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Soul Manipulator


Hit Points

Hit Dice: d12 per Soul Manipulator level
Hit Points at first Level: 12 + Wisdom modifier
Hit Points at Higher Levels: 1d12 (or 7) + Wisdom modifier per Soul Manipulator after 1st

Proficiences

Armor: None
Weapons: Simple, Martial
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose three skills from Deception, History, Insight, Investigation, Medicine, Nature, Perception, Persuasion, and Stealth.

Overview & Creation

Soul manipulators are those who can tap into the power of souls, allowing them to drawn forth power within them while subtlety influencing others. They are a secluded bunch that travel the world in search of meaning behind their powers. While they can easily manipulate souls, most will never learn the true meaning behind having a soul. The newest kind of magic in Cecaelia, Soul Magic is deadly both to the user and the target.


Class Features

Table: The Soul Manipulator

Level Proficiency Bonus Features
1st +2 Soul Powers, Soul Magic, Soul Tear, Soul Well, Unarmored Defense
2nd +2 Soul Path
3rd +2 Soul Blast
4th +2 Ability Score Improvement
5th +3 Soul Tether
6th +3 Greater Influence
7th +3 Soul Path Feature
8th +3 Ability Score Improvement
9th +4
10th +4 Soul Path Feature
11th +4 Soul Stop
12th +4 Ability Score Improvement
13th +5
14th +5 Mind Shield
15th +5 Soul Path Feature
16th +5 Ability Score Improvement
17th +6 Daze
18th +6 Soul Path Feature
19th +6 Ability Score Improvement
20th +6 Soul Split
  Soul Powers Some features of this class require spell attack modifier and spell save DC, for this use Wisdom as your spell casting ability.   Spell save DC = 8 + your proficiency bonus + your Wisdom modifier   Spell attack modifier = your proficiency bonus + your Wisdom modifier   Soul Tear Beginning at 1st level, you have learned how to tear a creature's very soul from its body. As an action, you may make a ranged spell attack against a creature within 60 feet of you. You deal 1d6 + your Wisdom modifier psychic damage. This damage increases by 1d6 when you reach 3rd level(2d6), 5th level(3d6), 7th level(4d6), 10th level(5d6), 12th level(6d6), 14th level(7d6), 16th level(8d6), 18th level(9d6), and 20th level(10d6).   Soul Well Beginning at 1st level, you gain a stock of soul charges that you can use to increase the damage of soul blast and soul tear. The amount of soul charges you have is equal to your soul manipulator level. You gain soul charges(minimum of one) equal to the CR of any creature that dies within 60 feet of you that is not of undead or construct type. You may use one or more charges to increase the amount of damage soul blast does by 1 or to increase the amount of damage soul tear does by 2 for each charge spent.   Unarmored Defense Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.   Soul Path Beginning at 2nd level, your affinity with manipulating souls taking on a unique approach. Choose an subclass that emulates your increased between: Accumulator, Nullifier or Soul Splitter, all detailed at the end of the class description. Your subclass choice grants you features at 2nd level and again at 7th, 10th, 15th, and 18th levels.   Soul Blast Beginning at 3rd level, as an action, you may expel a wave of energy in front of you. Each creature in a 15 foot cube in front of you must make a Dexterity saving throw. A target takes 1d4 + your Wisdom modifier force damage on a failed save, or half as much damage on a successful one. This damage increases when you reach 5th level(2d4), 7th level(3d4), 9th level(4d4), 11th level(5d4), 14th level(6d4), 17th level(7d4), and 20th level(8d4).   Ability Score Increase 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 Tether Beginning at 5th level, you have learned how to bind a recently lost soul to its departed body. As a bonus action, you may bind a creature's soul to your current plane as long as the creature is within 30ft of you, and has not been dead for more than 1 round(6 seconds). You return that creature to life with 0 HP, but stabilized and with 2 failed death saving throws. You regain use of this feature after you finish a long rest.   Greater Influence Beginning at 6th level, you may gain advantage on a Deception, Persuasion, or Intimidation check on a creature within 30ft of you that can see you. You may use this feature twice and you regain all uses of this feature after you finish a long rest.   Soul Stop Beginning at 11th level, your powers have advanced to the point where you can almost slow a creature to a stop. As an action you can attempt to stop time for a creature within 30 feet of you. On a failed Wisdom saving throw, the creature can not take damage, attack, or move until the start of your next turn. You regain use of this feature after you finish a short or long rest.   Mind Shield Beginning at 14th level, through the training of your soul and mind, they have become close to impenetrable. You have advantage on Wisdom and Intelligence saving throws from magic.   Daze Beginning at 17th level, as a reaction whenever a creature within 30 feet of you takes an action, you may attempt to confuse that creature. When you do so, the creature must make a Wisdom saving throw. On a failure, the creature's action is spent without having taken effect. You regain use of this feature after you finish a short or long rest.   Soul Split Beginning at 20th level, you may split your soul in two giving another creature the benefits of being a soul manipulator. As an action, you split your soul into another creature that you are touching. That creature gains access to all the class features that you have access to for 1 minute or until they are knocked unconscious. Also, if the creature were to use a class feature with a limited amount of charges, it counts as if you used that class feature. The creature may not use a soul manipulator feature if you have no charges for the feature. Afterwards, you soul returns to you regardless of distance and plane of existence. You regain use of this feature after you finish a long rest.
 


Starting Equipment

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

  • any simple weapon
  • (a) a scholar's pack or (b) an explorer's pack
  • (a) a shortsword or (b) a quarterstaff
  • If you are using starting wealth, you have 2d4 x 10 gp in funds.

 


Spellcasting

Spellcasting for the Soul Manipulators are different than any other kind of magic. There are no cantrips or spell slots, instead you siphon from your own life to cast. The cost for these are as follows:

Spell Level Cost
1 1d2+1
2 1d4+2
3 1d6+3
4 1d8+4
5 1d10+5
6 1d12+6
7 1d20+10
8 1d100+50
9 1d1000+500
    Each spell is akin to memorizing a complex ritual that you speed up to increase the effectiveness in combat. Because of this, you can't be holding anything in your hands while casting or the spell will fail. Your spellcasting capabilities are as follows:
Level Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 1 x
2 1 x
3 2 x x
4 2 x x
5 3 x x x
6 3 x x x
7 4 x x x x
8 4 x x x x
9 5 x x x x x
10 5 x x x x x
11 6 x x x x x x
12 6 x x x x x x
13 7 x x x x x x x
14 7 x x x x x x x
15 8 x x x x x x x x
16 8 x x x x x x x x
17 9 x x x x x x x x x
18 9 x x x x x x x x x
19 10 x x x x x x x x x
20 10 x x x x x x x x x

 


Subclass Options

Accumulator

  Accumulators are the soul manipulators whose powers grow over time with their accumulation of powerful souls. They usually are a curious bunch who wish to discover the true meaning behind their powers.   Soul Fragments Starting at 2nd level, whenever you kill a creature that is of higher CR than your level, you absorb a small portion of its soul that you can use for various purposes. You may absorb any number of soul fragments, but you only gain the benefits of a number of soul fragments equal to half your proficiency bonus rounded up. You may not gain the benefits of any soul fragment belonging to a creature type more than once, and you may only switch between soul fragments after you finish a long rest. These soul fragments provide small benefits to you depending on the type of soul as shown below:  
  • Beast. Your AC goes up by +1
  • Celestials. You gain blindsight for 15 feet.
  • Dragons. You gain resistance to a certain damage type based on what the dragon was resistant to, see draconic ancestry for info on damage resistances.
  • Elemental. You gain varying effects determined by the type of elemental: air elemental/djinni gives you no need to breath and +5 walking speed, fire gives you immunity to the effects of hot weather, ice gives immunity to the effects of cold weather, earth gives you no need to eat or drink, water gives water breathing and allows you to see through magical darkness and mist.
  • Fey. You gain immunity to the charmed condition and magic can’t put you to sleep.
  • Fiend. You gain an additional 30ft of darkvision.
  • Giant. You gain proficiency in the Athletics skill, if you already have proficiency in it, you can double your proficiency bonus.
  • Humanoid. When you fail a saving throw, you can reroll it. If you do so, you must use the new roll. You regain use of this feature after you finish a long rest.
  • Monstrosity. You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
  • Plant. You gain immunity to poison damage and the poisoned condition.
Recharge Starting at 7th level, you may use the Soul Well charges you have to regain use of other soul manipulator powers. As a bonus action, you may spend 3 Soul Well charges to gain a charge back of any soul manipulator feature that has charges. You regain use of this feature after you finish a long rest.   Pure Soul Starting at 10th level, your mastery of your soul grants you proficiency in all saving throws.   Purview Starting at 15th level, you may touch a creature an attempt to draw forth information from its soul. On a failed Wisdom saving throw, you gain all the knowledge that creature has gained over the past week. You regain use of this feature after you finish a long rest.   Enslave Starting at 18th level, you may target one creature you can see within 30 feet of you. The creature must make a Wisdom saving throw or be magically charmed by the soul manipulator for 1 hour. The charmed target is under the your control but will not listen to your commands that endanger the target. Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. You regain use of this feature after you finish a long rest.  

Nullifier

  Nullifiers use their soul's power to thwart many a creature's plans by bending souls to the Nullifier's whim. Most use their soul's powers to weaken any who oppose them, while also protecting themselves from harm.   Mind Distration Starting at 2nd level, you can try to mentally distract a creature within 60 feet of you as a reaction when it makes a attack roll and before the results of the roll have been announced. On a failed Wisdom saving throw, they roll with disadvantage. You may use this feature a number of times equal to your Wisdom modifier(minimum of one) and you regain all uses of this feature after you finish a long rest.   Weaken Starting at 7th level, you may attempt to weaken a creature within 30 feet of you as an action. On a failed Wisdom saving throw, you may choose to get rid of one of that creature's resistances or reduce one of its immunities to resistance for 1 minute. You may use this feature a number of times equal to your Wisdom modifier(minimum of one) and you regain all uses of this feature after you finish a long rest.   Magical Barrier Starting at 10th level, you have learned how to draw forth scattered energy to protect you from harm. Whenever you are damaged, you can use your reaction to gain resistance to one of the damage types that damaged you until the start of your next turn. You may use this feature three times, and you regain all uses of this feature at the end of a short or long rest.   Implanted Weakness Starting at 15th level, as an action you may touch a creature and attempt to temporarily debilitate them. On a failed Wisdom saving throw, the creature has disadvantage on saving throws from magic until the start of your next turn. You regain use of this feature after you finish a short or long rest.   Soul Frey Starting at 18th level, your soul manipulator features now cause creature's souls to waver. Whenever a creature fails a saving throw against a soul manipulator feature or when they are hit by soul tear, the creature subtracts 1d4 from its attack rolls, saving throws, and skill checks until the start of your next turn.  

Soul Splitter

  Your soul has taken on a unique form, allowing you to partition off parts of your soul to others to provide them with various boons in combat. Soul Splitters are often the kindest of the soul manipulators due to their willingness to help others with their powers as opposed to manipulating them.   Spectral Strike Starting at 2nd level, as a bonus action, you may give another creature within 30 feet of you a small part of soul empowering their strikes. The affected creature may add 1d6 radiant or necrotic damage to one of its damage rolls every turn for 1 minute. This damage increases to 2d6 at 11th level and 3d6 at 17th level. You regain use of this trait after you finish a short or long rest.   Soul Temper Starting at 7th level, you may spread your soul thin, giving allies of your choice improved resilience in battle. As a bonus action, you may give all creatures of your choice within 30 feet of you advantage on saving throws against being frightened for 1 minute. You regain use of this feature after you finish a short or long rest.   Partitioned Soul Starting at 10th level, you may give a small portion of your soul to a number of creatures around you protecting them from harm. All creatures of your choice within 60 feet of you gain temporary hit points equal to double your soul manipulator level. You regain use of this feature after you finish a short or long rest.   Soul Insertion Starting at 15th level, you may spend 24 hours with an non-living object to insert a small portion of your soul into the item. Afterwards, you may spend an action to return the soul in the item to you. While your soul is inserted in the object you can see, speak(telepathy in a language you can speak), and hear what is 20 feet around the item. You may only have one soul inserted item at any time.   Protector Starting at 18th level, you may fortify a creature's soul. As a reaction, you may give a large portion of your soul to a creature within 30 feet of you, making the creature gain resistance to all damage until the start of your next turn. You regain use of this feature after you finish a short or long rest.
 


Created by

TheBubblymuffin.

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