The Shattered Soul (5e Subclass)

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Scales.png This page is of questionable balance. Reason: Having unlimited range(bc this is basically what this subclass gives you) on EVERYTHING except melee attacks is nuts. Many features or spells were made with the range of touch in mind, and this subclass breaks them, literally. And multiple uses of inducing shor term madness, which is way more powerful than any spell, for it does not allow a saving throw to end the effects, is way too much.


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The Shattered Soul[edit]

An encounter with a being of immense power left your soul broken into pieces. Instead of falling into insanity or dying, you managed to hold yourself together through sheer willpower.

Now, after many sleepless nights spent in research and occult experimentation, you've found a way to harness the power of your own broken soul.

Expanded Spell List

Your experimentation on your own soul lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Table: Shattered Soul Expanded Spells
Spell Level Spell
1st detect magic, false life
2nd locate object, spiritual weapon
3rd spirit guardians, bestow curse
4th conjure minor elementals, faithful hound
5th animate objects, arcane hand
Soul Anchor

Starting at 1st level, you have learned how to anchor shards of your soul to physical objects.

To make an object into a soul anchor, you must perform a ritual lasting one hour. Soul anchors must be of tiny to medium size, and cannot be artifacts. You may have up to 5 soul anchors at any time.

You may count your soul anchor as a part of yourself for determining the range of spells, invocations, channel divinity, lay on hands, and other similar features.

Any creature aware of the nature of your soul anchor may treat it as part of you for the purposes of determining the range of spells and features that do not deal direct damage, and spells and features that deal radiant, necrotic, or psychic damage.

If one of your soul anchors is destroyed, you immediately take 1d6 Psychic damage.

If at any point you do not have at least one of your soul anchors on your person, you temporarily lose access to all Pact Magic spells until you again have one of your soul anchors on your person.

Touch of the Soul

You have learned to reach out with your soul, and lightly touch upon the minds of others.

Starting at 6th level, you can communicate telepathically with any creature you can see within 60 feet of you, or who is touching one of your soul anchors. You do not need to share a language for them to understand you, but they need to be able to understand at least one language. Additionally, you gain Advantage on Insight checks against any creature you can communicate with telepathically.

Armor of Will

You have learned to redirect incoming attacks through force of will.

Starting at 10th level, while not wearing armor, your AC is equal to 10 + your Dexterity modifier + your Charisma modifier.

Soul Rend

You have learned how to partially imitate what happened to you, and inflict a semblance of it upon others.

Starting at 14th level, as an action you can tear at the soul of any one creature within range of your telepathy. The creature must make a Cha save vs your spell save DC, or take 5d10 Psychic Damage and become afflicted with short-term madness.

You may use this ability a number of times equal to your Cha modifier (minimum 1), recovering all uses on a long rest.


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