Sorcerer: Schism Soul by Therin Creative

by Therin

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Schism Soul

As a sorcerer born with a split soul connected at a spiritual level, a Schism Soul draws strength from its spiritual twin. Only the sorcerer’s portion of the soul controls the body of the Schism Soul; its twin is an invisible ghost attached to it with a cord similar to the silvery cord of the astral projection spell. Due to the nature of its connection and how it sometimes holds one-sided arguments with its other half, a Schism Soul is sometimes considered to be mad.

Schism Soul Features
Sorcerer Level Feature
1st Schism Soul Spells, Twin Soul
6th Linked Spells
14th Ghostly Shield, Poltergeist
18th Spiritual Healing

Schism Soul Spells

1st-level Schism Soul feature

You learn additional spells when you reach certain levels in this class, as shown on the Schism Soul Spells table. Each of these spells count as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. Each spell is in the Player’s Handbook.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an illusion or a transmutation spell from the sorcerer, warlock, or wizard spell list.

Schism Soul Spells
Sorcerer Level Spells
1st shield, unseen servant
3rd hold person, knock
5th feign death, nondetection
7th grasping vine, Otiluke’s resilient sphere
9th Bigby’s hand, telekinesis

You can cast any of the spells you know from this feature from the position of your twin soul, using it as the point of origin for them. Additionally, when you cast any spell with a range of touch, you can deliver it through your twin soul in the same way you can a familiar from the find familiar spell.

Twin Soul

1st-level Schism Soul feature

You are connected to another half of your soul called your twin soul. Your twin soul is invisible except on the Ethereal and Astral planes where it is seen as a dark, amorphous cloud connected to you via a cord. It communicates with you via telepathy through the cord that binds you together, and can understand any language you speak.

 Your twin soul is the same size as you and has hit points equal to half your maximum hit point total and damage immunity to all damage except force and psychic. If reduced to 0 hit points, your twin soul disappears and is unavailable until you finish a short or long rest. If your twin soul’s cord is severed by the same means to sever a silver cord, its hit points are immediately reduced to 0.

You must have your twin soul summoned to use your Schism Soul features.

In combat, your twin soul shares your initiative count, but takes it turn immediately after yours. On your turn, you can command your twin soul, but it can only move or take the Dash, Dodge, Hide, or Search action. Your twin soul has a flying speed of 30 feet and can hover. It can squeeze through a space as narrow as 1 inch and enter a hostile creature’s space and stop there unless the creature is on the Ethereal or Astral Plane. It is tethered to you, and can’t move more than 30 feet from you per sorcerer level you have. If it is ever more than this distance from you, it is immediately pulled into this range. If you are teleported or transported through any means, you twin soul is transported with you.

Using your action, you can see and hear through your twin soul. It has darkvision with a range of 60 feet. You can maintain this sense link by concentrating, and can end the link at will on your turn.

By taking a bonus action on your turn, you can direct your twin soul to perform the same feats that the mage hand spell can achieve during its turn. Additionally, provided your twin soul is within 30 feet of you when you fall, it can duplicate the effects of the feather fall spell on you using its reaction.

Linked Spells

6th-level Schism Soul feature

You can cast any spell you know with a casting time of 1 action through your twin soul from its perspective at the expense of your bonus action for this turn. You can’t cast a spell that requires a material component with a gold piece value this way. A creature capable of perceiving your twin soul will see it glow when it casts a spell. You can’t use this feature again until your finish a long rest, unless you spend 1 sorcery point to use it again.

You can also spend 3 sorcery points to have your twin soul concentrate on a spell cast through it independent of you, but when it does so, you can’t use your other Schism Soul features.

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Ghostly Shield

14th-level Schism Soul feature

When you take ranged weapon damage and your twin soul is within 5 feet of you, you can use your reaction to have it attempt to shield you from harm. Until the start of your next turn, ranged weapon damage dealt to you is reduced by 1d10 + your Charisma modifier. If this reduces the damage of the attack to 0, the missile falls to ground, is deflected, or halts in the air until the start of your next turn when it harmlessly drops (your choice).

Poltergeist

14th-level Schism Soul feature

You no longer need to concentrate to continue sensing through your twin soul’s senses.

Additionally, you can use your action to enable your twin soul to perform the same feats as the telekinesis spell as long as you concentrate, up to 1 minute. Your twin soul uses its action to perform telekinetic abilities as you direct. Unless you drop concentration, you can’t use your twin soul to perform other Schism Soul features.

After using this feature, you can’t use it again until you finish a long rest.

Spiritual Healing

18th-level Schism Soul feature

You can use your action to transfer hit points from your twin soul to you, up to a maximum of half its current hit points.

You can also use your action and spend 3 sorcery points to heal your twin soul for 1d6 + your Charisma modifier hit points.

Finally, when you are reduced to 0 hit points and your twin soul is still summoned, you automatically succeed on one death saving throw on its turn. This death save is in addition to the one you make at the start of your turn. If you die, your twin soul will linger over you and preserve you as if your body is under the effect of the gentle repose spell. For each hour it does so, it loses 1 hit point, and if it is reduced to 0 hit points, you decay as normal.


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