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The Astral Wayfarer
\pagebreak # Astral Wayfarer
Eyes blazing white, the Aasimar walks across, their aura expanding and enveloping, enticing their allies to reach new heights.
Smiling wickedly, the drow raises her hood, the ambushers nearby unsuspecting of a prepared prey.
Shouting out a cry of challenge, a human opens up their spirit of war and charges the opponents towards them, their body thrumming with the power of their ancestors.
Astral Wayfarers are the chosen of the ethereal worlds. They are the people who have come across the increased spiritual power within them, and have opened their mind to harness it. They seperate themselves from other magic casters, due to their ability to freely manipulate their spiritual energy into spells and different magics instead of drawing on the arcane energy that flows all around the land. Astral Wayfarers are quite rare, as children born with the higher level of a spiritual energy aren’t often able to notice their potential and try to understand their power. Many come across their abilities and feel as though they were simply out of sorts, however, the select few of those curious minds delve deeper into what they are feeling within, soon to find they were born with something truly wondrous.
### Beauty Through Experience The common conception of a soul, is something that makes someone who they are, and is all that is left of them when they die. Astral wayfarers are the only beings alive that can truly see the beauty of the spiritual world, through the experience they gain from using their power, and seeing how it impacts the world. To an Astral wayfarer, the soul and spiritual well within oneself, are beauties of nature and masterpieces of the gods. Astral wayfarers are born with a soul linked to the ethereal plane, allowing them to draw off of it, and use their own soul for power. Once an Astral wayfarers mind grows to a point where it will be able to handle the stress of siphoning off the ethereal plane, their mind is shown the intricacies of the ethereal world, the beauty & perfection of it. Once this vision dissipates, Astral wayfarers then feel a presence deep within them, as if something dormant is now awake, and can feel their link to the ethereal plane. Some find pleasure in helping those around them with the gift they have unlocked, whilst others, cause malice and chaos. Astral wayfarers are the center of ethereal energy in the world, they are where spiritual & ethereal energy flows through, to come into the physical realm. The more an Astral wayfarer siphons off the ethereal plane, the more they grow, and can use their abilities to output ethereal energy into the world. Through experience, they create beauty.
\columnbreak ### A Life of Wandering Astral wayfarers seek to test themselves, and learn the depths of their power.They seek to test their abilities in a range of ways to grow stronger, and deepen their contact with the ethereal plane. Whether this is to grow in power, or to help others is up to them. To travel along, and help others with the power they have been blessed with, or to grow in power and seek vengeance or cause chaos. Some settle in one place, becoming a helper to a village, or their home tribe perhaps, whilst many others cannot find any way to stay in one place, feeling deep within them, the yearn to find a way to access new gifts by travelling across the land. Throughout their wandering, many try to find a deeper purpose, their gifts making them feel they were meant for something greater. Some Astral wayfarers that feel this, begin to feel greedy and prideful over this, thinking that them meant for greater things is a calling for supreme power. Astral wayfarers that feel this, begin to train, harness their spiritual power further, and increase it to new heights, some dreams and intents set on some of the highest positions of magical power one can barely hope to achieve.
### Creating an Astral Wayfarer As you create your Astral Wayfarer, the most important thing to consider is your backstory, and the sub-class you will take. Make Sure to check with your DM on lore of the world, as that will really define your character. Knowledge of your character, helps you decide the choices that you come across when dabbling with your class.
**Quick Build.**
You can make an Astral Wayfarer quickly by following these suggestions. First, Wisdom should be your highest, followed by either Constitution or strength / dexterity, depending on what calling you wish to follow. Second, choose the Hermit background. A good idea would be to find what calling suits your character best, and what stats that calling involves, and then place stats accordingly.
\pagebreakNum
##### The Astral Wayfarer | Level | Proficiency Bonus | Features | Spiritual Threshold | Spiritual Output | Presence's Harnessed | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Spellcasting, Spectral Awareness | 4 | 1st level | 0 | — | — | — | — | — | — | — | — | | 2nd | +2 | Spiritual Presence | 6 | 1st level | 1 | — | — | — | — | — | — | — | — | | 3rd | +2 | Spiritual Callling | 8 | 1st level | 1 | — | — | — | — | — | — | — | — | | 4th | +2 | Ability score increase | 8 | 1st level | 1 | — | — | — | — | — | — | — | — | | 5th | +3 | Spirit of Battle | 10 | 2nd level | 1 | — | — | — | — | — | — | — | — | | 6th | +3 | Spiritual presence improvement (x2) | 10 | 2nd level | 2 | — | — | — | — | — | — | — | — | | 7th | +3 | ─ | 12 | 2nd level | 2 | — | — | — | — | — | — | — | — | | 8th | +3 | Ability score increase | 12 | 2nd level | 2 | — | — | — | — | — | — | — | — | | 9th | +4 | Mystic Vision | 12 | 3rd level | 2 | — | — | — | — | — | — | — | — | | 10th | +4 | Spirit of Battle improvement | 14 | 3rd level | 2 | — | — | — | — | — | — | — | — | | 11th | +4 | ─ | 14 | 3rd level | 3 | — | — | — | — | — | — | — | — | | 12th | +4 | Ability score increase, Spiritual presence improvement (x3) | 14 | 3rd level | 3 | — | — | — | — | — | — | — | — | | 13th | +5 | Astral form | 15 | 4th level | 3 | — | — | — | — | — | — | — | — | | 14th | +5 | ─ | 15 | 4th level | 3 | — | — | — | — | — | — | — | — | | 15th | +5 | Spirit of battle improvement | 15 | 4th level | 3 | — | — | — | — | — | — | — | — | | 16th | +5 | Ability score increase | 16 | 4th level | 4 | — | — | — | — | — | — | — | — | | 17th | +6 | ─ | 16 | 5th level | 4 | — | — | — | — | — | — | — | — | | 18th | +6 | ─ | 17 | 5th level | 4 | — | — | — | — | — | — | — | — | | 19th | +6 | Ability score increase | 17 | 5th level | 4 | — | — | — | — | — | — | — | — | | 20th | +6 | Master of the soul, Spiritual presence improvement (x4) | 18 | 5th level | 4 | ─ | ─ | ─ | ─ | — | — | — | — |
## Class Features As an Astral Wayfarer, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d8 per class_name level - **Hit Points at 1st Level:** 8 + your Constitution modifier - **Hit Points at Higher Levels:** 1d8 (or 5) + your constitution modifier per Astral Wayfarer level after first #### Proficiencies ___ - **Armor:** Light armor - **Weapons:** Simple weapons - **Tools:** None ___ - **Saving Throws:** Wisdom, Constitution - **Skills:** Choose two from Animal Handling, Athletics, Insight, Perception, and Survival #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* A Spear or *(b)* a Mace - *(a)* Hide armor & two daggers or *(b)* Studded leather armor - *(a)* A Crossbow and 20 bolts or *(b)* A Shortbow and 20 arrows - *(a)* A Dungeoneer's pack or *(b)* an Explorers pack - An Arcane focus
### Spell Casting.
***Preparing and Casting spells.***
The Astral Wayfarer table shows what your ‘Spiritual Threshold’ is. Your spiritual threshold is how many points of spiritual energy you can siphon through your soul per day, before you take a level of exhaustion per each point you expend above that. Your spiritual threshold expands over time, however, no matter how experienced you grow, you will always have a limit. Spiritual threshold, to spell level, is quite simple. If the spell is a 1st level spell, you will only consume 1 point of spiritual energy. If the spell is a 2nd level spell, you will consume 2 points of energy. This goes on up all the way to 5th level spells. You have as many points up to your Threshold, the limit of which can be found on the table above.
\pagebreakNum You do not need to prepare any spells, you know all of the spells on your spell list. However, if you do not prepare spells, the casting time for the spell is increased by 1 round, and it costs one more point. If you prepare a spell, the casting time and point cost remains as it first was. The amount of spells you can prepare at a time, is Your wisdom modifier + your Astral Wayfarer level. You can change your prepared spells after each long rest.
Spiritual Output, defines what level of power you can output from your spiritual well. The Astral Wayfarer table above, defines what level of power you can output, in terms of spell level. For example, as a 3rd level Astral Wayfarer, your output has grown enough that the level of spiritual energy you can output is the same as a second level spell.
***Spellcasting Ability.***
Wisdom is the spell casting ability for all your Astral Wayfarer spells. The power of all your spells comes from the pure spiritual well within you. You use your wisdom modifier whenever a spiritual walker spell refers to your spell casting ability, and additionally you use it for setting the saving throw DC for an Astral Wayfarer spell you cast and when making an attack roll with one.
**Spell Save DC** =
8 + your proficiency bonus +
your Wisdom modifier
**Spell attack modifier** =
your proficiency bonus +
your Wisdom modifier
***Spellcasting Focus.***
You can use an arcane focus in the shape of a ring, or an amulet, as a spell casting focus for your Astral Wayfarer spells. Anything that has a gem, or form of prismatic material will work.
### Spectral Awareness
Your own attunement with the ethereal has opened your mind to a strange new ability. At 1st level, when you choose this class, you can sense the presence of living things within a radius up to 90ft of yourself.
If you close your eyes and concentrate for 6 seconds, you can sense the active souls of alive creatures up to 30 feet. If you will it, this expands to 60 feet after an additional 6 seconds, and 90 feet after an additional 6 more. To exit using this feature, you must spend the same amount of time that you used to open your awareness, to gather in your awareness. Whilst you do this, you are counted as prone.
Creatures that cannot be seen by Divination magic of any kind are invisible to your sense, however this feature tells you the location of those cloaked with invisibility. You may only use this feature as many times equal to half your wisdom modifier per short rest, any more, and you will take one level of exhaustion. \columnbreak ### Spiritual Presence
At 2nd level, you learn that you can siphon off the ethereal plane in ways to elicit certain effects of things around you. You may form a Presence as an action by siphoning 2 points of spiritual energy through you. At 2nd level, you may only use this feature once per day, and at higher levels this becomes 2 times at 6th level, 3 times at 12th level., and 4 times at 20th level.
The Astral Wayfarer above, lists how many Presence’s you may harness / know at a certain time. For example, at 5th level, you know how to form your power in two different ways. To control your presence, you must have absolute concentration. If your concentration is lost when a presence has a duration, all effects end.
For Presence’s, you cannot swap one Presence known, for another as you might do with Astral Wayfarer spells per long rest. Once you learn a Presence, your mind is blocked from learning others, till it has been elevated. Each level where you have a spot open for learning a Presence, you may choose a Presence from the list below. The DC for these Presence’s, if a DC is required, is the same as your spell save DC.
***Presence of Fear.***
You unleash a presence, a red haze seeming to spill out from your feet and travel along the ground in a 25ft radius of yourself. Everyone within this red haze inhales but a tiny wisp, and must make a wisdom saving throw, or see their worst fears. Any individuals that fail this save and see their worst fears and become frightened before running back by 10 feet and dropping their weapons, whilst those that succeed the throw are unaffected. Those affected stay affected until cured by the calm emotions spell, or you lose concentration.
***Presence of Courage.***
You form a presence, expelling a field of mystical energy. All allies within a 25ft radius of you, gain inspiration, +5 to movement speed, an extra 1d4 to all attack and damage rolls till 3 rounds have passed. Whilst your Allies are affected, they cannot be frightened. However, if you are frightened, or your concentration ends, the presence diminishes, and your allies lose all benefits.
***Presence of Desire.***
You unleash a presence, expelling deeps and intoxicating aromas, all creatures within a 25ft radius of yourself are forced to make a charisma saving throw. On a fail, they are charmed, and stay charmed till you leave their sight. Those that succeed the saving throw are not charmed, however on receiving damage within the radius, or re-entering after you leave their sight, they must make another saving throw with advantage or suffer the effects. Losing concentration dispels the presence.
\pagebreakNum ***Presence of Generosity.***
You form a presence, and a soft white light radiates from you. Plants around you in a 25ft radius begin to slowly grow, and all willing creatures inside that radius gain 1d6 + your spell casting ability modifier hit points on the beginning of your turn till you lose concentration. After you lose concentration, the presence will disappear.
***Presence of Sloth.***
You form a presence, and dark mist floods from you in a 25ft radius. Those within this radius, allies and enemies, must make a wisdom saving throw. On a failure, their movement speed is halved, and they drop their weapons as their grip relaxs far too much, the next attack against them has advantage. On a success, they only suffer from mild drowsiness, and the next attack against them has advantage. Spending one round outside of the radius ends the effects, and if you lose concentration, the presence disappears.
### Spiritual Calling
At 3rd level, your contact and experience with ethereal energy and experience with utilising the power, elevates your mind to strange new energies drifting on the ethereal plane, that guide you to a path seeming to resonate with your soul. Choose a spiritual calling detailed below after the class description, out of ‘Soul Hoarder’, or ‘Astral Guardian’. The calling you choose will grant you features at 3rd level, and again at 6th, 11th, and 16th level.
### 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 cannot increase an ability score above 20 using this feature. Alternatively, you can forgo increasing any ability score, and take a feat from the feats list instead.
### Spirit of Battle
At 5th level, a hidden part within your spiritual well opens itself to you, flooding yourself with brief memories of your ancestors and previous Astral wayfarers. These memories come as a vision, offering three fighting spirits that these people had chosen. They seem to give you a choice of opening yourself to spirits of safety and shielding, spirits of courage and ferocity, and spirits of calm and power.
Through siphoning a point of energy from your threshold through you as a bonus action, you open out your spirit of battle and gain certain effects, depending on your spirit. You may use the feature once per long rest at 5th level, twice per long rest at 10th level, and 2 times per long rest at 15th level, however you regain 1 use after a short rest. Choose a talent beneath to be your ancestral talent. Once you choose one, you can never exchange it for a different one. \columnbreak ***Shield of Others.***
You expend a point and unleash the power of the spirit of battle that dwells within you. Your eyes flare out with spectral light, and a glowing shield hovers in a position by your forearm. You will now do whatever it takes to protect your comrades, before it is too late. For 1 minute you gain the following features.
Your Constitution score increases by 2, without a maximum. The shield gives you +2 to AC as a normal shield does. It does not interfere with your hands at all, meaning you have two hands free, additionally if you already have a shield the bonus is still applied.
You gain 2d8 temporary hit points, and have 1 spectral shield hidden within you. As a reaction when one of your allies is being attacked, you may thrust out your hands, and force the hidden shield to appear by the attacked ally, and give them +2 to AC for the attack. The shield disappears after the attack, whether it hits or not. At 5th level, you have one shield within you, two at 10th, and three at 15th.
***General of War.***
You expend a point and unleash the power of the spirit of battle that dwells within you. Those Ally’s within a 10ft radius of you, gain advantage on their next attack through the leadership feeling that surrounds you egging them to go on. For 1 minute, you gain the following features.
Your strength score increases by 2. You may Attack twice on your attack action each round. If you have light weapons and dual-wield, this means you may attack three times (twice with one weapon). You have 1 ‘Focused strike’.
This is when you put everything into this strike, your focus, your courage, your will and intent, and you strike at your opponent. This strike gives you a bonus of half your wisdom modifier to your attack roll, and allows you to deal an extra 1d8 force damage to your attack. At 5th level, you have one focused strike, two at 10th level, and three at 15th level.
***Renowned Marksman.***
You expend a point and unleash the power of the spirit of battle that dwells within you. A gentle breeze begins to flow from behind you, a sense of calm dominating your senses, as you hear the thrum of your weapons power beat in your ears. For 1 minute, you gain the following features.
Your Dexterity score increases by 2. The range of all your projectile weapons doubles, and rules of cover do not apply to your attacks. You have 1 ‘Tail wind shot’. This is when you take a moment to listen to the tailwind, and let it gather itself to power up your attack.
You release your ranged attack, and on a hit, you can add half the damage dealt to your total damage. At 10th level, your critical rolls are more likely, meaning if you score criticals on natural 20’s, you now score criticals on natural 19’s and 20’s. At 5th level you have one tail wind shot, two at 10th level, and three at 15th level.
\pagebreakNum ### Mystic Vision.
Beginning at 9th level, the ethereal energy you have been siphoning off and using has altered your vision and mind. Your spiritual awareness ranges increase by 25ft, and the length of time it takes to expand your awareness and exit it is now halved. When making a perception check, you may expend a point and make your eyes flare up. In doing so, you can tell if an object you look at is magical or not. If it is, you can faintly tell what the object does exactly.
Additionally, you can use your new form of vision to directly see into one's soul, and aid yourself in figuring out if they are lying or not. If one if deceitful enough though, peering at their soul will be of no use. When you make an insight check, you gain advantage on your insight check.
### Astral Form.
At 15th level, you find you can expel a large amount of ethereal energy outside of your body and create an Astral form around yourself. If you have at least a third of your spiritual threshold remaining, you may expend a third of your total threshold as a bonus action and gain the following features for thirty seconds.
You gain resistance against psychic damage and spells, release a spiritual presence for free, and ethereal energy gathers around you increasing your movement speed by 10 feet, as well as giving you a flight speed of 20 feet. Weapon attacks dealt whilst in this state deal extra damage equal to twice your wisdom modifier, the damage type for the extra damage being psychic. Additionally, un-prepared spells count as prepared spells whilst in this state.
### Master of the Soul.
At 20th level, the experience you have had with the ethereal plane, through siphoning off of it and using it, is at its highest. Everything has been fully mastered.
You have grown as powerful as any Astral wayfarer could be. Due to how long you have been meddling in spiritual energies, you also find that you can hold some abilities for longer. The durations for your Spiritual Presences, Spirit of battle, and spiritual form double.
When looking at magic imbued or purely magical items / objects, you do not faintly know what it does, you know all of what it does. Additionally, your Spiritual awareness ranges increase by another 25 feet each, and you no longer need to spend a duration to exit the feature, you may automatically exit.
\columnbreak ### Spiritual Callings.
There are only two spiritual callings known in the multiverse. Each Astral Wayfarer has their calling determined to them from the beginning of their life. Their personality and heart guides them to the calling that is right to them, and only appears when they have reached a certain point in their power where their mind is so in tune with the ethereal plane that their power adopts part certain aspects of the ethereal plane.
## The Astral Manipulator.
The calling of an Astral manipulator, is a feeling of warmth and as if there are limbs you now have, but cannot see nor feel physically. The flows of spiritual energy become faintly visible to your eyes as this calling chooses you, the threads and flows of this energy headings into strange ethereal vortexes that seem invisible to the eyes of others. However, that is not all. To your eyes, the sight of humanoid, plantlike, and animal-like shapes seem to be caught in these flows, and entering the vortexes. A moment later, you realise, you can see the souls of the dead.
Astral Manipulators have been known as guardians of the grave, Generals of Heaven, Commanders of Hell, and Leaders of the damned. Those that protect the dead, and guide them on their way to the afterlife, or those that take control of the dead and use them for their own purposes, whatever that may be. The presence of an Astral Manipulator opens floating vortexes visible only to spirits and themselves, these vortexes there for the wandering spirits to go to their rightful place, whether it be eternal punishment or virtue.
The calling of an Astral Manipulator is as if the ethereal plane has become an extension of your mind. The souls floating around seem natural to you, whilst they would be alien to others if they could see them. What you once were as an Astral wayfarer seems lacking compared to what you are now. Your connection to the ethereal plane is stronger than ever.
### Expanded Spell List
At 3rd level when you choose this calling, you may add the following spells to your Astral Wayfarer spell list.
\pagebreakNum | Spell Level | Spells | |:---:|:-----------:| | 1st | Mage Armor, Unseen Servant | | 2nd | Healing Spirit, Spiritual Weapon | | 3rd | Phantom Steed, Speak with Dead | | 4th | Dimension Door, Phantasmal Killer | | 5th | Commune, Contact other plane |
### Ethereal Contact At third level, when you gain this feature, your spiritual awareness ranges all increase by 15 feet, and you gain an extra +5 to your spiritual threshold. The direct link you now have has increased your power in this way, but additionally you can now switch your vision between that of the physical, and the ethereal flow. In doing this, you gain a 15ft truesight.
Additionally, if you look over a sentient being, you can see their soul, their spiritual essence. Sentient beings show up in your eyes like glowing candles. With this feature, you can see what sort of person they are. If the color of their light is yellow, they are of a good alignment, blue if neutral, and light purple if evil. However, when doing this feature, you are counted as paralysed.
### Soul Jack
At 6th level, through having closer contact then ever with the ethereal plane, you have enhanced your abilities to a new level. You now have the strength to touch the souls of the living, and those that flow around you. Once per short rest, you can either draw on the power of a floating soul to help your body knit it’s wounds together faster, doubling the amount of hitpoints you restore when rolling hit dice. Alternatively you can spend your short rest in meditation and draw a soul into your spiritual core, the part of you where you siphon ethereal energy into, and regain 1d4 spiritual points. If you choose to draw a soul into your spiritual core, you must make a wisdom save against the souls wisdom check. The DM will make a contested wisdom check using the statistics of a ghost. If the soul succeeds, it escapes you dealing 2d6 psychic damage. You lose the use of this feature till you regain it on a short rest if the soul escapes you.
If you touch the soul of an incapacitated creature however, you force them to make a wisdom saving throw. On a success they are unaffected, but on a failure, you force a small part of your soul into theirs. You know them intimately, all their likes and dislikes, wishes for the future, and you may speak a question to their soul, and get a truthful answer back. If you do manage to shed a piece of your soul into them, you can either draw your soul back into you, or for the next number of days equal to your wisdom modifier before the part of your soul returns to you, you can choose to attune yourself with their senses. You see what they see, smell what they smell, and hear what they hear if you wish. Before the two days are up, you can force your soul to return to you, causing a tear in the beings soul and causing 4d6 psychic damage.
If the being is sleeping / Unconscious, they have disadvantage on their saving throws.
### Sprititual Conduit
At 11th level, the amount of ethereal power that flows around you at your disposal, has given you the ability to form two of your presences at once. In doing this, the presences intermingle and combine, making the two one. Due to this, these presences together count as one presence used out of the amount you can use per day. Additionally, the energy you can now feed into yourself, has increased the damage of a forced soul removal from your soul jack to 6d6.
### Leader of the Damned
At 16th level, the spirits that flow around you to the vortexes you bring, now see you as their own. They see you as a high tier spirit, a “Leader of The Damned”. You gain resistance to Psychic damage, and as an action, you may out-stretch your arms, calling to you, the closest spirit you can. Depending on the biome, a spirit you roll comes and joins you in battle, conferring with you mentally. Depending on the biome, roll for a spirit from the table below. The spirit solidifies when it arrives, grounded by your presence, only disappearing when you dismiss it or it is destroyed. You must roll initiative for the spirit, and as a bonus action you may explode the spirit, causing a shockwave of spiritual energy within a 10ft radius of the spirit. All beings within the radius must make a dexterity saving throw, or take 2d10 force damage. At 20th level, you may roll for a spirit twice, and choose one out of the two. If you roll two of the same, you may choose both.
### Spirit Table
#### Forest, Hill & Grasslands | d6 | Spirit | |:---:|:-----------:| | 1 | Dire Wolf | | 2 | Brown Bear | | 3 | Giant Eagle | | 4 | Giant Hyena | | 5 | Goblin Boss | | 6 | 2 Wolves |
#### Arctic
| d6 | Spirit | |:---:|:-----------:| | 1 | Dire Wolf | | 2 | Brown Bear | | 3 | Giant Owl | | 4 | Polar Bear | | 5 | Ice Mephit | | 6 | 2 Wolves | \pagebreakNum #### Coastal & Underwater
| d6 | Spirit | |:---:|:-----------:| | 1 | Harpy | | 2 | Sahuagin | | 3 | Giant Eagle | | 4 | Shark | | 5 | Giant Toad | | 6 | Giant Octopus |
#### Mountain & Underdark
| d6 | Spirit | |:---:|:-----------:| | 1 | Hippogriff | | 2 | Fire Snake | | 3 | Specter | | 4 | Giant Spider | | 5 | Giant Eagle | | 6 | Orc |
#### Swamp / Marsh
| d6 | Spirit | |:---:|:-----------:| | 1 | Ghoul | | 2 | Yuan-ti Pureblood | | 3 | Crocodile | | 4 | Lizard Folk | | 5 | Giant Toad | | 6 | Constrictor Snake |
#### Urban
| d6 | Spirit | |:---:|:-----------:| | 1 | Ghoul | | 2 | Specter | | 3 | Priest | | 4 | Giant Spider | | 5 | Guard | | 6 | Thug |
## The Soul Bearer
The calling of a Soul Bearer, is a sudden emptiness, immediately replaced by the feeling of a tingling sensation. The sight of your hands to you for the first 24 hours after you are chosen by this calling, is a wispy smokey look, and a feeling of incompletion. Wherever your hands sway to, light purple mist follows it. When you look out among all, you can see that there is a faint glow within their chest. The glow of a soul.
A Soul Bearer is the calling of an astral wayfarer, it is not simply a person that has a soul, but one who has many. It is where the souls of the living, are now theirs to confer with. The Soul Bearer is the ability to convert the power of a taken soul, into power of their own. They have been given a chance to gain new power, to grasp new heights. However a Soul Bearer chooses to direct their fate from now, is up to them. A Soul Bearer, may either use their power for a cause, some becoming protectors of others, using the souls of the fallen to help those that cannot help themselves. The others find glory in the ability to strip a living being of their essence, and after feeling the power that is granted to them through this, use this as an opportunity to seek greater heights. Their ambition soaks into their power, and they set out, striving to make something of themselves.
A Soul Bearer is blessed with the power to steal the souls, and after they’ve used their power, allow them to become pure ethereal energy. When they use a stolen soul, the emotions it once had, memories it stored up, are released into the ethereal plane, and their souls go to find their next vessel to begin a new life. Those with good views may see this as a righteous cause, to collect the souls of the wicked and grant them a second chance, and those with evil views may see it as a way to gain power and rid someone of existence.
The power they once had as an Astral wayfarer seems young, unsophisticated, whilst the power they have now feels refined, and strong.
### Unarmored Defense
Whilst the calling of an Astral Manipulator strengthens one mind, the calling of a Soul bearer strengthens the body to prepare it for it’s path. In the preparing of one's body so they may grasp the soul physically, the body itself is strengthened and altered with ethereal energy. The body flashes out ethereal energy and travels through the fibres to dampen pain, and spread damage so thin that it may have no effect.
At 3rd level when you choose this calling you gain an Unarmored defense equal to 8 + Your Wisdom modifier + Your Constitution modifier.
**Unarmored Defense** =
8 + your Wisdom modifier +
your Constitution modifier
As the ethereal energy can only fight against what it comes in contact to, wearing armor stops oneself from gaining this feature. \pagebreakNum ### Tether Soul
The souls of others have become physical, and you, an Soul Bearer, can grasp them. At 3rd level, you gain the ability to see the leaving soul of a recently killed creature, and if it’s close enough, tether it to yourself. As a reaction on your turn, you may tether the soul of a creature that has died within 10 feet of you. Then, on your next turn, you may use a bonus action to consume the soul. Doing so will burn a magical rune onto your skin. If you have already spent a reaction, or you do not consume the soul with your bonus action on your next turn, the soul floats away and escapes you.
If you manage to burn a rune on your skin, you can use a bonus action on your turn to expend a rune, allowing you to expend up to two hit dice outside of a short rest, or regain 2 spiritual points (of which cannot exceed your spiritual threshold). At 7th level you can expend a rune to expend up to 3 hit dice, and at 13th level you can expend a rune to expend up to 4 hit dice.
Additionally, at 10th level, you can tether enough spiritual energy to gain 1d4 - 1 (minimum 1) runes if you forgo regaining spiritual points and instead open your souls tethers to the spiritual energies around you.
Rune Capacity: You may store runes equal to half your Astral Wayfarer level (rounded up) + half your Wisdom modifier (rounded up).
### Rune Beserk
At 6th level when you gain this feature you may allow the power of a confined soul to overflow, and give you strength. Additionally, the range of your tether soul feature increases to 20ft. As a bonus action, you may consume a rune. For 30 seconds, gain the following buffs: - Resistance to either non-magical slashing, piercing, or bludgeoning damage. - Advantage in all strength and dexterity checks. - +5 to your movement speed. - +1 to your Armor Class Additionally, you may spend up to an extra 2 runes to either increase the duration by half, or increase one of the other benefits by one per rune. E.g. gain another +5 to movement, or add a damage type to have resistance to, e.g. One of the resistances you didn't choose before, or a resistance to a different damage type such as magical piercing, slashing, or bludgeoning. AC cannot be increased with extra runes.
However, when consuming the rune/s, you must make a wisdom saving throw. If you fail the wisdom saving throw, then you gain the buffs for half the time, but you also lose the ability to differentiate between friend or foe. For the duration, on your turn, randomly attack any target within 15 feet of yourself. If there are no targets, you remain where you stand, and immediately attack anything that comes within 15 feet of you - including allies. At 12th level, you auto-matically pass the saving throw.
Expending runes for other feats during your rune berserk decreases the duration by one round per rune expended.
**Rune Berserk DC** =
10 +
Twice the amount of runes Expended
At higher levels: The movement bonus increases by +5 at 7th level, 11th level, 15th level, and 18th level, and the amount of extra runes you may use increases by one at 10th level.
### Spectral Infusion
Beginning at 11th level, the range of your tether soul feature increases to 30 feet, and you learn to infuse your weapon with the power of a trapped spirit. Consume a rune, and let steel be engulfed with the pure essence of a soul. For one minute, all weapon attacks with the spectral weapon gain the following benefits: - Striking a target causes them to take 1d6 Necrotic or Radiant damage, stated as you activate this feature. Once chosen, you cannot change the damage type. - Those hit lose the ability to use spells for one turn if they cast spells. - On a critical hit, you may gain back 1 spiritual point. Additionally, you can expend an extra rune to charge your armor with spectral energy, dealing 1d6 to enemies that hit you. If you’re hit by ranged attacks, the spectral energy counteracts the projectile's damage instead. Whatever you roll for spectral damage, reduce the projectiles damage by that amount. The spectral energy gradually dissipates, so after three hits, by either ranged or melee weapon attacks, the spectral energy on your armor fully dissipates.
At higher levels: Spectral damage for your weapon and armor increases by an additional 1d6 at 10th, and 14th level, to a maximum of 3d6 damage.
### Runic Gate
Starting at 16th level, you find that by releasing a soul to go to it's afterlife, you can travel alongside it and re-appear in a new place. Your affinity with the souls that you bear as runes has allowed you to gain the ability to create a misty gate by consuming three runes. The gate appears as a rift in space. It allows the user to teleport to any location within 120 feet, provided that the user can see it. \pagebreakNum On arrival, the gate appears 5 feet above the ground of where you will arrive and drops you down. Once you exit the gate, it freezes and shatters into spiritual shards. Those within a 10ft radius of you, must make a dexterity save against a DC that is the same as your Spell save DC. On a fail, they take 2d8 psychic damage, and half as much on a success.
##### Credits - Credits to the book "Crucible of Souls" for inspiration - Art credits to samwise54 on pinterest - Credits to GMbinder for letting me get this in a fancy format