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# The Soul Monger The Soul Monger is a class that has somehow gained the ability to pull souls and trap them in a focus, and through natural talent, training, or the whispers of the souls themselves learn to empower themselves with supernatural abilities and knowledge to achieve whatever life may throw at them.
##### Soul Monger | Level | Proficiency Bonus | Features | |:---:|:---:|:---|:---:| | 1st | +2 | Reaper of souls, Shadow Spawn | | 2nd | +2 | Anima Shield | | 3rd | +2 | Sovereign's Call, Subclass Trait | | 4th | +2 | Ability Score Improvement | | 5th | +3 | Extra attack | | 6th | +3 | Subclass Trait | | 8th | +3 | Ability Score Improvement| | 10th | +4 | Subclass Trait | | 12th | +4 | Ability Score Improvement | | 14th | +5 | Subclass Trait | | 16th | +5 | Ability Score Improvement | | 18th | +6 | Final Profanation |
## Class Features #### Hit Points ___ - **Hit Dice:** 1d8 per class level - **Hit Points at 1st Level:** 8 + constituion - **Hit Points at Higher Levels:** 1d8 (or 5) + constitution #### Proficiencies ___ - **Armor:** light armor - **Weapons:** simple weapons - **Tools:** Soul Focus, Choose one from Alchemist's Tools, Jewler's Tools, a gaming set, or an instrument ___ - **Saving Throws:** Wisdom - **Skills:** Choose two from Arcana, Deception, Insight, Intimidation, Investigation, Nature, Perception, Persuasion, Religion, Stealth, Survival #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - A soul focus (any form of trinket of your choice) - *(a)* studded leather armor *or (b)* dark robes - *(a)* a Longsword *or (b)* a quarterstaff \columnbreak ### Reaper of souls At 1st level you learn the ability to reap the souls from creatures you've killed or that are killed near you, ripping them away from their destined afterlife and using them to your own advantage. Any time you kill a creature you can take its soul and add it to your focus as a free action. If someone else kills a creature within 60 ft of you, you can reap it as a reaction upon death. The amount of souls you can hold is equal to your Wisdom Score. ### Shadow Spawn At 1st level using the soul gathered from a creature and the shadow that once was tied to it you can form a shadow spawn, a darkened form of the creature it once was, retaining its shape and attacks but gaining new stats and abilities from the stat block below. The creature shares your initiative but has its turn immediately after yours. ___ > ## Shadow Spawn >*Medium, your alignment* > ___ > - **Armor Class** 8 + Your Wisdom Modifier > - **Hit Points** 7 + class level > - **Speed** 30 ft > - **Max CR** 1 (no swimming or flying speed) > - **Max # Raised** 1 >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|5 (-3)|16 (3)|10 (0)|3 (-4)|15 (2)|10 (0)| >___ > - **Saving Throws** Dexterity, Wisdom > - **Skills** stealth + 5 > - **Damage Vulnerabilities** Radiant > - **Damage Resistances** Necrotic > - **Condition Immunities** Charmed, Frightened, Petrified, Blinded, Deafened, Grappled > - **Senses** blindsight 30ft > - **Languages** Knows your language but can not speak > ___ > * **Attacks:** > Takes on the Attack options of the creature summoned \pagebreakNum ### Anima Shield At 2nd Level as a reaction, when being targeted by a attack, you can expend some of your souls to take the hit for you, each soul expended reduces the damage of the attack or spell by 1 per soul expended, however you must use this ability before damage is rolled. If the damage was less than souls you expended, the attacker takes the left over in necrotic damage. (I.E. you gain a damage reduction of 10, but only take 7 damage, the attacker takes 3 neceotic damage, so that no soul is wasted) ### Sovereign's Call At third level you may choose to specialize into one of the subclasses in the following pages. ### Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class. ### Final Profanation At 18th level as a reaction to taking damage that would bring you to 0 hit points, you can drain the vitality from the souls you have in order to save yourself, for the number of souls you sacrifice you gain 5 times the number as a pool of health, if the triggering total damage bringing you to 0 is less than or equal to the amount from the sacrificed souls, you instead fall to one hit point. \pagebreakNum ## Subclasses
##### Soul Juggernaut | Level | Proficiency Bonus | Features | Cantrips Known | Spells Known |Spell Slots | Slot Level | |:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 3rd | +2 | Soul Magic, Shadow Praetorian, Fighting Style | 2 | 4 | 2 | 2nd | | 4th | +2 | Ability Score Improvement | 3 | 5 | 2 | 2nd | | 5th | +3 | Extra Attack | 3 | 6 | 2 | 3rd | | 6th | +3 | Sacrilege | 3 | 7 | 2 | 3rd | | 7th | +3 | ─ | 3 | 8 | 2 | 4th | | 8th | +3 | Ability Score Improvement | 3 | 9 | 2 | 4th | | 9th | +4 | ─ | 3 | 10 | 2 | 5th | | 10th | +4 | Wraith Armor | 4 | 10 | 2 | 5th | | 11th | +4 | ─ | 4 | 11 | 3 | 5th | | 12th | +4 | Ability Score Improvement | 4 | 11 | 3 | 5th | | 13th | +5 | ─ | 4 | 12 | 3 | 5th | | 14th | +5 | Darkness Rise | 4 | 12 | 3 | 5th | | 15th | +5 | ─ | 4 | 13 | 3 | 5th | | 16th | +5 | Ability Score Improvement | 4 | 13 | 3 | 5th | | 17th | +6 | ─ | 4 | 14 | 4 | 5th | | 18th | +6 | Final Profanation | 4 | 14 | 4 | 5th | | 19th | +6 | ─ | 4 | 15 | 4 | 5th | | 20th | +6 | ─ | 5 | 15 | 4 | 5th |
## Subclass Features As a Juggernaut, you gain the additional following features #### Proficiencies ___ - **Armor:** Medium armor, heavy armor - **Weapons:** martial weapons ___ - **Saving Throws:** Constitution ### Fighting Style At level 3, you learn one of the following fighting styles of your choice. ##### Blind Fighting You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you. \columnbreak ##### Defense While you are wearing armor, you gain a +1 bonus to AC ##### Interception When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction. ##### Protection When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. \pagebreakNum ##### Tunnel Fighter As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach. ##### Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. ##### Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. ##### Mariner As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class. ##### Superior Technique You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + Constitution Modifier. * You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest. ### Soul Magic The honing of your abilities, study of souls, and power gained from those you've absorbed have given you a limited facility with spells. You may choose which spell list to use when you take this subclass, including the custom one on pg. 10. This may not be changed later unless your DM allows. ##### Cantrips You know two cantrips of your choice from the spell list you choose when taking this subclass. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Juggernaut table. ##### Spell Slots The Juggernaut table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended Pact Magic spell slots when you finish a short or long rest. ##### Spells Known of 1st Level and Higher At 1st level, you know two 1st-level spells of your choice from the spell list you've chosen. The Spells Known column of the Juggernaut table shows when you learn more spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. Additionally, when you gain a level in this class, you can choose one of the Juggernaut spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots. ##### Spellcasting Ability Wisdom is your spellcasting ability for your Juggernaut spells, so you use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Juggernaut 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
### Shadow Praetorian Upon Taking this subclass your shadow spawn upgrades to a shadow praetorian, using the stat block below. ___ > ## Shadow Praetorian >*Medium, your alignment* > ___ > - **Armor Class** 10 + Your Constitution modifier > - **Hit Points** 10 + 2x class level > - **Speed** 30 ft > - **Max CR** 2 (no flying speed) > - **Max # Raised** 1 >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (2)|9 (0)|16 (3)|3 (-4)|15 (2)|10 (0)| >___ > - **Saving Throws** Strength, Constitution > - **Skills** Stealth +2 , Athletics +4 > - **Damage Vulnerabilities** Radiant > - **Damage Resistances** Necrotic > - **Condition Immunities** Charmed, Frightened, Petrified, Blinded, Deafened, Grappled > - **Senses** blindsight 30ft > - **Languages** Knows your language but can not speak > ___ > > * **Extra Attack:** the Shadow Praetorian may take two attacks when choosing the Attack Action if it can't already > * **Attacks:** Takes on the Attack options of the creature summoned \pagebreakNum ### Sacrilege Starting at 6th level you can devour the souls youve collected, wiping them from existence (short of a wish spell). As you hear their screams in your mind as you absorb them, a dark spectral armor visage appears around you and you gain 2 temporary hit points per soul collected. * Additionally If a creature hits you with an attack or targeted spell within 10 feet, the creature takes necrotic damage equal to the amount of temporary hit points gained by this trait. This effect persists so long as you have temporary hit points left from this trait. ### Wraith Armor Your manipulation of soul energy and the power within your focus has allowed you to combine your focus with an armor set. You can choose to attune to any armor of your choosing, instantly causing it to become spectral and smoldering with shadows, you may also choose to hide this effect and simply appear as the armor chosen. The armor gains a +2 bonus to ac when equipped, however you must choose to forego this if the armor is already magical in nature. Additionally you may instantly don or doff the armor, causing it to transform into your focus while doffed, undetectable by any means short of Identify, Scry (in looking for the armor), or a wish spell. At 14th level the standard ac bonus for non magical armor becomes a +3 ### Darkness Rise At 14th level, you can use the souls you have collected to grasp at living ones around you. Gathering any amount of souls you wish to use for this trait, you gather them together and crush them with great force against yourself, causing a storm to erupt around you. Within a 15 ft radius any bright light becomes dim, dim light becomes darkness, and any sources of light within it are permanently extinguished. Any creature you choose inside of it must make a DC (8 + Constitution Modifier) Constitution Saving Throw or become overtaken by souls, becoming blinded to everything around except you. Additionally their movement is halved except when moving towards you, and any attacks or ability checks to do anything other than move or attack you is at disadvantage. On a successful save they are not slowed or blinded, but still have disadvantage on any attacks or spells not against you made from within the radius. \pagebreakNum
##### Soul Seer | Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 3rd | +2 | Enhanced Soul Magic, Shadow Familiar | 4 | 4 | 2 | — | — | — | — | — | — | — | | 4th | +2 | Ability Score Improvement | 5 | 4 | 3 | — | — | — | — | — | — | — | | 5th | +3 | Extra Attack | 5 | 4 | 3 | 2 | — | — | — | — | — | — | | 6th | +3 | Spirit Incarnation | 5 | 4 | 3 | 3 | — | — | — | — | — | — | | 7th | +3 | ─ | 5 | 4 | 3 | 3 | 1 | — | — | — | — | — | | 8th | +3 | Ability Score Improvement | 5 | 4 | 3 | 3 | 2 | — | — | — | — | — | | 9th | +4 | ─ | 5 | 4 | 3 | 3 | 3 | 1 | — | — | — | — | | 10th | +4 | Soul Shackle | 6 | 4 | 3 | 3 | 3 | 2 | — | — | — | — | | 11th | +4 | ─ | 6 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | | 12th | +4 | Ability Score Improvement | 6 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | | 13th | +5 | ─ | 6 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | | 14th | +5 | Visions from Beyond | 6 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | | 15th | +5 | ─ | 6 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | | 16th | +5 | Ability Score Improvement | 6 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | | 17th | +6 | ─ | 6 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | | 18th | +6 | Final Profanation | 6 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | | 19th | +6 | ─ | 6 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | | 20th | +6 | ─ | 6 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
## Subclass Features As a Seer, you gain the additional following features #### Proficiencies ___ - **Saving Throws:** Intelligence ### Enhanced Soul Magic You hear souls from beyond reaching out to you, they teach you the knowledge of their past. You gain the ability to spellcast using the table above, Intelligence is your spellcasting ability you may choose one classes spell list to use, including the one on pg. 10. This may not be changed later unless your DM allows. ##### Cantrips You know four cantrips of your choice from the spell list you choose when taking this subclass. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Seer table. ##### Spell Slots The Seer table shows how many spell slots you have to cast your Seer spells of 1st level and higher. To cast one of these Seer spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. ##### Preparing and Casting spells. You prepare the list of Seer spells that are available for you to cast, choosing from the spell list you chose when taking this class. When you do so, choose a number of Seer spells equal to your Intelligence modifier + your Soul Monger level (minimum of one spell). The spells must be of a level for which you have spell slots. You can also change your list of prepared spells when you finish a long rest. Preparing a new list of Seer spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. ##### Spellcasting Ability Intelligence is your spellcasting ability for your Seer spells, so you use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Seer spell you cast and when making an attack roll with one.
**Spell Save DC** =
8 + your proficiency bonus +
your Intelligence modifier
**Spell attack modifier** =
your proficiency bonus +
your Intelligence modifier
\pagebreakNum ### Shadow Familiar Additionally upon choosing this subclass at level 3, your shadow spawn becomes a shadow familiar, granting a new stat block and increased abilities as shown in the following table. ___ > ## Shadow Familiar >*Medium, your alignment* > ___ > - **Armor Class** 8 + Your Intelligence modifier > - **Hit Points** 7 + class level + Intelligence modifier > - **Speed** 40 ft > - **Max CR** 2 > - **Max # Raised** 1 >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (0)|13 (1)|16 (3)|14 (2)|15 (2)|8 (-1)| >___ > - **Saving Throws** Wisdom, Intelligence > - **Skills** Perception +4 , Acrobatics +3 > - **Damage Vulnerabilities** Radiant > - **Damage Resistances** Necrotic > - **Condition Immunities** Charmed, Frightened, Petrified, Blinded, Deafened, Grappled > - **Senses** blindsight 30ft > - **Languages** Knows your language but can not speak unless you are using its senses, than you may talk through it. > ___ > > * **Soul Link**: You may cast any spells you have from your familiars position, however if you use this feature it loses its turn that round, but you may move it half its speed immediately after casting the spell. > * **Attacks:** Takes on the actions of the creature summoned ## Spirit Incarnation Starting at 6th level, you've learned to manipulate the weave that flows through the souls you collect. You can now use souls as if they were sorcery points for creating spell slots and meta magic options shown in the sorcerer table. * additionally you can choose a second classes spell list to choose from, this can not be changed later nor can you replace the first choice (without DMs approval) ## Soul Shackle Starting at 10th level, you can use your souls to mark a target you can see within 60 ft. While marked, a target can not benefit from full cover against you or be hidden. You also know the general direction of them as long as they're within the same plane of existence, otherwise you know the alignment of the plane they're on. ## Visions from Beyond Starting at 14th level, you gain truesight out to a range of 30ft. If you have darkvision, extend the range of it by the same distance. \pagebreakNum
##### Soul Shaman | Level | Proficiency Bonus | Features | Max Summons | - | |:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 3rd | +2 | ─ | — | — | — | — | — | — | — | — | — | — | — | | 4th | +2 | Ability Score Improvement | — | — | — | — | — | — | — | — | — | — | — | | 5th | +3 | Extra Attack | — | — | — | — | — | — | — | — | — | — | — | | 6th | +3 | Shadow Horde | — | — | — | — | — | — | — | — | — | — | — | | 7th | +3 | ─ | — | — | — | — | — | — | — | — | — | — | — | | 8th | +3 | Ability Score Improvement | — | — | — | — | — | — | — | — | — | — | — | | 9th | +4 | ─ | — | — | — | — | — | — | — | — | — | — | — | | 10th | +4 | Soul Archon | — | — | — | — | — | — | — | — | — | — | — | | 11th | +4 | ─ | — | — | — | — | — | — | — | — | — | — | — | | 12th | +4 | Ability Score Improvement | — | — | — | — | — | — | — | — | — | — | — | | 13th | +5 | ─ | — | — | — | — | — | — | — | — | — | — | — | | 14th | +5 | Dust to Dust | — | — | — | — | — | — | — | — | — | — | — | | 15th | +5 | ─ | — | — | — | — | — | — | — | — | — | — | — | | 16th | +5 | Ability Score Improvement | — | — | — | — | — | — | — | — | — | — | — | | 17th | +6 | ─ | — | — | — | — | — | — | — | — | — | — | — | | 18th | +6 | Final Profonation | — | — | — | — | — | — | — | — | — | — | — | | 19th | +6 | ─ | — | — | — | — | — | — | — | — | — | — | — | | 20th | +6 | ─ | ─ | ─ | ─ | ─ | ─ | ─ | ─ | — | — | — | — |
## Subclass Features As a Shaman, you gain the additional following features #### Proficiencies - **Saving Throws:** Charisma ## Shadow Horde You can now summon three different types of shadow spawns as shown below, each with their own stat block and special characteristics. ## Ash to Ashes At 6th level, your shadow spawns now draw from the shadows for power, they gain a buff based on the spawn type, and their attacks count as magical for overcoming resistances and they gain resistance to necrotic damage. * Legionnaires deal an extra 1d4 necrotic damage * Marines deal an extra 1d6 necrotic damage * Praetorians gain a +2 to AC \columnbreak ## Soul Archon At 10th level, You have learned You can use your summon slots to instead enhance yourself depending on the summons you choose. For every 5 souls you absorb you can choose one of the following. The effects last for one minute, however you can extend any amount of effects you have active by another minute for 5 souls * Legionnaire: gain back shadow enhancements, granting you gain advantage on all dex checks and saving throws and 30ft of fly speed * Warrior: gain head/arm shadow enhancements, granting a +2 to hit and 1d10 extra force damage on melee attack rolls * Praetorian: gain a torso/head shadow enhancement, you gain advantage on strength checks and saving throws, and you gain 5 temporary hp at the start of each of your turns \pagebreakNum ## Dust to Dust At 14th level, while any of your summons is within 10 ft of a creature, you can use your reaction to sacrifice your shadow spawn for any attack that would hit the triggering creature, while jumping in front of an attack it has vulnerability to all damage, and any left over damage goes to you. Only works on targeted attacks and abilities. ___ > ## Shadow Legionnaire >*Medium, your alignment* > ___ > - **Armor Class** 7 + Your Constitution modifier > - **Hit Points** 7 + class level > - **Speed** 35 ft > - **Max CR** 2 or lower >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|5 (-3)|19 (4)|10 (0)|3 (-4)|17 (3)|10 (0)| >___ > - **Saving Throws** Dexterity, Wisdom > - **Skills** stealth +6, Acrobatics +6, Perception +5 > - **Damage Vulnerabilities** Radiant > - **Damage Resistances** Necrotic > - **Condition Immunities** Charmed, Frightened, Petrified, Blinded, Deafened, Grappled > - **Senses** blindsight 30ft > - **Languages** Knows your language but can not speak > ___ > * **Pack Tactics:** You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated. > * **Attacks:** Takes on the Attack options of the creature summoned ___ > ## Shadow Marine >*Medium, your alignment* > ___ > - **Armor Class** 8 + Your Constitution modifier > - **Hit Points** 10 + 2x class level > - **Speed** 30 ft > - **Max CR** Proficiency bonus (no flying speed) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (2)|9 (0)|16 (3)|3 (-4)|15 (2)|10 (0)| >___ > - **Saving Throws** Strength, Constitution > - **Skills** Stealth +2 , Athletics +4 > - **Damage Vulnerabilities** Radiant > - **Damage Resistances** Necrotic > - **Condition Immunities** Charmed, Frightened, Petrified, Blinded, Deafened, Grappled > - **Senses** blindsight 30ft > - **Languages** Knows your language but can not speak > ___ > * **Attacks:** Takes on the Attack options of the creature summoned ___ > ## Shadow Praetorian >* Medium or Large, your alignment* > ___ > - **Armor Class** 10 + Your Constitution modifier > - **Hit Points** 10 + 2x class level > - **Speed** 30 ft > - **Max CR** half proficiency bonus (no flying or swim speed) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (2)|9 (0)|16 (3)|3 (-4)|15 (2)|10 (0)| >___ > - **Saving Throws** Strength, Constitution > - **Skills** Stealth +2 , Athletics +4 > - **Damage Vulnerabilities** Radiant > - **Damage Resistances** Necrotic > - **Condition Immunities** Charmed, Frightened, Petrified, Blinded, Deafened, Grappled > - **Senses** blindsight 30ft > - **Languages** Knows your language but can not speak > ___ > > * **Extra Attack:** the Shadow Praetorian may take two attacks when choosing the Attack Action if it can't already > * **Attacks:** Takes on the Attack options of the creature summoned \pagebreakNum # Soul Monger Spell Lists
##### Cantrips (0 Level) - spare the dying - toll the dead - decompose - encode thoughts - friends - blade ward - control flames - prestidigitation - shape water - eldritch blast - light - true strike - create bonfire - sword burst ##### 1st level - inflict wounds - disguise self - distort value - illusory script - bane - charm person - compelled duel - hex - silvery barbs - absorb elements - mage armor - sanctuary - shield of faith - shield - expeditious retreat - feather fall - jump - longstrider - magnify gravity - zephyr strike - cure wounds - faerie fire - witch bolt - comprehend languages - detect magic - gift of alacrty - identify - fog cloud - ice knife \columnbreak ##### 2nd level - blindness deafness - wither and bloom - gentle repose - blur - invisibility - mirror image - shadow blade - silence - crown of madness - enthrall - hold person - suggestion - arcane lock - lesser restoration - pass without a trace - warding bond - alter self - darkvision - imovable object - kinetic jaunt - knock - rope trick - darkness - continual flame - flame blade - rimes bninding ice - warding wind - augury - borrowed knowledge - fortunes favor - see invisibility - misty step - vortex warp - wristpocket \columnbreak ##### 3rd level - bestow curse - feign death - life transferance - revivify - speak w/ dead - spirit shroud - vampiric touch - phantom steed - major image - catnap - enemies abound - incite greed - glyph of warding - intellect fortress - nondetection - blink - gaseous form - haste - wall of sand - tongues - clairvoyance - hunger of hadar - galdars tower - sleet storm ##### 4th level - shadow of moil - blight - greater invisibility - hallucinatory terrail - phantasmal killer - dominate beast - confusion - banishment - death ward - private sanctum - vault of amber - gravity sinkhole - ice storm - resilient sphere - sickening radiance - ga;ders speedy courier - leomonds secret chest - watery sphere \columnbreak ##### 5th level - contagion - danse macabre - enervation - negative energy flood - raise dead - creation - mislead - hold monster - modify memory - antilife shell - planar binding - reincarnate - temporal shunt - awaken - hallow - cone of cold - wall of force - maelstrom - contact other plane - legend lore - far step