When you finish a long rest choose one shardbearer. Near the chosen shardbearer forms a semi transparent version of you making you and the shardbearer Linked. This semi transparent version of you hovers near the shardbearer and is as visible as the shardbearer is and matches the shardbearer size. If the shardbearer is hiding it becomes invincible, same if the shardbearer becomes invincible. While Linked, you get benefits listed below:

  • You can make melee attacks from the other creature position provided the shard the bearer has is active,
  • You and shardbearer can cast the spells with range of self and touch from the other creature position provided the shard the bearer has is active. The spells with self for both you and the shardbearer can be cast on one another,
  • When shardbearer receives damage and the shard the bearer has is active, you can use your reaction to reduce the damage dealt to Linked shardbearer by additional Soul Die roll. The attacker takes the amount of radiant damage equal to the amount of damage reduced by the Chosen Protector feature,
  • You and shardbearer can communicate with each other telepathically and perceive through each other senses,

Additionaly the spectral version of you tries to protect the Linked shardbearer. Whenever Linked shardbearer receives damage, it is reduced by Soul Die, proficiency bonus amount of times. The damage reduction replenishes at the end of a long rest. If you choose to imbue a shard of another shardbearer, the first connection breaks.

Ethereal Aegis Improvement[edit]

Starting at 9th level your soul influence expands. The Ethereal Aegis now works in a 10ft sphere centered around you and all damage dealt to it is reduced by your Charisma modifier. Whenever a friendly creature within the Ethereal Aegis would receive damage it is reduced by your Charisma modifier. The Linked shardbearer, while the Aegis is active is always treated as if under its influence while the shard is active.

Additionally the amount of times you can add the Soul Die to failed saving throw increases by your Charisma modifier and you can use your reaction when a friendly creature with active shard fails its saving throw to grant it the bonus equal to the Soul die roll.

Will Beyond Reason[edit]

Beginning at 11th level your soul makes you steadfast. You become immune to charmed and frightened condition. Additionally the damage from Aetherflame increases to two rolls of your Soul Die.

Apart Yet Together[edit]

Starting at 13th level the shards in the items you infused resonate with you. The range for all the shards infused with Soulforging feature are doubled. Additionally when a friendly creature with one of the shards that is active is hit with an attack, you can use your reaction to instantly teleport to an unoccupied space next to it, taking the damage yourself, reducing it by a single roll of Soul Die plus your Charisma modifier. You can use this feature once per each shard, regaining the usages on finishing the long rest.

Purity[edit]

Beginning at 14th level you feel perfectly infused with the strength of your inner self. At the start of your turn, you can decide to end either one effect of the spell or remove the petrified, paralyzed, restrained or blinded condition on you or a creature with an active shard. You can end the effect in this way amount of times equal to your Charisma bonus (minimum 1), regaining all uses at the end of the long rest. Additionally your body ceases to age, as you appear to be looking in your best shape. You become immune to any effect that would age you.

Valor Beyond Reason[edit]

Starting at 17th level you inspire others that follow in your step. All creatures that have a shard on them cannot be charmed or frightened. Additionally you and each bearer of an active shard gets a bonus to all saving throws equal to number of active shards.

Star Vessel[edit]

Starting at 18th level your body becomes fully adapted to your own powers. You gain immunity against radiant and fire damage

Calls[edit]

Call of the Phoenix[edit]

In the pursuit of mastery over the soul's inferno, those who answer the Call of the Phoenix learnt to channel their soul's fire into a force of renewal and strength. This journey transforms them into conduits of both destruction and salvation, allowing them to spread the embers of their spirit. With every cycle of flame, they emerge reborn.

Shared Fire

Starting at 3rd level you feel as the fire of your soul spills onto those you bestowed your shards to making the items infused with them pleasantly warm. You and all friendly creatures with shards have advantage on saving throws to resist the effects of cold weather. Additionaly your damage from Aetherflame increases by your Charisma modifier radiant damage and when you become Ablaze each shardbearer gets additional your Charisma modifier fire damage to their next damage dealt or the same amount of bonus restored hit points. The bonus, if not used, lasts until the end of the next turn of a shardbearer.

Ancestral Forge

Beginning at 7th level you instinctively learn how to infuse parts of the solar energy into the shards of your soul. When you use the Soulforge feature you gain two additional shard options:

  • Shard of Kindling - while the shard is active both you and the shardbearer attacks deal additional d4 fire damage. This bonus increases to d6 at 11th level.
  • Shard of Sun - while the shard is active the range of your Aetherflame increases by 5ft. Additionally while the shard is active and you are become Ablaze, each enemy creature within 5ft of a shardbearer receives Soul Die fire damage. The the radius for your range of Aetherflame increases by additional 5ft and the range around the shardbearer by 5ft when you reach 11th level.
Let There Be Fire Again

Starting at 15th level, the essence of your soul vehemently resists extinction. If you are reduced to 0 hit points or killed, you don't perish immediately and your soul cannot be captured, trapped, or interfered with by any means. Instead, you transform into a gradually descending sphere of radiant light and flame centered at your last location. In this form, you are considered a magical object - sphere with size equal to your own with an AC of 10 and hit points equal to 10 times your level in this class. The magical object is immune to any spell or effect that would alter its form and gains your resistances and immunities. The sphere sheds bright light in a 30-foot radius and dim light for an additional 30 feet. While in sphere form, you are unable to take actions, reactions, or move. Enemies that start their turn within, or enter, a 30-foot radius of the sphere suffer damage equal to your twice your Soul Die plus your Charisma modifier radiant damage. At the end of your next turn sphere explodes as you reapear in its place, regaining a number of hit points equal to half your total hit points, rounded up. Additionally, all enemy creatures within 30 feet of the sphere must make a Constitution saving throw or be stunned until the end of their next turn. Should the sphere be destroyed before this explosion, you regain your proficiency number of Soul Die hit points instead, and all creatures within 30 feet must succeed on a Constitution saving throw or become blinded until the end of their next turn as the sphere explodes prematurely. Additonally when you reappear using this feature you rejuvenate your body regaining lost limbs or body members and remove all negative conditions that affected you with exception to curses.

After using this feature the range of your Aetherflame is doubled until the end of long rest. You can use this feature once, regaining the usage on finishing the long rest.

Primordial Flame

At 20th level your soul fully embraces the star like energy as your fire seems to breathe the life into those around you. As an action you can tap into the well of primordial soul fire, for 1 minute:

  • You gain flight equal to your walking speed,
  • The damage from Ablaze is doubled and is applied as healing to friendly creatures,
  • When you heal a friendly creature, during its next turn it receives additional 10ft of movement speed.

You can use this feature once, regaining the usage on finishing the long rest.

Call of the Guardian[edit]

Those who follow the Call of the Guardian channel the strength of their soul into shell that better protects others. They serve as bulwarks against darkness, often being seen in between the most fragile ones, becoming a shield they never had.

Soulshield

Starting at 3rd level you feel as the shards you infuse seemingly create their own protective shells around those you entrusted them with. When you become Ablaze, you and each friendly creature with shard gets +1 to their AC until the start of their next turn.

Truesteel Forge

Beginning at 7th level you instinctively learn how to infuse parts of your soul into more durable creations. When you use the Soulforge feature you gain two additional shard options:

  • Shard of Resistance - When you and the shardbearer finish the long rest, you and the shardbearer choose one resistance you kept throught the long rest that the other creature doesn't have. While you and the friendly creature with this shard are within 30ft of each other the shard is active. While the shard is active you get the resistance the creature with shard chose and the creature with shard receives the resistance you chose.
  • Shard of Deflection - while you and the friendly creature with this shard are within 15ft of each other the shard is active. While the shard is active you can use your reaction to impose disadvantage on the creature attacking creature with shard. Additionally creature with shard, while the shard is active can use its reaction to impose disadvantage on creature attacking you.
Soul to Steel

Starting at 15th level, your soul can turn into your armor when the time comes. If you have less than half your total hit points rounded down you become Fortified. While Fortified:

  • You gain a bonus to your AC equal to your Charisma modifier,
  • Bonus from Soulshield to shardbearers increases to +2 AC,
  • You gain advantage on all checks or saves against being pushed, knocked prone or grappled.
Ultimate Armor

At 20th level your soul seems be able to create the ultimate protection for you. As an action you can become Protected for one minute. While Protected:

  • You gain all the benefits of Fortified,
  • You cannot be pushed, knocked prone or grappled.
  • Your speed cannot be reduced in any way,
  • You restore your Charisma modifier hit points to your Ethereal Aegis at the start of your turn,

You can use this feature once, regaining the usage on finishing the long rest.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Soulforged class, you must meet these prerequisites: Charisma 13

Proficiencies. When you multiclass into the Soulforged class, you gain the following proficiencies: simple weapons, light armor, medium armor


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