Soulsmith (5e Class)

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Soulsmith[edit]

Pieces of souls, crushed together, melded together by a magical seams. Soulsmiths learn for years and years to learn the secret to weave together soul fragments with magic, imbuing it into constructs and inanimate objects in an effort to preserve life and legacies. Thus, Soulsmiths usually try to be where the action is, hoping to be close enough to preserve the souls and legacies of heroes, causing them to go on adventures or fight monsters.

Creating a Soulsmith

When you make a Soulsmith, consider the following points : Why did you choose to learn Soulsmithing? Was it a dead person who you watched die? A hero who inspired you? Another Soulsmith?

Quick Build

You can make a Soulsmith quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the Sage background.

Class Features

As a Soulsmith you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light Armor
Weapons: Daggers, Quarterstaffs, Shortswords, Light Crossbows
Tools: smith's tools
Saving Throws: Wisdom, Charisma
Skills: Choose two from Arcana, Animal Handling, Athletics, Insight, Investigation, Perception and Religion

Equipment

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

Table: The Soulsmith

Level Proficiency
Bonus
Features Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Soul Forge
2nd +2 Spellcasting, Soul Blade, Soul Absorption 2 2
3rd +2 Soul Practice 3 3
4th +2 Ability Score Improvement 3 3
5th +3 Soul Construct 4 4 2
6th +3 True Essence 4 4 2
7th +3 Soul Practice Feature 5 4 3
8th +3 Ability Score Improvement 5 4 3
9th +4 6 4 3 2
10th +4 Soul Practice Feature 6 4 3 2
11th +4 Soul Summoner 7 4 3 3
12th +4 Ability Score Improvement 7 4 3 3
13th +5 8 4 3 3 1
14th +5 Spiritual Defense 8 4 3 3 1
15th +5 Soul Practice Feature 9 4 3 3 2
16th +5 Ability Score Improvement 9 4 3 3 2
17th +6 10 4 3 3 3 1
18th +6 Soul Summoner Improvement 10 4 3 3 3 1
19th +6 Ability Score Improvement 11 4 3 3 3 2
20th +6 Soul Practice Feature 11 4 3 3 3 2

Soul Forge[edit]

You learned how to capture souls and use their power to craft ethereal constructs.

Capturing Souls

To capture a soul, you must use your reaction after a creature have been killed within 30 feet of you. You can have a number of souls equal to your level + your proficiency bonus. You can use your souls either to submit them or in its raw form.

In its raw form you can merge one soul, over the course of 1 hour, and infuse it into a piece of equipment. Doing so give to that piece of equipment a bonus equal to the amount of souls spent in either attack roll, damage roll, one saving throw proficiency, AC or skill proficiency.

You can a bonus equal to up to half your proficiency bonus to either item. The soul used is released after a number of uses equal to your proficiency bonus. Each time a check is made with the proficiency that have a infusion bonus, one use is spent.

Submitting Souls

To become able to use a captured soul for your own purposes, you must spend 1 hour performing a ritual to submit the soul to your command, which can be done during a short rest.

At 1st level, you can have one soul submitted at time. You can have more souls as you gain levels in this class, gaining one more at 5th, 11th and 17th level.

Once without spending an action, or as an action on your turn, you can use one prepared soul to soul forge. You can use souls to forge any of the following ethereal creations

Soul Forge and Ethereal Crafts

While soul forging, you can create one of the following ethereal crafts.

  • Spectral Appendage (1 soul)

A pair of ethereal limbs hover over your shoulders. You gain a bonus in all Strength (Athletics checks equal to your Wisdom modifier.

  • Ghostly Tunnel (2 submitted souls, 4 raw souls)

As an action, you create a ethereal passage to any unoccupied space you can see within 30 feet. You can use your bonus action to transverse the ghostly tunnel. You have resistance to any damage you take until turn and can't make attacks or cast spells until the start of your next turn. You can bring one additional creature for each Wisdom modifier you have -1 (min 0). The creature must be within 5 feet of you.

  • Ethereal Guide (1 soul)

As a bonus action, you can summon a spectral floating orb that hovers your body. Doing so deprive you from your sight, and you are blinded, but gain blindsight up to a range of 20 feet. Deactivating the guide requires another bonus action.

  • Spiritual Gun (1 soul)

As an action, you can spend a 1st-level spell slot, to create a line 5 foot wide and 60 foot long, dealing 3d6 damage to all creatures within the area. For each additional spell slot over the 1st, you deal additional 1d6 damage and you can increase the width of the line in 5 feet. The soul is released after this attack.

Spellcasting[edit]

By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does.

Spell Slots

The Soulsmith table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the Soulsmith spell list.

The Spells Known column of the Soulsmith table shows when you learn more soulsmith spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the soulsmith spells you know and replace it with another spell from the soulsmith spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your soulsmith spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a soulsmith spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting

You can cast a soulsmith spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus

You can use an smith's tools as a spellcasting focus for your soulsmith spells.

Soul Blade[edit]

At 2nd level, you can use one soul to empower a weapon, creating a soul blade. When attacking with a soul blade, you can use your Wisdom modifier, instead of your Strength or Dexterity for attacks and damage rolls.

In addition, you can spend one spell slot to deal additional necrotic damage to the target. The damage equals 1d8, plus 1d8 for each spell slot higher than 1st, up to a maximum of 5d8.

Soul Absorption[edit]

Starting at 2nd level, you can absorb souls instead of storing them. When you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + your soulsmith level (minimum of 1).

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.

Soul Construct[edit]

Beginning at 5th level, you can craft a construct merging a submitted soul and raw materials. The soul construct can be built with any materials with have at your disposal, and have any appearance. It is medium sized, has AC equal to your spellcasting ability and immunity to all conditions. Your soul construct is immune to all damage. Half of all damage your construct would take from a successful attack is transferred to you.

If it has to make a saving throw, it uses your saving throw bonus for the roll. On your turn, you can mentally command the construct to move up to 30 feet. If your construct is ever more than 30 feet from you at the end of your turn, it is destroyed.

When you use your action to make an attack or cast a spell, you can make one additional attack from your soul construct position using your bonus action. This attack deal damage equal to 1d10 + your Wisdom force damage. You can add your soul blade strike to this damage.

When you take the Attack action on your turn, any attack you make with that action can originate from your space or the construct's space. You make this choice for each attack.

When a creature that you can see within 5 feet of your construct moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the construct's space.

True Essence[edit]

At 6th level, you can use an action to awaken the true essence of one soul you've captured. Doing so changes the damage type of your soul blade strikes and can impact other features. You can always change the damage type back to necrotic, as a bonus action.

The effect of awakening a soul depend on the creature type you captured, as follows: aberration (psychic), beast (necrotic), celestial (radiant), dragon (same as the dragon breath weapon type), elemental (same as the elemental immunity), fey (psychic), fiend (fire), humanoid (necrotic), monstrosity (necrotic), plant (poison), undead (necrotic).

Spiritual Defense[edit]

At 14th level, you become immune to possession and to the charmed condition. In addition, you add your Wisdom modifier to your Constitution and Charisma saving throws.

Soul Summoner[edit]

At 11th level, you can use your action to summon a soul from another plane, instead of absorbing it from a dead creature. Doing soul summon a number of raw souls equal to your Wisdom modifier.

Starting at 18th level, you summon a number of raw souls equal to your level.

You can use this feature a number of times equal to your Wisdom modifier, being unable to do it again until you finish a long rest.

Soul Warrior[edit]

Soul warriors are frontline combatants, using the power of souls to improve their offensive capabilities, destroying their opponents on the battlefield.

Spectral Armor

At 3rd level, you can make the captured souls hover around your body, offering protection against attacks. Whenever you are hit by an melee weapon attack while using the spectral armor, the target take additional damage equal to 1d8 for each soul hovering your body.

Bonus Proficiencies

Starting at 3rd level, you gain proficiency with heavy armor, shields and martial weapons.

Bastion of Lost Souls

At 7th level, if you have one awakened soul as part of your spectral armor, you can use your bonus action to summon one special ability related to it. You can use this feature three times, being unable to use it again until you finish a long rest.

  • Aberration. As a bonus action, you can force all creatures in a 15-foot cone to make a Wisdom saving throw, or take 1d6 psych damage and be frightened by you until the end of your next turn.
  • Beast/Monstrosity. Your movement speed increases in 10 feet and you gain advantage on all Wisdom (Perception) checks for the duration. In addition, you can make a unarmed strike with spectral claws as a bonus action, dealing 1d6 + your Wisdom modifier force damage on a hit.
  • Celestial. You summon celestial wings, granting you a flight speed of 20 feet. In addition, you shed bright light for 10-feet and dim light for an additional 10 feet.
  • Draconic. You can use your action to use a breath attack, dealing 3d6 damage on a 30-foot cone.
  • Elemental. You become resistant to the damage type of the awakened elemental. In addition, you gain additional 10 feet of movement (fire), 20 feet burrow (earth), 10 feet fly (air) and 20 feet swim (water).
  • Fiend. You can see through normal and magical darkness up to a range of 120 feet. In addition, whenever a creature within 60 feet of you hit you with an attack, you can cause the creature to make a Dexterity saving throw against your spell save DC or take 1d10 fire damage.
  • Plant. Your AC becomes 16, if it is lower, and you gain a number of temporary hit points equal to your level at the start of each of your turns. Your movement speed is reduced by half, and an area within 10 feet of you becomes difficult terrain to any creatures of your choice.
  • Undead. You become immune to necrotic damage and critical hits are normal hits against you. In addition, if you are reduced to 0 hit points, you are not unconscious or incapacitated.
Phantasmagorical Cloak

At 10th level, while you have at least one soul protecting you as part of your spectral armor, you gain resistance to necrotic damage and your AC equals 10 + your Wisdom modifier + your Constitution modifier.

Two souls give you resistance to necrotic damage. Three souls give you immunity to necrotic damage. Four souls give you resistance to slashing, piercing and bludgeoning damage from nonmagical sources.

Shared Protection

At 15th level, you can use your action to grant the benefits of your phantasmagorical cloak to one creature standing within 5 feet of you.

Soul Legion

At 20th level, you can absorb four souls into your body, becoming a legion of a single creature. You gain the following benefits for 1 minute:

  • You gain resistance to all damage types, except radiant. You become vulnerable to radiant damage.
  • You can add your Wisdom modifier to the damage of your spectral armor.
  • Your size becomes large and all your attacks gain reach.
  • When you hit a creature with an attack, you can use your bonus action to absorb the life force of a creature. The creature must make a Constitution saving throw against your spell save DC. On a failed save, the target take necrotic damage equal to half your level, and you regain the same amount of hit points.

Once you use this feature, you can't use it again until you finish a long rest.

Soul Crafters[edit]

Soul crafters are specialists in manipulating the essence of dead creatures to create ethereal constructs.

Magical Practice

When you choose this practice at 3rd level, you learn the cantrips mending, dancing lights and guidance.

Angered Soul

Starting at 3rd level, you learn how to force one of your captured souls to attack one of your enemies. As an action, you can spend one spell slot to command this soul to attack. Choose one unoccupied space within 60 feet.

Any creature of your choice that enters an area within 5 feet of the angered soul or end its turn there must succeed on a Dexterity saving throw or take damage equal to 1d6 + your Wisdom modifier necrotic, or half this damage on a success, plus 1d6 for each spell slot you spent above 1st-level.

You can move the angered soul 30 feet in each of your turns. In addition, for each spell slot higher than the 1st.

Instant Submission

At 3rd level, you can use your action to instantly submit a soul to your command. You can use this feature a number of times equal to your Intelligence modifier, regaining the ability to do so after completing a short or a long rest.

Ghostly Servant

Starting at 7th level, you can use one of your captured souls and convert it into a loyal and submissive servant.

Once on a short rest you can create a will-o'-wisp, and control it as if you had cast the animate dead spell. Creating a ghostly servant requires you to spend one submitted soul and a 10 minutes ritual. Whenever Ghostly Servant is within 30 feet of you, you can see through its senses and cast spell through its position.

You can't have more than one Ghostly Servant, and creating another one destroy the previous. Once you create a ghostly servant, you can't create another one until you finish a long rest.

Leviathan

At 10th level, you can use two or more of your captured souls to create a leviathan, a construct made of multiple souls. You can use your soul blade strike with your leviathan slam.

The leviathan lasts for 1 minute, ending earlier if reduced to 0 hit points. The souls return if the leviathan has at least 1 hit point when the leviathan ends.

Leviathan

Large construct, same alignment as the rider

Armor Class Your spell save DC

Hit Points equal to your Wisdom modifier + 4 x your soulsmith level. increases to 6 x your soulsmith level at 11th level and 8 x soulsmith level at 17th level.

Speed 30 feet

STR, DEX, and CON equal to your Wisdom modifier INT 5 (-3) WIS 12 (+1) CHA 6 (-2)

Saving Throws Strength and Wisdom

Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Damage Immunities poison, bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered.

Senses passive Perception 10

Languages understands the languages of its creator but can't speak

Empathic Link. The leviathan can communicate with his creator telepathically, up to a range of 100 feet.

ACTIONS

Slam. Melee Weapon Attack: your Wisdom modifier + your proficiency bonus to hit, reach 5 ft., one target. Hit: 1d10 + your Wisdom modifier.

Soul Void

Starting at 15th level, your leviathan can absorb the vitality with its strikes. It deals 1d4 additional necrotic damage with its unarmed strikes, and regain the same amount of hit points.

In addition, you can use your bonus action to make the souls grasp creatures within them, dragging creatures by connecting with their souls. All creatures within 20 feet of your leviathan must make a Strength saving throw against your spell save DC, or be pushed towards him, stopping at 5 feet.

Soul Master

At 20th level, you can have 5 submitted souls at the same time.

Soulsmith Spell List[edit]

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

1st Level

cause fear, command, comprehend languages, detect evil and good, false life, hex, identify, inflict wounds, find familiar, ray of sickness, unseen servant

2nd Level

augury, blindess/deafness,detect tougths, gentle repose, hold person, ray of enfeeblement, see invisibility, spiritual weapon

3rd Level

animate dead, bestow curse, clairvoyance, enemies abound, feign death, life transference, revivify, speak with dead, spirit guardians, vampiric touch

4th Level

arcane eye, blight, divination, dominate beast, locate creature, shadow of moil

5th Level

contact other plane, danse macabre, enervation, negative energy flood, raise dead, scrying

Multiclassing[edit]

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

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

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