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### # Contents ###
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Animancer
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3
**Class Introduction**
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4
**Class Table**
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5
**Class Features**
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6
**Subclasses**
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6
Defiler
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7
Tormentor
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Warden
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8
**Soul Puppet Stat Block**
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15
**Interactions with Magic**
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15
**Multiclassing**
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15
**Credits**
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**Soulweaves**
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10
**Maledictions**
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10
Amnesia - Inept
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11
Languor - Wrath
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11
**Benedictions**
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11
Bravura - Fortify
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12
Frenzy - Valor
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**Magic Items**
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13
Atropos' Shears
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13
Clotho's Spindle
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13
Lachesis' Measuring Rod
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14
Moirai Distaff
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14
Mystic Loom
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14
Needle of Domination
](#p14)
CONTENTS
\pagebreakNum # Animancer A tiefling kneels over the body of a fallen ally. Tears rolling down his cheeks , he looks up at the lich that dealt the killing blow with insatiable rage. He slowly stands, drawing a serpentine dagger hidden in his sleeve. With a smirk, he draws the dagger across his throat as the same wound appears on the lich’s neck and he bursts into swirling flames of pure shadow and light. There’s a shabby tent on the outskirts of a battlefield, inside an aasimar stands between two rows of beds filled with the sick and wounded. In her hands are empty medicine jars with no other supplies in sight. She sighs as the jars drop shattering into pieces across the blood soaked ground. Leaning down, she grabs a large shard of glass and begins slashing her wrist. A dim light radiants from a new bed with each cut. As the aasimar collapses, the cacophonous groaning in the tent quells into the quiet of peaceful breathing. Animancers are casters of the highest order, ignoring the mundane magics of wizards, sorcerers, and warlocks. Animancers harness the raw energies of the soul to enact their will. Tapping into another creature’s essence, they can shape it as they see fit. Twisting it to curse an enemy with ungodly pain or sap their energy leaving them helpless. Or they can bolster an allies soul to heal them or strengthen their attacks. ### Forbidden Then Forgotten Soul, spirit, essence, anima; no matter what you call it an animancer has control over it. Wielding a sacrificial dagger or whip, an athame or scourge, animancers harness their otherworldly heritage and the energy of their own essence to connect to another creature's soul. Once connected, they can see the very fabric of a being and the threads of their fate. With enough focus, an animancer is then able to manipulate these threads and weave them in anyway they can imagine. \columnbreak An animancer wields their magic in such a way it becomes an art form. Spinning magic threads from the chaos of the soul, they knit and weave pure magic into prayers of harm or aid that they themselves answer. In but a moment, an animancer will have your fate entangled with their own and before long there will be nothing of you left. Animancers exert absolute control over the battlefield, debilitating their enemies before bolstering their allies or sweeping in to deliver the killing blow themselves. This power comes at great cost though. Animancy requires great sacrifice, as this power needs to be fueled by the caster's own life force. A skilled animancer can leech that life force back from their foes but some lose themselves in the power. The exhilaration of holding another's fate in their hands can become too intoxicating for some. Drunk on power many animancers burn through their life force leaving but an empty shell behind. Animancy was the first art of magic used before the Weave was established. After Mystryl created the Weave and arcane magic became commonplace, the practice of animancy was made taboo. Animancy offered too much control at too great a cost in comparison to its arcane counterpart. Eventually taboo turned to myth as practitioners dwindled until finally the magical art was forgotten. Today only a few animancers still live in the shadows. The art cloistered away in ancient tomes and ruins. Once known, the call of the athame is irresistable.
ANIMANCER
\pagebreakNum ### Yearning for Control True animancers are all but extinct. Those that remain are guaranteed to be lurking in the shadows. No one turns to animancy without a reason and that reason usually leads to adventure, whether it's at the request of a powerful ancestor or to regain balance after calamity. No matter the circumstance, that first taste of control is addicting and the yearning for more never quiets. Animancers often find themselves in wartorn battlefields, seats of power, or prestigious institutes of knowledge. These locations act as confluxes of fate, where powerful souls to practice their magics on are drawn as well. This gives animancers the opportunity to not only hone their skills but exert control politically as well. ### Creating an Animancer The most important thing to consider when creating your animancer is why did they resort to animancy to begin with. Were they beguiled by a powerful ancestor to act on their behalf? Did they suffer such tragedy that the power of animancy is the only way they can imagine regaining control of their life? Are they a mage that's been cut off from the
Weave, frantically searching for a way to cast magic again? Are they a fallen cleric or warlock that's been abandoned by their patron or deity? Or was the hunger for power and control always there and animancy is the only guaranteed way to sate it? Now that your animancer has their power, how do they feel about it? Is it worth the sacrifice? Do they believe it should have stayed forgotten? If they do, what leads them to keep practicing it? Can they resist the allure of such power and temper their soulweaving or will they become lost in it? Perhaps you embrace both the light and the dark, striving to balance the two sides and bring order to the chaos around you. ### Quick Build You can make an animancer quickly by following these suggestions Constitution should be your highest ability score, followed by Dexterity with the Stealth or Sleight of Hand skill if you want to be sly and stealthy or Charisma if you want to manipulate others with Deception, Persuasion, or Intimidation. Second, choose the hermit background. The practice of animancy can be your Discovery.
##### The Animancer | Level | Proficiency Bonus | Features | Thread Limit | Essence Die | Soul
1st | Spool
2nd | Capacity
3rd | |:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Essence Tap, Anima Poppet, Soul Shroud | 1 | 1d4 | ─ | ─ | ─ | | 2nd | +2 | Soulweave, Doctrine of Animancy | 2 | 1d4 | 3 | ─ | ─ | | 3rd | +2 | Anathema | 3 | 1d4 | 3 | ─ | ─ | | 4th | +2 | Ability Score Improvement | 4 | 1d4 | 4 | ─ | ─ | | 5th | +3 | Extra Attack, Serenity | 5 | 1d6 | 4 | 1 | ─ | | 6th | +3 | Doctrine Feature | 5 | 1d6 | 5 | 1 | ─ | | 7th | +3 | Psyche Perception | 5 | 1d6 | 5 | 2 | ─ | | 8th | +3 | Ability Score Improvement | 6 | 1d6 | 6 | 2 | ─ | | 9th | +4 | Doctrine Feature | 6 | 1d6 | 6 | 3 | ─ | | 10th | +4 | Essence Riposte | 6 | 1d6 | 6 | 3 | ─ | | 11th | +4 | ─ | 7 | 1d8 | 6 | 4 | 1 | | 12th | +4 | Ability Score Improvement | 7 | 1d8 | 6 | 5 | 1 | | 13th | +5 | Animastone | 7 | 1d8 | 6 | 5 | 2 | | 14th | +5 | Doctrine Feature | 8 | 1d8 | 6 | 6 | 2 | | 15th | +5 | ─ | 8 | 1d8 | 6 | 6 | 3 | | 16th | +5 | Ability Score Improvement | 8 | 1d8 | 6 | 6 | 3 | | 17th | +6 | Essence Eternal | 9 | 1d10 | 6 | 6 | 4 | | 18th | +6 | Soul Spindle | 9 | 1d10 | 6 | 6 | 4 | | 19th | +6 | Ability Score Improvement | 9 | 1d10 | 6 | 6 | 5 | | 20th | +6 | Anima Absorption | 10 | 1d10 | 6 | 6 | 6 |
ANIMANCER
\pagebreakNum ## Class Features As an animancer, you gain the following class features: #### Hit Points ___ - **Hit Dice:** 1d8 per animancer level - **Hit Points at 1st Level:** 8 + your Constitution modifier - **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per animancer after 1st. #### Proficiencies ___ - **Armor:** None (cannot wear armor) - **Weapons:** Simple weapons, whips - **Tools:** None ___ - **Saving Throws:** Wisdom, Charisma - **Skills:** Choose three skills from Arcana, Deception, Insight, Intimidation, Investigation, Persuasion, Stealth, and Sleight of Hand #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* a dagger or *(b)* a whip or *(c)* any simple weapon - *(a)* a light crossbow and 20 bolts or *(b)* any simple weapon - *(a)* a scholar's pack or *(b)* an explorer's pack - Two daggers ### Essence Tap Starting at 1st level, as a bonus action you can tap into the essence of another creature you can see within 90 feet. You must be wielding a dagger or whip and have a free hand to essence tap a creature. A tapped creature has its thread level increased by 1 and your hits with attacks against the tapped creature deal an extra essence die of necrotic or radiant damage. Essence tap requires concentration but does not count against your concentration limit. You use a portion of your own soul to fuel and control your animancy. This sacrifice is seen in your thread limit, which determines how many creatures you can essence tap and the potency of your animancy. At 1st level, your thread limit is 1, meaning you can only have an active thread level of 1. Your thread limit increases as you level in this class. Your essence die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 11th level, and a d12 at 17th level. ### Anima Poppet Starting at 1st level, your body serves as a poppet for creatures you essence tap. When that creature is within 90 feet, any intentional damage dealt to yourself can instead be directed to the tapped creature. This can only be done with a dagger or whip and while your other hand is free. You may use your Constitution modifier instead of Strength or Dexterity for the attack and damage rolls. Anima Poppet can ignore the effects of half and three-quarters cover. ### Soul Shroud Starting at 1st level, your AC is equal to 13 + your Dexterity modifier while you aren’t wearing armor and have a creature essence tapped. ### Soulweave Starting at 2nd level, you learn how to create soulweaves. Soulweaves are threads of condensed magic that animancers wield like spells, weaving them into the essence of their targets, cursing or blessing them #### Preparing and Casting Soulweaves The Animancer table shows how many thread slots you have in your Soul Spool to cast your soulweaves of 1st level and higher. To cast one of these soulweaves, you must expend a slot of the soulweaves’s level. You regain all expended thread slots when you finish a long rest. A soulweave may only be cast on an essence tapped creature you can see within 90 feet. You must either make a malediction attack or force the target to make a malediction saving throw. On a hit or failed save, the target is afflicted with the malediction. Benedictions automatically hit. When a soulweave is applied, the creature's thread level increases by the level of the soulweave. This increase cannot exceed your thread limit. A creature may only be afflicted with one soulweave at a time. If you successfully cast a soulweave on a creature that already has one, the new soulweave replaces by the old one. If the target drops to 0 hit points before this soulweave ends, you can inflict a new creature with the malediction on a subsequent turn as long as you maintain concentration on it. You can maintain concentration on a number of soulweaves equal to your Constitution modifier. If you are hit while a soulweave is active, you must make a concentration check for each active soulweave. On a failed concentration check, the soulweave ends, and the creature's thread level is reduced to 1. You prepare the list of soulweaves that are available for you to cast, choosing from the soulweave list. When you do so, choose a number of soulweaves equal to your Constitution modifier + your animancer level (minimum of one soulweave). The soulweaves must be of a level for which you have thread slots. You can also change your list of prepared soulweaves when you finish a long rest. Preparing a new list of soulweaves requires time spent weaving them: at least 1 minute per thread level for each soulweave on your list. #### Soulweaving Ability Constitution is your spell casting ability for your soulweaves. In addition, you use your Constitution modifier when setting the saving throw DC for a malediction and when making an attack roll with one.
**Malediction save DC** =
8 + your proficiency bonus +
your Constitution modifier
**Malediction attack modifier** =
your proficiency bonus +
your Constitution modifier
#### Malediction Saving Throws If a malediction lists a saving throw in its spell description, a creature afflicted by that malediction must make a saving throw at the end of their turn. The type of saving throw is listed in the malediction's spell description. On a success, the malediciton ends, and the creature's thread level is reduced to 1.
ANIMANCER
\pagebreakNum ### Doctrine of Animancy When you reach 2nd level, you choose a doctrine of animancy, shaping your practice of animancy through 3 dogmas: defilement, torment, or wardenship, all detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th level, 9th level, and 14th level. ### Anathema Starting at 3rd level, when a creature is making a malediction saving throw to remove an already active malediction, you may sacrifice a portion of your soul to impose disadvantage on the roll. You may choose to do this after the roll but before the outcome is determined. Your maximum hit points are decreased by your level to do this. Your maximum hit points can only be restored after a long rest. ### Ability Score Improvement 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. Alternatively, you can choose a feat (see Chapter 6 of the Player's Handbook for a list of feats). ### Extra Attack Starting at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn. ### Serenity Starting at 5th level, when you take a long rest, you regain all expended hit dice. ### Psyche Perception Starting at 7th level, you gain advantage on ability checks with which you are proficient against essence tapped creatures. ### Essence Riposte Starting at 10th level, as a reaction, you may reduce the damage you take by an essence die as long as you have at least one creature essence tapped. If this reduces the damage to 0 you must still make a concentration check. You can only do this a number of times equal to your Constitution modifier. All uses are regained after a long rest. ### Animastone Starting at 13th level, during a short or long rest, you may perform a ritual to create an animastone. The component costs of the ritual are 300gp and a hit die. Once the ritual is complete, a portion of your soul will reside in the animastone. When you die, another creature may crush the animastone to revive you at their location with one hit point and you must reroll initiative if this occurs during combat. You can only have one animastone at a time and be revived this way once per long rest. \columnbreak ### Essence Eternal Starting at 17th level, your continued essence tapping of other creatures has slowly siphoned off energy into your own soul. You no longer age and cannot be aged magically as long as you continue essence tapping other creatures. ### Soul Spindle Starting at 18th level, you learn a new soulweaving technique. Once per long rest you may use your bonus action to change one of your prepared soulweaves. ### Anima Absorption Starting at 20th level, you can drain the soul of an essence tapped creature to empower your defenses. As a reaction, you can add the highest thread level on a single creature to your armor class until the end of the current turn. ## Doctrines of Animancy All animancers harness the raw energy of the soul to cast their spells. The differences between them arise from the techniques they use to weave their soulweaves. These differences are demonstrated in the Doctrine they chose to follow. Do they favor benedictions or maledictions or do they weave that energy into something even more sinister. ### Doctrine of Defilement Defilers believe the fastest way to victory is to cripple your enemies. You believe you were given your powers to weaken those with lesser fates to help clear the way for greater destinies to rise. You view your animancy as natural selection at work. Those that cannot withstand your threads deserve to perish. #### Forced Empathy Starting at 2nd level, when you are afflicted with a condition, you may use your reaction to force an essence tapped creature to empathize and receive the condition as well. You may only do this once per long rest. #### Reverse Stitch Starting at 6th level, when you score a critical strike on an essence tapped creature, the creature must subtract 1d4 from any malediction saving throws on their next turn. #### Contagion Starting at 9th level, as you are inflicting a malediction, you may spread the curse to a number of creatures within 30 feet of the target equal to your Constitution modifier. The secondary targets are inflicted with the malediction or an essence tap. You may not exceed your thread level with this ability. You can use this ability once per long rest. #### Essence Knot Starting at 14th level, before a creature makes a saving throw to remove one of your malediction, you may use your reaction to knot the malediction’s thread and guarantee a failure on the save. You may only use this ability once per long rest. \pagebreakNum ### Doctrine of Torment Tormentors believe in nothing but pain and terror. You use your threads to makes those who are useful to you compliant and shred the souls of those in your way. You view your animancy as a tool and the ends always justify the means. You were given these powers to use them and no other fate is as important as yours. #### Soul Puppet Starting at 2nd level, you can separate a portion of your soul to create a Soul Puppet. As an action, you can sacrifice a thread slot and hit die to create a Soul Puppet in an unoccupied space within 30 ft. of an essence tapped creature. The Soul Puppet requires concentration, lasting up to 1 hour, and is considered essence tapped. The Soul Puppet can only be seen by essence tapped creatures and it can only attack essence tapped creatures, gaining its on hit affect. The Soul Puppet has the same initiative order as you and takes its turn after yours. The Soul Puppet can make one attack when it's created. On subsequent turns, you can use your action to order the Soul Puppet to make an attack, otherwise it uses its turn to dodge. It can move and use reactions on its own. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the soul puppet to take the attack action. The Soul Puppet stat block can be found on the next page. \columnbreak #### Soul Strikes Starting at 6th level, your Anima Poppet and Soul Puppet features count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. #### Inquisition Starting at 6th level, when you essence tap a creature, you can peer into their soul to learn of their resistances, immunities, and vulnerabilities. This can only be done a number of times equal to your Constitution modifier per long rest. #### Adaptive Essence Starting at 9th level, during a short or long rest, you may change the two damage type options for essence tap to any damage type: acid, bludgeoning, cold, fire, force, lightning, necrotic, piercing, poison, psychic, radiant, slashing, or thunder. As a bonus action, you can do this again a number of times equal to your Constitution modifier per long rest. #### Marionette Mastery Starting at 14th level, your mastery of the Soul Puppet upgrades its damage resistances to immunities, increases its Constitution and Dexterity scores by 6, increases its hit points to 8 times your animancer level, and allows it to attack twice when you command it to take the attack action.
ANIMANCER
\pagebreakNum ___ > ## Soul Puppet >*Medium construct, unaligned* > ___ > - **Armor Class** 13 + your Dexterity modifier > - **Hit Points** 5 times your animancer level > - **Speed** 0 ft., fly 30 ft. (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|1 (-5)|14 (+2)|11 (0)|10 (0)|10 (0)|11 (0)| >___ > - **Saving Throws** Dexterity +4 > - **Damage Resistances** Necrotic, Radiant > - **Damage Immunities** Poison > - **Condition Immunities** Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious > - **Senses** Darkvision 60 ft., Passive Perception 10 > - **Languages** Understands all languages you do but can't speak >___ >***Soul Link***. The following numbers increase by 1 when your proficiency bonus increases by 1: the Soul Puppet’s saving throw bonuses (above) and the bonus to hit of its soulrend attack. > >***Incorporeal Movement.*** The Soul Puppet can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. > >***Master's Thread***. The Soul Puppet gains the magical effects of its masters dagger or whip. Each effect costs 1 thread level to maintain. > ___ > > ### Actions > ***Soulrend.*** *Melee Weapon Attack:* +(2 + your Constitution modifier) to hit, range 5 ft., one target you can see. *Hit:* 1d8 + your Constitution modifier slashing damage. >
\pagebreakNum
### Doctrine of Wardenship Wardens believe in a balance between help and harm, making use of both maledictions and benedictions to control the battlefield. You view your animancy as a blessing to help protect your allies. You weave your threads to help those around you fulfill their destinies and further the greater good. #### Soothe Soul Starting at 2nd level, you can now choose to heal a target instead of harm with an Anima Popppet attack. Soothe Soul attacks automatically hit. The target is healed for the weapon damage + essence die roll. You may do this a number of times equal to your proficiency modifier. All uses are regained after a long rest. #### Benedictum Starting at 6th level, you may maintain a thread level 1 benediction on yourself. A benedictum must be applied during a short or long rest, costs one hit die, and lasts until your next long rest. This benediction does not require concentration but still requires 1 thread of your thread limit to maintain. \columnbreak
#### Absolution Starting at 9th level, as an action you absolve a creature affected by your essence tap. That creature is healed for a number of essence dice equal to your thread limit at their maximum value. The essence tap on the creature is then removed and they cannot be the target of a benediction until they take a short or long rest. You can do this once per long rest. #### Spiritstone Starting at 14th level, during a short or long rest, you may perform a blood ritual on another creature to create a spiritstone. The component costs of the ritual are 300gp and a hit die from the ritual’s target. When the creature dies, as an action, you may crush the spiritstone to revive them at your location with one hit point and they must reroll their initiative roll if this occurs during combat. The creature can not be the target of your essence tap for two rounds. You can only have one spiritstone at a time and a creature can only be revived this way once per long rest.
ANIMANCER
\pagebreakNum ## Soulweaves The description of each of the following soulweaves details if there are any prerequisites to learn it, the thread level, if there is a saving throw, the casting time, and its effect. ### Maledictions: All maledicitons with a saving throw last 1 minute, the rest last 1 hour unless otherwise stated. ___ #### Amnesia **Prerequisite:** animancer level 11
**Thread level:** 3
**Saving throw:** Constitution
**Casting time:** 1 action
When target casts a spell, make a contested roll between the target's spell attack and your maledition attack. If the target fails, they forget how to cast the spell until they take a long rest. #### Atrophy **Prerequisite:** animancer level 8
**Thread level:** 2
**Saving throw:** Dexterity
**Casting time:** 1 action
Target deals half damage with Strength based attacks. #### Belie **Prerequisite:** animancer level 5
**Thread level:** 1
**Saving throw:** Constitution
**Casting time:** 1 action
Target is blinded. #### Corrosion **Prerequisite:** animancer level 5
**Thread level:** 2
**Casting time:** 1 action
Target’s armor class is reduced by 2. #### Deprivation **Prerequisite:** animancer level 15
**Thread level:** 3
**Saving throw:** Constitution
**Casting time:** 1 action
Target makes 2 saving throws at the beginning of their turn. If they fail the first, they suffer one level of exhaustion. Each time they fail the first saving throw, the DC for that saving throw decreases by 1. If they succeed the second saving throw the malediction is removed. #### Enervation **Prerequisite:** animancer level 11
**Thread level:** 3
**Saving throw:** Wisdom
**Casting time:** 1 action
Target is paralyzed. If the target is immune to paralyzed, they are stunned instead.
#### Enthrall **Prerequisite:** animancer level 5
**Thread level:** 2
**Saving throw:** Charisma
**Casting time:** 1 action
Target is charmed by you. The target spends its turn admiring you causing it to fail all dexterity saving throws. #### Frailty **Prerequisite:** animancer level 15
**Thread level:** 3
**Saving throw:** Intelligence
**Casting time:** 1 action
Target becomes vulnerable to chosen damage type except bludgeoning, piercing, or slashing. #### Fumble **Prerequisite:** animancer level 5
**Thread:** 2
**Casting time:** 1 action
Target's proficiency bonus is halved. #### Haunt **Prerequisite:** animancer level 3
**Thread level:** 1
**Saving throw:** Wisdom
**Casting time:** 1 action
Target is frightened of you. #### Hallucination **Prerequisite:** animancer level 8
**Thread level:** 2
**Saving throw:** Wisdom
**Casting time:** 1 action
Target’s attack and spell range is reduced by half. #### Hysteria **Prerequisite:** animancer level 3
**Thread level:** 1
**Casting time:** 1 reaction, when a creature tries to take a reaction
Target cannot take reactions. #### Inept **Thread level:** 1
**Casting time:** 1 bonus action
Target has disadvantage on ability checks.
SOULWEAVES
\pagebreakNum #### Languor **Prerequisite:** level 5
**Thread level:** 2
**Saving throw:** Dexterity
**Casting time:** 1 action
Target is restrained. #### Leech **Thread level:** 1
**Casting time:** 1 action
Hits on the target heal you for your Constitution modifier. You may make one attack on the target when *leech* is applied. #### Lethargy **Prerequisite:** level 5
**Thread level:** 2
**Casting time:** 1 reaction, when a creature tries to move
Target's movement speed is reduced by half. At level 8, the target's movement is reduced to 0. #### Narcolepsy **Prerequisite:** animancer level 8
**Thread level:** 2
**Saving throw:** Constitution*
**Casting time:** 1 action
The target falls unconscious when the malediction is applied. The target can only be awakened by taking damage or by a creature using their action to rouse them. The target may only make a malediction saving throw while awake. On a failed save, the creature falls back asleep, and on a successful save, the malediction is removed. #### Perplex **Thread level:** 1
**Saving throw:** Charisma*
**Casting time:** 1 action
Targets must subtract 1d4 from attack rolls and saving throws. *Saving throw is only for infliction purposes and not for malediction saving throws to remove the malediciton. #### Retribution **Prerequisite:** animancer level 8
**Thread level:** 2
**Casting time:** 1 action
At the end of the targets turn, they take an essence die of damage for each attack or spell cast that turn. #### Soul Scorch **Thread level:** 1
**Casting time:** 1 action
Target takes essence die of damage at the end of their turn. You may make one attack on the target when *soul scorch* is applied. #### Soul Sight **Prerequisite:** animancer level 3
**Thread level:** 1
**Casting time:** 1 reaction, when a creature moves out of sight, tries to hide, or tries to turn invisible.
**Duration:** 24 hours
Target is visible to you even when hidden or invisible and you can make a contested constitution check to sense the direction of the target. \columnbreak #### Taint **Prerequisite:** animance level 5
**Thread level:** 2
**Saving throw:** Constitution
**Casting time:** 1 bonus action
Target cannot regain health. #### Wrath **Prerequisite:** animancer level 11
**Thread level:** 3
**Saving throw:** Wisdom
**Casting time:** 1 action
Target must attack the nearest creature on their turn. ### Benedictions Benedictions last for 1 hour. ___ #### Bravura **Prerequisite:** animancer level 11
**Thread level:** 3
**Casting time:** 1 action
Target gains advantage on attack rolls and ability checks. #### Bulwark **Prerequisite:** animancer level 3
**Thread level:** 1
**Casting time:** 1 reaction, when a creature is being attacked
Target's armor class increases by 2. #### Cleanse **Thread level:** 1
**Casting time:** 1 action
Target is cured of blindness, deafness, paralysis, or poison. For the remainder of the duration the target has advantage on saving throws against the above list of conditions. #### Empower **Prerequisite:** animancer level 5
**Thread level:** 2
**Casting time:** 1 action
Spells and attacks made by the target ignore resistance to damage of the chosen type. #### Epiphany **Thread level:** 1
**Casting time:** 1 action
Target can add 1d4 to attack rolls and saving throws. #### Enlighten **Prerequisite:** animancer level 3
**Thread level:** 1
**Casting time:** 1 bonus action
Target gains proficiency in one skill. If the target is already proficient, their proficiency bonus doubles for that skill. #### Fortify **Prerequisite:** animancer level 5
**Thread level:** 2
**Casting time:** 1 action
Target gains resistance to one elemental damage type. Once you are level 8 you can choose one elemental or nonmagical physical type. At level 11 you can choose any damage type.
SOULWEAVES
\pagebreakNum #### Frenzy **Prerequisite:** animancer level 11
**Thread level:** 3
**Casting time:** 1 action
Target's weapon attack and damage rolls increase by 2. The damage increase also affects sneak attack damage. #### Grace **Prerequisite:** animancer level 3
**Thread level:** 1
**Casting time:** 1 action
Target gains the ability to use dash while walking as a bonus action. At level 5 the target gains a flying speed equal to their walking speed. At level 11 the target can dash while flying as a bonus action. #### Guardian **Prerequisite:** animancer level 8
**Thread level:** 2
**Casting time:** 1 reaction, when a creature is being attacked
When the target is damaged, you may take half of the damage for them. #### Guise **Prerequisite:** animancer level 15
**Thread level:** 3
**Casting time:** 1 action
Target becomes invisible to other essence tapped creatures. #### Hone **Prerequisite:** animancer level 5
**Thread level:** 2
**Casting time:** 1 bonus action
Target scores a crit on a roll of 19 or 20. #### Investiture **Prerequisite:** animancer level 11
**Thread level:** 3
**Casting time:** 1 action
As a reaction, when the target casts a spell, you may take damage equal to your Constitution modifier to increase the spell level by 1. This can only affect spells up to spell level 5. \columnbreak #### Nexus **Prerequisite:** Animancer level 15
**Thread level:** 3
**Casting time:** 1 action
Target gains the on hit effect of essence tap when damaging an essence tapped creature. #### Projection **Prerequisite:** animancer level 8
**Thread level:** 2
**Casting time:** 1 action
Target’s attack and spell range is doubled. #### Purge **Prerequisite:** animancer level 8
**Thread level:** 2
**Casting time:** 1 action
Target is cured of charmed or petrification, reduces their exhaustion level by one, removes a curse, restore one ability score to normal level, or removes one effect lowering their hit point maximum. For the remainder of the duration the target has advantage on saving throws against the above list of conditions, except for exhaustion. #### Radiance **Prerequisite:** animancer level 5
**Thread level:** 2
**Casting time:** 1 action
At the end of the target's turn, any chosen creatures within 5 feet of the target takes an essence die in damage. #### Revitalize **Prerequisite:** animancer level 5
**Thread level:** 2
**Casting time:** 1 action
Target regains an essence die of hit points at the beginning of their turn. #### Sapience **Thread level:** 1
**Casting time:** 1 bonus action
Target can comprehend and communicate in all languages. #### Sentintel **Prerequisite:** animancer level 8
**Thread level:** 2
**Casting time:** 1 bonus action
As a reaction, you may take attacks of opportunity as if you were in the target’s location. You may also take an attack of opportunity if a creature moves within 5 feet of the target. #### Veil **Thread level:** 1
**Casting time:** 1 action
Target is veiled by a magic barrier with hit points equal to your animancer level plus twice your Constitution modifier. The target takes remaining damage if *veil* is reduced to 0. #### Valor **Prerequisite:** animancer level 5
**Thread level:** 2
**Casting time:** 1 action
Target is immune to being frightened, charmed, or possessed.
SOULWEAVES
\pagebreakNum ## Magic Items For Animancy ___ ### Atropos's Shears *Weapon (dagger), legendary (requires attunement by an animancer tormentor)* #### Dormant (animancer level 5) You gain a +1 bonus to attack and damage rolls made with this magic weapon. You gain advantage on your next attack when you exploit an essence tapped creature’s vulnerability. #### Awakened (animancer level 11) You gain a +2 bonus to attack and damage rolls made with this magic weapon. You gain advantage on your next attack when you exploit an essence tapped creature’s vulnerability. Essence tapped creatures damaged by your Soul Puppet must succeed on a Wisdom saving throw, DC 15, or become frightened of your Soul Puppet for 1 minute. The frightened creature can make another Wisdom saving throw at the end of their turn to remove the condition. This ability costs 1 thread level per enemy affected and cannot be used on a creature more than once. #### Ascendant (animancer level 17) You gain a +3 bonus to attack and damage rolls made with this magic weapon. You gain advantage on your next attack when you exploit an essence tapped creature’s vulnerability. Essence tapped creatures damaged by your Soul Puppet must succeed on a Wisdom saving throw, DC 15, or become frightened of your Soul Puppet for 1 minute. The frightened creature can make another Wisdom saving throw at the end of their turn to remove the condition. This ability costs 1 thread level per enemy affected and cannot be used on a creature more than once. As an action, you can overload your Soul Puppet, causing it to explode. Creatures within a 30 ft. radius of the soul puppet must make a dexterity saving throw, DC equal to your malediction save DC, taking a number of essence dice equal to your thread limit in damage on a fail and half as much on a save. Using this ability reduces your maximum thread limit by one until you finish a long rest. ### Clotho's Spindle *Weapon (dagger), legendary (requires attunement by an animancer warden)* #### Dormant (animancer level 5) You gain a +1 bonus to damage rolls made with this magic weapon and to concentration checks. You can add your proficiency bonus to Soothe Soul rolls. #### Awakened (animancer level 11) You gain a +2 bonus to damage rolls made with this magic weapon and to concentration checks. You can add your proficiency bonus to Soothe Soul rolls. Once per long rest, as a reaction, you can take a concentration check in place of an essence tapped creature. #### Ascendant (animancer level 17) You gain a +3 bonus to damage rolls made with this magic weapon and to concentration checks. You can add your proficiency bonus to Soothe Soul rolls. Once per long rest, as a reaction, you can take a concentration check in place of an essence tapped creature. You can reduce your maximum thread limit by 1 to allow you to prevent essence tapped creatures from attacking each other for one turn. Your maximum thread limit stays reduced until you finish a long rest. ### Lachesis' Measuring Rod *Weapon (dagger), legendary (requires attunement by an animancer defiler)* #### Dormant (animancer level 5) You gain a +1 bonus to attack rolls made with this magic weapon and to your malediction saving throw DC. You deal extra damage to an essence tapped creature equal to its thread level. #### Awakened (animancer level 11) You gain a +2 bonus to attack rolls made with this magic weapon and to your malediction saving throw DC. You deal extra damage to an essence tapped creature equal to its thread level. Once per long rest, as a reaction when damaged by an essence tapped creature, you can force them to have disadvantage on their next malediction saving throw in retaliation. #### Ascendant (animancer level 17) You gain a +3 bonus to attack rolls made with this magic weapon and to your malediction saving throw DC. You deal extra damage to an essence tapped creature equal to its thread level. Once per long rest, as a reaction when damaged by an essence tapped creature, you can force them to have disadvantage on their next malediction saving throw in retaliation. You can decrease your maximum thread limit by 1 to overcome a target’s immunity to a condition when applying a malediction. Your maximum thread limit returns to normal after a long rest.
\pagebreakNum
### Moirai Distaff *Wondrous item, rare (requires attunement by an animancer)* During a short or long rest, when an animancer is spinning their prepared soulweaves, they may combine a single soulweave with a potion or poison. You can add a poison to a malediction, causing the poison to activate on the target with a successful malediction infliction. Also, as an action you may apply it to an active Soul Puppet within 30 feet. This increases the DC of the poison by 1. You can add a potion to a benediction, causing the potion to activate on the target when a benediction is applied. You may also use an action to consume a potion and share its benefits with your active Soul Puppet.
### Mystic Loom *Wondrous item, rare (only usable by an animancer)* Using an action, you can sacrifice a hit die to weave a spectral magic carpet with your soulweave threads. The carpet is 6 feet by 9 feet and can carry you and up to 3 other essence tapped creatures. The carpet has a flying speed of 30 feet. ### Needle of Domination *Wondrous item, rare (requires attunement by an animancer)* You learn how to cast the *find familiar* spell as a ritual. Once the familiar is summoned, you must essence tap it to keep it on your plane of existence and control it. The familiar dies if your concentration on the essence tap is broken. \pagebreakNum ## Interactions with Magic When *dispel magic* or *counter spell* is cast on a soulweave, treat the thread level as the spell level for resolving the spell. ## Animancer Multiclassing ___ ### Multiclassing Prerequisites **Ability Score Minimum:** Constitution 13 ### Multiclassing Proficiencies **Proficiencies Gained:** simple weapons, whips, one skill from the class's skill list ### Multiclassing with Caster Classes While the animancer casts soulweaves as spells, it does not count as a spell casting ability for determining spell slots when multiclassing. The ability to maintain concentration on multiple soulweaves does not translate to being able to maintain concentration on multiple spells cast with the spellcasting or pact magic features. You cannot maintain concentration on both soulweaves and other spells at the same time. \columnbreak > ##### Credits > **Designer:** Apoptosion > >**Special Thanks:** Twigz my DM and sounding board and The Eternal Blades of ASHWGA my campaign group for getting me into D&D. > ##### Art Credits in order of appearance > All art is property of Wizards of the Coast under the Magic the Gathering domain. > > Billy Christian > > Zexhou Chen > > Zack Stella > >Igor Kieryluk > > Livia Prima > > Anna Steinbauer > > Victor Adame Minguez > >Matt Stewart > >Livia Prima > > Kieran Yanner
Interactions, Multiclassing & Credits