Witch Soul Sorcerer

by Kimrae

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Witch Soul

An arcane mark on your soul has granted you magic. Your soul now brims with weird magic, allowing you to touch other souls or pour your soul into magical creations. Your soul magic can be extremely alarming to others, as your abilities evoke images of evil hags, so acceptance and understanding from others is likely to be rare. Will you use your arcana for the good of your neighbors, or for selfish personal gain?

Witch Soul Marks

As a Witch Soul sorcerer, you decide how you acquired your powers. Were you born with them? Or did an event later in life grant you soul magic? Consult the Witch Soul Marks table for a possible origin of your power.

d6 Origin
1 Your parents made a deal with a hag to become pregnant, and her weird magic marked your unborn soul.
2 You were collateral damage in a fight when a wizard struck you with their spell by accident. You survived the blast, and it infused you with powerful magic.
3 You were born under inauspicious omens. Whether it be under a particular alignment of stars, or an unlikely folk superstition such as being born in a home with a crow's nest in the eaves. Turns out the omens may have had merit.
4 You died unexpectedly, and briefly traveled to the afterlife. You were quite surprised when an adventuring cleric took pity and resurrected you. Your soul returned to your body carrying a new potency, giving you access to the arcane.
5 As a child you were given an odd concoction by a stranger, and you foolishly drank it. You fell ill but as you recovered, you discovered you had magic power.
6 You contracted a strain of therianthropy, but a temple cleansed you. It seems the ordeal left a more permanent mark on your soul, and while your ability to transform is gone, you have magic in its place.

Witch Soul Spells

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

Witch Soul Magic Spells

Sorcerer Level Spells
1st hex, cause fear, toll the dead
3rd augury, acid arrow
5th bestow curse, speak with dead
7th phantasmal killer, death ward
9th dispel evil and good, negative energy flood

Magic of Hearth and Home

You are proficient with alchemist's supplies and herbalism kit.

Soul Bind

Starting at 1st level, as a bonus action you can pick a creature within 60 feet that you can see and is not a construct, and bind their essence to your soul. The link lasts for up to one hour, and ends if the creature dies. You can only affect one creature at a time with this feature, and can end the link early as a bonus action on your turn. You may use this feature a number of times equal to your proficiency bonus, and you regain spent uses upon completing a long rest.

While linked to a creature, you gain the following effects:

  • When you take damage, you can use your reaction to make the linked creature must make a Constitution saving throw against your spell save DC. On a fail, the creature takes damage equal to your Charisma modifier, reducing your damage taken by that amount. On a success, you take the full damage as normal. The creature can choose to fail this saving throw. This damage is considered to have come from the original attacker.
  • You know the distance and direction of the creature from you, so long as you are both on the same plane of existence.

Fetishcraft

At 6th level, you can now craft a small effigy of a creature using dead animal parts such as bones or feathers and other materials such as wood, hair, or glass beads. The fetish must have a humanoid form, but otherwise it's style and composition is up to you. The chest of the fetish must also contain a platinum coin, and the fetish is completed by casting the spell hex on it. The process of creating a fetish takes an hour and can be completed as part of a short or long rest.

The fetish is considered a tiny construct, has an AC of 15 and 5 hit points. If lost or destroyed, the fetish can be replaced by repeating the creation process.

When you use your Soul Bind feature, you now bind the target's essence to the fetish instead of yourself. This adds the following effects while using this feature:

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  • You can target the fetish with touch spells or melee attacks, passing the attack or spell through to the linked creature, so long as the creature is within 60 feet. To make a weapon attack in this way, the weapon must have the Light property. These attacks don't damage the fetish, unless you desire it to.
  • While on the same plane of existence you can speak to the fetish, your words ringing telepathically in the Soul Bind target's mind. If the creature can understand a language, they can understand you.
  • As an action you can see through the target's eyes. While doing so, you are deaf and blind with regard to your own senses. The target must be within 500 feet of you.
  • Sharing damage with the creature no longer requires using your reaction.

Soul Brews

At 6th level, you can channel your essence into creating alchemical formulae. You can spend 10 minutes and expend one use of your Soul Bind feature to create one of the Soul Brews listed below. The magic utilized coalesces into a vessel and its contents, and once used the vessel disappears moments later in wisps of smoke. When a creation is no longer on the same plane as you, it also disappears in wisps of smoke.

A number of concoctions equal to your sorcerer level divided by 5 (rounded down) can exist at once, and only one of each kind. They need not be in your possession.

You can drink, pour, or throw your concoctions as a bonus action, and you are proficient in doing so. Soul Brews are considered to have both the Finesse and Thrown properties when determining success on applying them to unwilling targets. They have a normal range of 20 feet and a long range of 60 feet.

  • Healing Brew - Heals 1d4 + your Charisma modifier hit points.
  • Oozing Brew - When created, you decide whether it has the effect of oil of slipperiness or the web spell (10 foot square).
  • Hardening Brew - Increases a target's AC by 2 for 10 minutes.
  • Transforming Brew - Gives the target the effect of the alter self spell for 10 minutes. The target decides the spell's effect.
  • Blasting Brew - Upon breaking the brew explodes, the target must make a Dexterity saving throw against your spell save DC. On a fail taking 3d6 fire damage, and on a success taking half as much. If the brew is poured it can cover a medium creature or 5 foot square, and when ignited deals 1d6 fire damage at the start of the targets turn, ending once a creature takes an action to put the fire out.
  • Infecting Brew - Subjects a target to the ray of sickness spell.

Dark Severing

At 14th level, as an action you can violently sever the tie of your Soul Bind, and the target must make a Constitution saving throw against your spell save DC. On a fail, the target is paralyzed until the end of their next turn, and ending the Soul Bind harmlessly on a success. Once Dark Severing succeeds in paralyzing a target, that target cannot be the target of another use of your Soul Bind feature for 24 hours.

Doing this repeatedly strains your soul. Every time you use Dark Severing in the same day after the first, you must make a DC 10 Constitution saving throw. On a fail, you gain a point of exhaustion and the Soul Bind is ended harmlessly, and on a success you use the ability without issue. The DC also continues to increase by 5 each consecutive use. Your number of times you used Dark Severing is reset upon completing a long rest.

Cauldron Callouses

At 14th level, your strange brews have made you resistant to caustic material. You are resistant to poison and acid damage, and have advantage on saving throws against being poisoned.

Spirited Fetish

Starting at 18th level, you can spend as many of your remaining uses of Soul Bind as you want and one hour, which can be during a short rest, creating a simple simulacrum. You can do so without expending a spell slot or material components, and the simulacrum made in this way exists for only one hour per spent Soul Bind charge before dying. While the simulacrum lives, you are bound to it per your Soul Bind feature. Ending this Soul Bind also kills the simulacrum. If the simulacrum is a copy of a Witch Soul sorcerer, it has no available Soul Bind uses, as it has no soul. Once you use this feature, you can't use it again for 1d6+1 long rests.

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