Soul Weaver

Soul weavers are similar to Clerics, in that their power comes from deity, spirits, and communion with the hereafter. Unlike clerics, though, who approach the gods as devotee to patron, a soul weaver approaches them as a student to teacher, seeking knowledge sometimes through appeasement and pacts, but also often from ancient traditions, communion with nature spirits, mystery religions, or simply a natural sixth sense that allows them to see and speak with the spirits of the departed. While some soul weavers might do the work of the gods and oversee a shrine, others might subjugate the dead in a private cemetery or travel the land communing with lost souls as they see fit.

Quick Build

You can make a soul weaver quickly by following these suggestions. First, choose the Runist casting tradition, making Intelligence your highest score. Your next-highest score should be Wisdom. Your third-highest score should be Constitution or Dexterity. Choose the Hermit background. Choose the Death sphere as your first magic talent as a soul weaver. Choose the Life sphere and the Universal sphere (metasphere package) as your bonus magic talents from your casting tradition.

Class Features

Table: Soul Weaver
Level Proficiency Bonus Features Magic Talents Spell Points
1st +2 Spherecasting, Soul Weaver Path 1 1
2nd +2 Nexus (2), Path Power 1 2
3rd +2 - 2 3
4th +2 Ability Score Improvement 2 4
5th +3 Nexus Powers 3 5
6th +3 Path Power, Nexus (3) 3 6
7th +3 - 4 7
8th +3 Ability Score Improvement 4 8
9th +4 - 5 9
10th +4 Nexus Powers 5 10
11th +4 - 6 11
12th +4 Ability Score Improvement 6 12
13th +5 - 7 13
14th +5 Path Power, Nexus (4) 7 14
15th +5 - 8 15
16th +5 Ability Score Improvement 8 16
17th +6 - 9 17
18th +6 Path Power 9 18
19th +6 Ability Score Improvement 10 19
20th +6 Nexus (5), Constant Ally 10 20
soul-weaver-iconic.png

As a soul weaver, you gain the following class features.

Hit Points

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

Proficiencies

Armor: None
Weapons: Simple Weapons
Tools: Choose one type of artisan’s tools.
Saving Throws: Wisdom, Charisma
Skills: Choose three from Arcana, Deception, History, Insight, Medicine, Performance, Persuasion, Religion, and Stealth

Equipment

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

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a component pouch or (b) an arcane focus
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • Two daggers

Spherecasting

You can combine spheres and talents to create magical effects. You gain a spell pool and magic talents.

Spell Pool

You gain a small reservoir of energy you can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to your key ability modifier (minimum: 1). You gain additional spell points equal to your soul weaver level. This pool replenishes once per day after a long rest. (Note: if multiclassing, spell points from your key ability modifier are only gained once.)

Magic Talents

The Magic Talents column shows the number of magic talents gained from your soul weaver levels.

Soul Weaver Path

At 1st level you can choose a Soul Weaver Path. This path gives you certain features at 1st, 2nd, 6th, 14th, and 18th level.

Soul Nexus

Every soul weaver carries a collection of souls, called a nexus. Perhaps these are lost souls you are guiding and protecting. Perhaps these are trapped souls you exploit. Perhaps they are not souls at all, but rather fey beings or nature spirits you commune with in exchange for power. Whatever the case, these souls are integral to your magic and follow you wherever you go.

You can choose at will whether your souls are visible or invisible, though usually it is only you (and some select individuals with a natural sixth sense) that can hear their words. When visible, souls usually appear as floating balls of ghostly light that orbit your head.

At 2nd level, you can have up to 2 souls in your nexus, which increases by one at 6th (3), 14th (4) and 20th levels (5). Whenever you use a soul nexus power, one of these souls is expended; it is not lost, but its power is spent, returning it to the nether until you re-summon it. You can summon souls to bring your nexus back to its maximum during any short or long rest.

The following abilities each expend one soul from your soul nexus. As you gain levels, you gain new abilities. If any nexus power calls for a saving throw, the DC is equal to your magic sphere DC.

2nd Level Abilities

Channel Spirit

As an action, you can expend a soul to allow it to momentarily possess your body, lending you its power and expertise. You can grant yourself the benefit of any one magic talent you don’t already possess for 1 minute. You must possess that talent’s base sphere and meet any prerequisites (if an advanced talent). You can only have one use of this ability active at a time; using it again replaces the talents gained from previous uses.

5th Level Abilities

Greater Channel Spirit

When using channel spirit, you can gain a base sphere you do not already possess instead of only talents from base spheres you know.

Ghostpoint

You can send a soul forth to serve as an epicenter for your magic. Whenever you use a spell or magic sphere, you can expend a soul to use that magic as if you were standing in a space within 30 feet of you. You can calculate distances, line of sight, and even make melee spell attacks as if you were standing in that space.

10th Level Abilities

Supreme Channel Spirit

When using channel spirit, you can gain 2 talents instead of one, and can use one talent to meet the prerequisites (if any) of the second talent.

Second Soul

When you or an ally within 30 feet fails a saving throw, as a reaction you can expend 2 souls to change that failure to a success.

Constant Ally

At 20th level, when you roll for Initiative and have no souls remaining, you regain 1 soul.



Soul Weaver Paths

Path of the Gothi

Gothi awaken the ancient dead to channel their aid to defend the living. Whether they are empowering allies to continue an ancestral fight or seeking knowledge from the past, the Gothi serve as a bridge between the world of the living and the world of the honored fallen.

Path Talents

At 1st, 7th, 13th, 17th, and 20th levels, you gain a bonus magic talent from either the Conjuration or Divination spheres.

Remember the Ancestors

At 1st level you gain proficiency with History and Religion.

Empower Allies

At 2nd level, you can expend a soul as an Action to give an ally within 30 feet temporary hit points equal to 1d10 + your soul weaver level. These temporary hit points last until their next short or long rest.

Consult the Ancestors

At 6th level, you can expend a soul when making any Intelligence check to add your proficiency bonus to the check, or to double your proficiency bonus if it is already added.

Rally Allies

At 14th level, whenever you use empower allies or second soul, the target of that ability can make a single weapon attack as a reaction if they so choose.

Greater Banner

At 18th level, when a target is benefitting from temporary hit points granted by your empower allies ability, you can use your action to allow them to make an attack action.

Path of the Lichling

Lichlings are those who take the powers of undeath for themselves, either by replacing pieces of their bodies with undead flesh, or perhaps to walk the ultimate path of becoming a lich themselves.

Path Talents

At 1st, 7th, 13th, 17th, and 20th levels, you gain a bonus magic talent from either the Death or Destruction spheres.

Strength of the Undead

At 1st level, you have begun to imbue your own body with undead flesh. Perhaps you have replaced a hand with an animated skeletal hand, or maybe your skin has turned grey and deathlike. Whatever it is, it is visible, although you can attempt to hide it if you choose.

You gain advantage on all death saving throws, and can spend a spell point to grant yourself advantage before rolling a Strength (athletics) checks or Strength saving throw.

Blight

At 2nd level, you can expend a soul as an Action to make a melee spell attack against a target. If you succeed, you cause a patch of undead flesh to grow in them, which can be on the surface of their skin or hidden underneath, such that a target might not even know they have blight. Creatures with blight have disadvantage on all saving throws against any lichling’s magic spheres.

This undead flesh cannot be placed on a construct or a dead or undead creature, but dying does not remove blight from a target. Blight is considered a disease and is permanent until removed by lesser restoration or a DC 20 Medicine check; failing this check deals 1d4 necrotic damage. Abilities that require blight can work on any creature with blight, not just blight you placed.

Lesion

Beginning at 6th level, as an action, you can cause blight on a creature within 30 feet of you to explode. This deals 1d6 necrotic damage per level you possess to the creature. If this drops the creature to 0 hp or the creature is already dead, the blight explodes with so much force that other creatures within 5 feet of the target also suffer this damage, except they can attempt a Dexterity saving throw for half damage. This removes the blight.

Undead Resistances

At 14th level, you gain resistance to necrotic and poison damage, and can’t have your maximum hit points reduced unless you allow it.

Mindblight

Beginning at 18th level, as an action you can cause a blight on a creature within 30 feet to grow and temporarily consume their mind. The target must pass a Constitution saving throw or be dominated by you as by an 8th level dominate monster spell.

This removes the blight, whether or not they pass their saving throw.

Path of the Medium

Mediums specialize in channeling spirits not just to grab a bit of their knowledge, but to allow those spirits to speak to the living and impact the material world for a brief while.

Path Talents

At 1st, 7th, 13th, 17th, and 20th levels, you gain a bonus magic talent from either the Divination or Fate spheres.

Whispers of the Dead

At 1st level, the echoes of those who have died begin to cling to you and share their knowledge. Whenever you finish a short or long rest, you can gain one skill or tool proficiency of your choice. This proficiency lasts until you use this feature again. When you gain your nexus at 2nd level, you can expend a use of channel spirit as an Action to change this skill or tool proficiency.

Possess Body

At 2nd level, whenever you use your channel spirit nexus power, instead of gaining a magic talent you can instead gain one of the following benefits:

  • You gain proficiency with one martial weapon and a fighting style, as a 1st level fighter.
  • You deal 1d6 sneak attack damage, as a 1st level rogue.
  • You gain temporary hit points equal to 2x your soul weaver level. While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
  • You can use Dexterity or Strength for your attack and damage rolls for unarmed strikes, and they deal 1d4 damage. When you use the Attack action with an unarmed strike, a shortsword, or a 1-handed simple weapon, you can make one unarmed strike as a bonus action.

Tokens of the Departed

Beginning at 6th level, when a life ends in your presence, you’re able to snatch a sliver of its life essence that takes physical form. As a reaction when a creature you can see dies within 30 feet of you, you open your free hand and a Tiny trinket appears there, known as a soul trinket. A soul trinket often takes the form of a random object that bore some significance to the departed being, but it is only a small token without much practical use. You can have a maximum of three soul trinkets at a time. You can’t create one while at your maximum.

While a soul trinket is on your person, you have advantage on death saving throws and Constitution saving throws, as your vitality is enhanced by the life essence within the object. As an action, you can destroy one of your soul trinkets, no matter where it’s located. When you do so, you can ask the spirit associated with the trinket one question. The spirit appears to you and answers in a language it knew in life, and is under no obligation to answer truthfully.

At 18th level, you can ask it a number of questions equal to your proficiency bonus.

Dual Soul

At 14th level, you can have two uses of channel spirit active at a time instead of only one, and can activate both with the same Action.

At 18th level, you can have three uses of channel spirit active at a time, and can activate all 3 with the same Action.

Path of the Undertaker

Undertakers are workers of death, wielding weapons of war empowered by the souls of the departed to increase their own destructive power.

Combatant

You gain proficiency with medium armor, shields, and all martial weapons. If you are using Spheres of Might, you can instead gain a martial tradition, or a bonus Equipment talent if you already have one. You can select a martial talent in place of any magic talent gained from soul weaver levels or the channel spirit class feature.

Enraged Soul

Beginning at 2nd level, when you hit a creature with a melee weapon attack, you can expend a soul to deal extra necrotic damage equal to 5 + twice your soul weaver level.

Extra Attack

Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Necrotic Strike

At 14th level, you gain the ability to infuse your weapon strikes with necrotic energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an additional 2d8 necrotic damage to the target.

Trap Soul

At 18th level, when a creature is at 0 hit points or has died within 1 round, you can expend a soul to attempt to trap the departing soul within your nexus. The target gets a Charisma saving throw to resist, and if it succeeds, you cannot target it with this ability again for 1 day. If it fails, it dies and its soul becomes part of your nexus, taking the place of the soul expended to use this ability and becoming immediately available for use.

The creature whose soul you trapped cannot be resurrected while you still live, unless you choose to release the soul from your nexus and let it go to the afterlife (in which case another random soul will join your nexus during your next rest). The soul can speak and retains the knowledge it had in life, but is under no obligation to answer questions (although bargaining for a peaceful release into the afterlife is usually enough to get a soul to talk).

Path of the White Necromancer

White necromancers walk the path of healing, using the knowledge of the departed to protect and empower the living.

Path Talents

At 1st, 7th, 13th, 17th, and 20th levels, you gain a bonus magic talent from either the Life or Death spheres.

Rebuke Death

At 1st level, whenever you use the Life sphere to directly heal a target’s hit points or grant it temporary hit points, the number granted increases by your soul weaver level. This feature does not apply to 'rapid natural healing' or 'regeneration' granted by the Life sphere such as Revitalize and similar talents.

Lovelorn Soul

Beginning at 2nd level, as an action you can touch a living or undead creature (but not a construct) and expend a soul to restore a total number of hit points equal to your soul weaver level x 5.

Willing Allies

At 2nd level, when you reanimate a body you can expend a soul to place it inside that undead creature, giving the undead an intelligence of 10. This means it can speak and follow complex orders, though it is still unfailingly loyal to you. You cannot regain your expended soul so long as this benefit is still possessed by the undead creature, but you can end this benefit as a bonus action.

Curative Souls

Beginning at 6th level, when you use lovelorn soul you can target two creatures (one of which can be yourself) within reach rather than 1, healing both creatures for an equal amount.

Temporary Resurrection

At 14th level, as an action you can expend a soul to bring a dead body within 30 feet temporarily back to life. The target gains 1/4th it’s total hit points, but automatically dies again after 1 minute. The target cannot have a level or CR higher than your level.

Supreme Healing

Starting at 18th level, when you would normally roll one or more dice to restore hit points with a magic sphere, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.

Path of the Wraith

wraith-iconic.png

Followers of the path of the wraith are almost more ghost than humanoid, taking upon themselves the traits of the wraith as they not only commune with the dead, but also walk alongside them.

Wraith Form

At 1st level, you can spend a spell point as an action to become slightly ethereal for 1 minute. If you are already slightly ethereal you can reset the duration by spending a spell point with no action.

While in this slightly-ethereal form you can’t interact with objects on the material plane, make unarmed or weapon attacks, or see anything more than 60 feet away, but you gain advantage on all Dexterity (Stealth) checks and gain resistance to bludgeoning, slashing, and piercing damage from nonmagical attacks.

At 6th level, you can move through creatures and objects as if they were difficult terrain, but you take 5 (1d10) force damage if you end your turn inside a creature or an object. While in wraith form you also gain a 10 foot fly speed and can hover.

At 14th level, you also gain resistance to acid, fire, lightning, and thunder damage while in wraith form.

At 18th level, your fly speed increases to 30 feet when in wraith form.

Possession

Beginning at 2nd level, as an action you can expend a soul to force a humanoid within 5 ft. of you to make a Charisma saving throw against your magic sphere DC. If it fails, your body immediately disappears and you take residence inside the target’s body and the target becomes incapacitated and loses control of its body. You now control the body, although the target remains aware of its surroundings, and you cannot force the body to do anything obviously suicidal, including dropping its defenses while allies attack it. Any attempt to target you with an attack or magic effect instead targets the body.

The possessed body uses your alignment, Intelligence, Wisdom, and Charisma scores, as well as your own proficiencies, class features, and magic and martial spheres, but otherwise retains its own physical ability scores, special attacks, and hit points. You cannot access the target’s knowledge, class features, or proficiencies.

The possession lasts for 1 minute, or 1 round if its CR is higher than your level. Possession ends if the duration expires, but also if the body drops to 0 hit points, you end the possession as a bonus action, or you are forced out by an effect such as the dispel evil and good spell. If possession ends because the duration has expired, you can spend a soul with no action to reset the duration. When the possession ends, you reappear in an unoccupied space within 5 ft. of the body. The target is immune to your possession 24 hours after succeeding on the saving throw or after the possession ends.

At 6th level, you can possess any living mortal creature (not undead, constructs, or outsiders).

At 14th level you gain access to a creature’s memories while possessing it. If the target’s CR is not higher than half your level, possession lasts until you take a short rest.

At 18th level you can possess any creature. If the target’s CR is not higher than half your level, possession lasts until you take a long rest.



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