Talk:Soul Warden (5e Class)
The Saving Throws section is a bit unclear. Do you get Int and one of Con, Wis and Dex? Or do you pick one from the four of them?
Im not the creator of this class, but I would say only one of them. this is to stop that being too op, and the fact that all classes have 2 saving throws.
Class rework[edit]
This is a really interesting class that I've been play-testing and I came up with an idea to balance a few things and then I just ended up rewriting the majority of the class and I would like some thoughts on it. The full descriptions will be included after the changelog so you have an idea of what is different. Apologies for any formatting errors, this was originally done on a google doc so some things may be a little disorganized.
Changelog:
- Hit points are now 1d8 per level
- Access to 1 cantrip at 1st levels
- Access to 1 level 1 spell at 1st level
CORE CLASS
- Greatly lowered "Maximum" soul count and gave it a more sensible progression
- Charm saves only need to be made if you exceed maximum soul count
- Gave charm saves a base DC that is modified by the specific soul's wisdom
- Changed Binding so that you can't use civilians as soul fodder
- Moved Channel Soul to 1st level and changed the buff from a static increase to advantage on a roll instead
- Channel Soul now consumes the soul used
- Inner realm no longer gives static AS increases to souls but gives advantage for skill checks in that stat
- Inner realm also now gives disadvantage when a soul makes a skill check for a stat that is opposite the environment
- Spirit Double now has two options: Incorporeal and Corporeal
- Added a shared Health pool between PC and Corporeal spirit doubles
- Incorporeal doubles Fail physical inspection, Are dispelled upon taking any damage, and cannot make physical skill checks
- You now roll at Disadvantage when using the maximum amount of Spirit doubles
- Partial Manifestation described in greater detail
- Added feature Lesser Sacrifice
- Corporeality lowered from 24 hours maximum to 6 and you can no longer choose to have them be invisible to others
- Removed Soul count increase text from Control
- Marionettes feature removed
- Bind Greater Souls can now only be used once after a long rest
- Enhanced control renamed to Greater control
- Greater control changed from soul count increase to structure creation
- Greater control no longer prevents souls from attempting to force their Freedom
- Sacrificial souls now reduce damage by 1/4 instead of negating
- Self Preservation renamed to Greater Sacrifice
- Greater sacrifice now requires the soul used to be believable in world
SUB-CLASSES
- Holding cell can now only hold 1 soul instead of 5
- The Yard now lowers charm save DC by 2
- Lieutenants now only allows you to have one more double without taking negative effects
- Puppet Master sub-class removed
FULL CLASS DESCRIPTION:
Class Features
As a Soul Warden you gain the following class features.
- Hit Points
- Hit Dice: 1d10 per Soul Warden level
- Hit Points at 1st Level: 10 + Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 6) + Constitution modifier per Soul Warden level after 1st
Proficiencies
- Armor: Any nonmetal armor
- Weapons: Martial melee, simple range
- Tools: Poisoner’s Kit
- Pick either [Calligrapher's supplies and Woodcarver’s tools] or [Alchemist’s supplies and Herbalism kit]
- Saving Throws: Charisma and Constitution
- Skills: Pick two from Arcana, Athletics, Insight, Perception, Persuasion, Stealth, and Deception
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Leather armor or (b) Hide armor
- (a) Light crossbow and 20 bolts or (b) Martial melee weapon
- (a) Calligrapher's kit or (b) Woodcarver's tools
- Two daggers
Imprisonment
- At 1st level, you can now store souls inside yourself. The Maximum amount of souls is 3 + ½ Soul warden level. You may control more than your max, however, when attempting to command a soul you must make a Chr save, DC = 10 + The soul’s wisdom modifier (GM Discretion). Upon failure the soul will break free from your control.
Binding
- At 1st level, you know the ritual to bind souls to you. It requires either carved runes of dead or rotting wood, bathed in your foes blood or in their remains, or written runes made from nightshade and your foes blood or their liquefied remains. The runes must be burned within 24 hours of the foes death. They must have enough strength to properly form their soul. (ie civilians can’t have their souls bound outside of rp purposes to prevent breaking combat mechanics)
Channel Soul
- At 1st level, you may now use souls to assist your efforts giving you an advantage on your next roll consuming the soul in the process.
Inner Realm
- At 2nd level, you can now control your realm where you store the souls. Major changes are scenery, a battlefield will get stronger minions, a dungeon will make them more submissive, etc. When commanding a soul It will gain advantage for skill checks that use a stat that matches your inner realm (As an example a library would be Int or Wis it cannot be both must be decided beforehand) However they will have disadvantage for skill checks that don’t match your inner realm (A library would have disadvantage in Str, you’re smart you get the idea).
Spirit Double
- At 3rd level, you can use a piece of your own soul as a double; Normally spirit doubles are incorporeal disallowing them from making physical skill checks, They fail Physical inspection, and will dissipate upon taking damage, however, you may divide your flesh and blood by the number of spirit doubles you wish to create (Maximum 5. Remainder health is retained by the original body). This health can only be regained by remerging with the spirit double which happens either when they are defeated or you willingly dispel them. ( Max health will be regained however you keep the damage a spirit double has accumulated: for example if you divide into two with a maximum of 20 health each will subsequently have 10 health) Spirit doubles weaken if more than one is summoned. For each double after the first, rolls will suffer a -2 and at your maximum you will also roll with disadvantage. Channel soul overrides this disadvantage but it can only be used by the main body.
Choose Your Path At 3rd level, you select one of the two paths a soul warden must follow, The True Jail, or One Man Army. You gain additional class features at 9th and 18th level.
Ability Score Increase
- When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you 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.
Partial Manifestation
- At 5th level, You may alter your form to resemble that of one of your souls consuming it, This can only be done once per body part (One for each arm leg and head etc. It is up to the GM the specifics of its use) Doing so will give said body parts traits (As an example using a wolf’s soul on your arm would grant you claws). Doing so will grant the soul some influence over you (The stronger the soul the stronger the influence. what they can do with said influence should be discussed between gm and player beforehand sometimes it will be a voice that screams and curses you from within your head breaking concentration at an inopportune time, or when they see someone they know they may speak their name from your mouth or even a shift in alignment etc.) This skill is considered a taboo among soul wardens due to its permanent effects. Upon seeing one who had used this ability many would shake their heads at the foolishness of a young soul warden who attempted manifestation before they were ready...
Lesser Sacrifice
- At 6th level, Once per week when you would receive damage that would fatally wound and kill you, your body will react instinctively and devour every soul within you consuming all of them. You are left with 1 Hitpoint and fall unconscious. (Does not work for environmental hazards such as lava or drowning in water)
Corporeality
- At 7th level, your souls may now become fully corporeal if you will it, this effect lasts 6 hours and they can only carry as much as you are able to
Control
- At 9th level, you have more control over your souls. Your orders no longer have to be spoken. You can use souls to create weapons for your personal use. A soul will only allow you to use it. A soul can become any simple or martial melee weapon you wish.
Complete Manifestation
- At 10th level, You can completely take on the abilities of the chosen soul. When cast you take on the abilities, stats(including AC and health) and personality of the soul, however your appearance does not change. When used the soul possesses your body for up to 1 hour.If a greater soul is used, after an hour, or once the spell is dismissed, The caster must make a charisma saving throw, with a DC of 8, or be completely possessed by the soul. If this happens, your body is now controlled by the soul used.
Bind Greater Souls
- At 13th level, you may now bind incorporeal entities. If you have the runes light them on fire or make them produce light and you may force bind the entity. The entity must make a Wisdom save, DC = 8 + half your class level rounded down. On a failed save, the soul is bound to you. On a successful save, the entity is merely deterred and gains a disadvantage on the next three attacks made on it. (Int or Wis check) can only be used once after finishing a long rest.
Spirit Form
- At 14th level, you may shed your mortal state and appear as a soul covered in chains. These are your main weapons in this form. You appear as though you were from your inner realm (a warrior from a battlefield, a torturer from a dungeon, etc.) This form may be sustained for up to 12 hours. You are incorporeal in this state. You may modify the chains' appearance; however, they will deal 2d10 slashing damage regardless of the presence of spikes, hooks, or other modifications.
Greater Control
- As your control over souls grows you can fashion them into more complex objects (Such as a boat or temporary housing), if the soul is unwilling flip a coin if it lands on heads the soul retains it mental faculties and the force created destroys the soul, Tails is a success
Sacrificial Souls
- At 17th level, souls, whether visible or not, will constantly be circling your body. During combat, you can spend a reaction in order to make one of the souls block the incoming attack. Damage is reduced by 1/4, however the soul is destroyed
Greater Sacrifice
- At 18th level, you can sacrifice one soul to save yourself.(The soul must be strong enough [GM discretion]) By draining the soul to the point of nonexistence, rather than having your hit points reduced to 0 they are restored to a quarter of their maximum, rounding up if necessary. This ability ignores any spell or ability that would prevent the restoration of your health. If you are in an area that does damage to you on any players turn you are teleported to just outside that area. This ability may be used once every long rest.
Greater Channel
- At 19th level, Soul Shield. -When used, you can sacrifice any number of your souls in order to create a shield. The shield can cover a 10ft diameter, and has 1d10 hitpoints. The diameter of the shield increases by 10ft, and the hitpoints by an additional d10 for every soul expended.
-When used, as a last resort, the caster can use their own soul as a shield. The shield can be any size up to a circle with a 300ft radius. The shield hitpoints are equal to your soul warden level x 10d20 + Charisma modifier for each soul warden level. If this shield breaks, then so does the casters soul. This counts as an instant death.
Wave of Death
- At 20th level, you can unleash all the souls within you in a frenzied blast. The wave moves directly at the target/s direction. (Int, then Wis, finally Con check for every check failed you lose control of 1/3 of the soul count) (Does 1d4 damage per soul hitting the target.)
Merger
- At 20th level, you can now combine and separate souls to create new monstrosities, you only have the power to combine two souls and can only separate one soul into two. (If control is lost the soul disintegrates)(combining souls subtract one soul from the amount you currently have separating does the opposite)
The True Jail
- You are the final destination for your fallen foes, those who once stood against you now give you power.
Holding Cell
- At 3rd level, you have now learned to create items to hold souls whether it be a bag or jar it will only hold a single soul and will take a day to fully activate after an hour of creating it. You may move souls from yourself to holding cells and vice versa. (These souls are not bound to you until moved to you. If broke the souls are forcibly moved on from this realm.)
The Yard
- At 9th level, your souls become more compliant reducing the DC of the Chr save when a soul attempts to force its freedom to 8 + the Soul’s Wis mod
Lieutenants
- At 18th level, you may have an additional spirit double without detriment and now for each extra spirit double -1 to skill checks (maximum increased to 10 and subsequently rolling at disadvantage kicks in at 10 doubles)
One Man Army
- The souls are your weapons and armor.
Bind Arsenal
- At 3rd level, you may now bind weapons and armor to yourself or others, these cannot be stolen or lost, unless the runes are removed. (Runes can only be removed by the writer, or necromancy that directly targets souls.)
Soul Infusion
- At 9th level, you may now use channel on bound weapons to give extra damage or elemental damage. (+10 extra damage, same for elemental.) You may also channel souls into armor for more protection, elemental resistance or retribution against an attack(+5 AC, if elemental +10 resistance, or the attack does half damage to an opponent within 10ft.) (May only infuse one soul at a time.)
Soul Arsenal
- At 18th level, you may now use souls, within parameters, to create weapons and armor. (Armor: Grants the abilities the soul had before its demise. Weapons: Deal souls least damaging attack but deal damage based on the soul and move on your command.) The arsenal lasts 6 hours and you can use it once every day.
Soul Warden Spell List You know all of the spells on the basic Soul Warden spell list and additional spells based on your archetype. Cantrips
- Chill Touch, Eldritch Blast, Glyph Trap, Shocking Grasp , Sword Burst, Poison Spray, True Strike, Toll the Dead, Magic Stone, Mending
1st Level
- Disguise Self, Entangle, Sleep, Absorb Elements, Cause Fear, Hex, Inflict Wounds, Sanctuary, Zephyr Strike
2nd Level
- Hold Person, Shadow Blade, Phantasmal Force, Misty Step, Heat Metal, Arcane Lock, Enhance Ability
3rd Level
- Magic Circle, Counterspell, Vampiric Touch, Hunger of Hadar, Bestow Curse
4th Level
- Blight, Shadow of Moil, Hallucinatory Terrain, Greater Invisibility, Freedom of Movement, Fabricate, Confusion
5th Level
- Awaken, Bigby's Hand, Contact Other Plane, Reincarnate, Destructive Wave, Hold Monster, Synaptic Static, Insect Plague, Geas
Multiclassing
- Prerequisites. To qualify for multiclassing into the Soul Warden class, you must meet these prerequisites: Int 15 and have a recently slain foe to bind and know how to bind it.
Proficiencies.
- When you multiclass into the Soul Warden class, you gain the following proficiencies: Constitution or Charisma save. (Not Both)
--Placeholder Text (talk) 13:28, 27 February 2018 (MST)