Faileen is a first-level Soul Weaver with flexible powers for adapting to different situations.
Faileen
Medium humanoid (human), true neutral
Soul Weaver (Path of the White Necromancer) 1; Hermit
Armor Class 12 (unarmored)
Hit Points 9 (1d8+1)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 11 (+0) | 14 (+2) | 13 (+1) | 15 (+2) | 16 (+3) | 9 (-1) |
Saving Throws Wisdom +5, Charisma +1
Skills Arcana +4, Medicine +4, History +4, Insight +5, Religion +4
Tools Calligrapher’s supplies, herbalism kit
Languages Celestial, Common, Infernal
Challenge 1/2 CR
Casting Tradition Mysticism (Magical Signs, Verbal Casting, Empowered Abilities)
Sphere DC 13; Spell Points 4
Death Sphere—Talents none
Destruction Sphere—Talents (blast type) Frightful, Necrotic, Tribunal, Vivacity (blast shape) Ray
Fate Sphere—Talents (consecration) Misfortune
Life Sphere—Talents none
Actions
Consecration. (0 SP)—self, 1 minute (concentration [2 SP: no concentration]), 10-foot aura. Has one of the following effects:
- Misfortune. First time hostile creature enters your aura, must attempt a DC 13 Charisma save. If fail, they are cursed; while in your aura, they subtract 1d4 from every attack roll and shaving throw.
Cure. (1 SP)—touch, instantaneous. Heals 1d8+4 HP. Does not work on undead or constructs.
Destructive Blast. (0 SP) Ranged Spell Attack, +5 to hit, one target (+1 SP: 2 targets). Hit: 1d8 damage, type depends on blast type used (choose 1 at casting):
- Frightful (Psychic). Creatures damaged must make DC 13 save vs. Wisdom or be frightened until the start of your next turn (+1 SP: 1 minute, recieves new save at end of every turn)
- Necrotic (Necrotic). Creatures damaged have disadvantage on saves vs. Ghost Strike until sthe start of your next turn (1 SP: 1 minute)
- Tribunal (Radiant). Creatures damaged have disadvantage on saves vs. Consecration until the start of your next turn (1 SP: 1 minute)
- Vivacity (Radiant). Advantage on attack roll if target is undead. (1 SP: On hit, undead is also turned until the start of your turn unless it succeeds at DC 13 Wisdom save. Turned creatures must spend their turns moving away from you, taking the Dash action if possible (or Dodge if they cannot move).)
Ghost Strike. (0 SP)—DC 13 vs. Varies (see effect), 30 ft, one creature, Duration Varies. Has one of the following effects. Undead and constructs are immune. Do not stack with themselves.
- Exhausting Strike (Constitution). Exhaustion level increases by 1 for 10 minutes on failed save.
- (1 SP) Duration becomes instantaneous.
Invigorate. (0 SP)—touch, 1 hour (+1 SP: until end of long rest). Grants a creature 2 temporary hit points. This temporary hit point cannot bring a creature total HP + their temporary HP above their maximum HP.
Reanimate. (0 SP)—30 ft, 10 minutes (concentration [2 SP: no concentration]). Targets the remains of an aberration, beast, dragon, humanoid, giant, or monstrousity of CR ¼ or less. Creates undead under your control, inherits hit points, size, and movement modes from corpse (but nothing else). On each turn, can use bonus action to command all undead created, so long as in reanimate range. Can have up to 2 undead at once. Undead have no memories of life & cannot talk.
Restore. (1 SP)—touch, instantaneous. Removes one of: blinded, deafened, paralyzed, or poisoned. If ongoing condition, instead suppresses it for 3 rounds.
Dagger. Melee or ranged weapon attack: +4 to hit, reach 5 ft OR range 20/40, one target. Hit: 4 (1d4+2) slashing damage.
Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft, one target. Hit: 4 (1d8) bludgeoning damage
Equipment quarterstaff, arcane focus (candle), dungeoneer’s pack, daggers (2), scroll case stuff with notes, winter blanket, common clothes, herbalism kit, and 5 gp
| Spheres of Power by Drop Dead Studios | ||||
|---|---|---|---|---|
| Using Spheres of Power | ||||
| Classes | ||||
| Elementalist | Incanter | Mageknight | Prodigy | Soul Weaver |
| Spheres | ||||
| Alteration | Conjuration | Creation | Dark | Death |
| Destruction | Divination | Enhancement | Fate | Illusion |
| Life | Light | Mind | Nature | Protection |
| Telekinesis | Time | Universal | Warp | Weather |
| Other Rules | ||||
| Casting Traditions | Conditions | Feats | Magic Items | Wild Magic |
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