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## The Soulmonger Whether through attracting its attention, pilfering its powers for your own through your research, or some other means, you have forged a link to a poorly understood existence. Its seemingly sole purpose is to practice and refine the art of manifesting and manipulating souls for reasons unknown. And you are following its path. Through your patron's knowledge, whether pilfered or bestowed, you learn the arts of the soul, though only you can decide what to do with this power, as your patron cares not so long as it furthers their research. ##### Soulmonger Expanded Spell List | Spell Level | Spells | |:-------------:|:-------| | 1st | *dissonant whispers, false life* | 2nd | *silence, Tasha's mind whip* | 3rd | *bestow curse, spirit guardians* | 4th | *death ward, phantasmal killer* | 5th | *commune, telepathic bond* #### Unarmored Defense *1st-level Soulmonger feature* You learn how to project a thin film of raw psyche over your form, protecting you from harm. While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier. \columnbreak
#### Arsenal of Conjured Souls *1st-level Soulmonger feature* You gain the ability to manifest a piece of your soul as a weapon. You can use a bonus action on your turn to summon an ethereal anima weapon in one or both hands. You choose the form your anima weapon takes each time you conjure it an you are proficient with it while you wield it. Regardless of the form it takes, it resembles an ethereal, softly luminescent copy of the mundane weapon and it deals psychic damage instead of its original type. Your anima weapon sheds dim light in a 5-foot radius around you in a color determined by you when you conjure it. If you conjure an anima weapon in each hand, each must have the light property and you add your ability modifier to the damage of the second attack. If you conjure a ranged anima weapon, it requires no ammunition, instead creating its own supply from infinitesimally small slivers of your soul when you choose to fire it. Your anima weapon disappears if it is more than 5 feet from you for 1 minute or more, if you use this feature again, if you dismiss it (no action required), or if you die. #### Id and Ego *6th-level Soulmonger feature* You can attack with your anima weapon twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.
###### **[Deathsword Katarina by Jennifer Wuestling](https://www.artstation.com/artwork/leY9z)**
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#### Rend and Sever *6th-level Soulmonger feature* Like your patron, you have begun to experiment with the delicate art of manipulating the souls of others. As a reaction when a creature within 60 feet of you dies, you can briefly entrap its soul within your own, allowing you to exploit it. Once you have done so, it slips from your grasp and returns to where it belongs. While you have a soul trapped, you can use a bonus action to give yourself advantage on the next attack roll, ability check, or saving throw before the start of your next turn. Alternatively, you can siphon its vigor to regain 3d4 hit points. At 14th level, your proficiency with touching the souls of others allows you to rip the soul from a living being. Make a ranged spell attack against a creature you can see within 60 feet. It must succeed on a Charisma saving throw or have its soul torn out and fall unconscious as you entrap its soul within your own. It has advantage on the saving throw. #### Seventh Soul Sanctum *10th-level Soulmonger feature* You have learned ways to further manipulate your soul to protect you from harm. At the end of a long rest, you gain the effect of a *sanctuary* spell that lasts until the start of your next long rest (the spell can end early as normal). Additionally, when you are hit by an attack or targeted by the *magic missile* spell, you can use your reaction to cast the *shield* spell without expending a spell slot. You can only do so a number of times equal to 2 + your Charisma modifier and regain all expended uses when you finish a long rest. \columnbreak
#### Advent of the Superego *14th-level Soulmonger feature* Your manipulation of your soul has reached such dizzying heights that you are temporarily able to supplant your flesh with your soul. As an action, you can undergo an inversion of flesh and soul, gaining the following benefits for 1 minute: - You have resistance to all damage types except force and psychic. - You gain a flying speed equal equal to your movement speed. If you are still in the air when your transformation ends, you begin to fall unless you can stop the fall. - You can move through non-magical objects and creatures as if they were difficult terrain. If you end your movement inside a creature or object, you are immediately shunted to the nearest unoccupied space, taking 1d10 force damage per 5 feet you were forced to move. - When you take the Attack action on your turn with your anima weapon, you can make a single weapon attack as a bonus action. If you are engaged in two-weapon fighting, you can make two weapon attacks as a bonus action. Once you use this feature, you can't use it again until you finish a long rest.
###### **[Limitless CG02 by Agri Karuniawan](https://www.deviantart.com/iamagri/art/LimitlessCG-02-588567205)**