Soulbound

by halcyonwind

Search GM Binder Visit User Profile

Soulbound


Within the realms are those who are more than they seem. Living within them exists the power of another being. For some it remains tucked away, never to be awakened. Others though... find their lives forever changed as something greater than themselves is born forth from within them.

These soulbound warriors bring with them enviable strength and abilities. Ones that allow them to rise above their lives and journey forth in ways that would take others years of training and experience. These savants lean upon this indwelt power, setting them on a journey of self-discovery or simply finding a place where they can be accepted.

Born of Power

The life of a soulbound is seldom chosen. Unlike others who dedicate their lives to a martial tradition, dedication to a higher power, or through learning, a soulbound is simply born. Something happens in their life that breaks a seal within them letting some part of another being forth. These manifestations can be both terrifying and incredible, but seldom easy to accept. It is a transformation that dramatically changes the trajectory of their lives.

Usually, their powers come to them at a traumatic moment or a moment of hardship. Something within them snaps and their natural survival instinct pulls from this well of untapped power in that moment of need. This startling rebirth can save their life, but just easily create a host of new problems.

Primal Bonds

At their core, soulbound gain their powers from something beyond themselves. Whether a latent power born into them from ancient ancestors or gained through ritual, they play host to more than their own soul. Living within them is the soul waiting to burst forth. When they call upon this power, a soulbound can force their will upon their surroundings.

Creating a Soulbound

When creating a soulbound ponder how this person came to manifest these powers. It is not common to be born with the power of another entity living within oneself. Also, consider what it was like to first transform and what that experience did to them.

Quick Build

To make a soulbound quickly, first place your highest score in Strength, followed by Constitution and Wisdom.

Class Features

As a soulbound, you gain the following class features

Hit Points


  • Hit Dice: 1d12 per soulbound level
  • Hit Points at 1st Level: 12 + your Constitution modifier
  • Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier






























by Jason Engle

Proficiencies


  • Armor: none
  • Weapons: simple weapons
  • Tools: Choose one type of artisan's tools or one musical instrument

  • Saving Throws: Strength, Constitution
  • Skills: Choose two from Athletics, Insight, Intimidation, Nature, Stealth, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a mace or (b) any simple weapon
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • five javalins
Soulbound
Level Proficiency Bonus Soul Embodiments Features
1st +2 -- Unarmored Defense, Transformations, Bonded Soul
2nd +2 -- Soul Dice, Bonded Soul Feature
3rd +2 2 Soul Embodiments
4th +2 2 Ability Score Improvement
5th +3 2 Extra Attack
6th +3 3 Magical Empowerment
7th +3 3 Bonded Soul Feature
8th +3 3 Ability Score Improvement
9th +4 4 Resistant Soul
10th +4 4 Ability Score Improvement
11th +4 4 Bonded Soul Feature
12th +4 5 Ability Score Improvement
13th +5 5 Overcoming Will
14th +5 5 Bonded Soul Feature
15th +5 6 Soul Form Persistence
16th +5 6 Ability Score Improvement
17th +6 6 Well of Power Deepens
18th +6 7 Bonded Soul Feature
19th +6 7 Ability Score Improvement
20th +6 7 Two Souls as One

Unarmored Defense

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Constitution modifier + your Wisdom modifier.

Bonded Soul

Choose a bonded soul, which you pull from to transform into. The options for bonded souls are listed at the end of the class. Your choice grants you features when you choose it at 1st level and again at 2nd, 7th, 11th, 14th, and 18th level.

Soulform Transformation

Starting at 1st level, you can use your action to call forth the power that lives within you to transform parts of your body to embody its might. Your transformation lasts for a number of minutes equal to half your soulbound level (rounded down). You revert to your normal form early if you are knocked unconscious, drop to 0 hit points, or die. You can also end your transformation on your turn as a bonus action. You can use this feature twice. You regain expended uses when you finish a short or long rest.

The form this transformation takes is outlined within the section of the bonded soul chosen.

Soul Dice

Starting at 2nd level, you gain access to powers that are fueled by special dice called soul dice.

Powers. The powers your learn come from your bonded soul features.

Soul Dice. You gain access to a number of soul dice, which are d12s, equal to your proficiency bonus. A soul die is expended when you use it. You regain all of your expended soul dice when you finish a short or long rest.

Saving Throws. Some of your powers require your target to make a saving throw to resist the power's effects. The saving throw DC is calculated as follows:

Powers save DC = 8 + your proficiency bonus + your Wisdom modifier

Soul Embodiments

As you continue to pull upon the power of the bonded soul within you, powers begin to manifest in new ways.

At 3rd level, you gain two soul embodiments of your choice. When you gain certain soulbound levels, you gain additional embodiments of your choice, as shown in the Soul Embodiments column of the Soulbound table. A level prerequisite refers to your level in this class.

Additionally, when you gain a level in this class, you can choose one of the embodiments you know and replace it with another embodiments that you could learn at that level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 10th, 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 can't increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Magical Empowerment

Starting at 6th level, your attacks gained through transformation count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Additionally, if you roll for initiative with no soul dice remaining, you regain 1 soul die.

Resistant Soul

Starting at 9th level, the power of the soul within to overcome allows you to roll a second soul dice for free when a 1 is rolled. This new roll is added to the previously rolled 1.

Overcoming Will

Beginning at 13th level, your empowered soul grants you proficiency in all saving throws.

Additionally, whenever you make a saving throw and fail, you can spend 1 soul dice and add that to your saving throw.

Soul Form Persistence

Beginning at 15th level, your ability to transform has become so natural to you that it ends only if you choose to end it.

Well of Power Deepens

Starting at 17th level, your ability to pull power from within your soul has grown. The amount of soul dice at your disposal is double your proficiency bonus.

Two Souls as One

At 20th level, you embody the power of the soul within. You choose two from your Strength, Constitution or Wisdom scores to increase by 4. Your maximum for those scores is now 24.

Bonded Souls

Dragon Soul

Raging with the might of a dragon nestled within their soul, these soulbound gradually transform more and more into a draconic form to rip through a battlefield with claws and scales.

Soul's Origin

At 1st level, you choose the type of a dragon soul you gain power from. The damage type associated with each dragon is used by features you gain later.

Dragon Color Damage Type
Black Acid (Dex Save)
Blue Lightning (Dex Save)
Brass Fire (Dex Save)
Bronze Lightning (Dex Save)
Copper Acid (Dex Save)
Gold Fire (Dex Save)
Green Poison (Con Save)
Red Fire (Dex Save)
Shadow Necrotic (Dex Save)
Silver Cold (Con Save)
White Cold (Con Save)

Becoming the Dragon

Starting at 1st level, when you transform you gain certain attributes from the dragon soul bonded within you.

Claws. Each of your hands grows long, sharp claws, which you can use as a weapon if it’s empty. Each deals 1d6 slashing damage on a hit. When you attack with a claw using the Attack action, you can make an additional claw attack as part of the same action. After you transform you can make one claw attack as a bonus action.

Scales. Scales the color of the dragon whose soul you share cover your body, providing +1 to your total AC.

Dragon's Breath

Beginning at 2nd level, while transformed you can use your action to spend a soul die to exhale destructive energy in either a 15 foot cone or a 30 foot line.

It deals damage of the same type as your dragon soul bond. When you use your breath weapon, all creatures in the area must make a saving throw, the type of which is determined by your dragon soul bond. A creature takes 1d12 damage on a failed save, and half as much damage on a successful one. The damage increase to 2d12 at 6th level, 3d12 at 11th, and 4d12 at 16th level.

The breath attack does start weaker than the Dragonborn's racial ability, but it does scale into a stronger attack from there. It can also be used more often, which is a good advantage.

Lashing Tail

Starting at 2nd level, when you transform you now grow a powerful tail. You may spend a soul dice as an action to make a melee weapon attack on a target within 10 feet dealing 1d12 + your Strength modifier bludgeoning damage. On hit, the target must succeed on a Strength saving throw or be knocked prone. As a bonus action you can move to the target and make one attack with your claws.

Dragon Wings

At 7th level, your power of transformation now grants you wings. They provide you with 35 feet of flying movement speed, but you must land at the end of your movement. You can spend soul die to perform the following:

Wind Buffet. You can spend a soul dice as an action to flap your powerful wings as a target that is large or smaller within 15 feet. This target must make a Strength saving throw, taking 1d12 force damage and being pushed back 10 feet and knocked prone on a failed save, and half as much damage on a successful one.

Wing Shield. When targeted by a ranged attack you can spend a soul dice as a reaction to hide within your wings. You reduce the amount of damage taken by the amount rolled with your soul dice.

Claws of the Dragon

At 11th level, your claws become enhanced by the power flowing forth from the dragon soul within. They now deal an addition d4 damage of the type associated with your dragon soul.

Frightful Presence

Starting at 14th level, your body shows even more traits of dragon, such as horns, sharp teeth, more jagged scales. As an action, you can spend a Soul die to force each creature of your choice within 60 feet to succeed on a Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it. You may use this feature once per transformation.

Becoming the Dragon

At 18th level, your transformation allows you to fully manifest the might and power of a dragon. In addition to your existing abilities, your transformation adds these traits.

  • You become Large. If you lack the room to become Large, your size doesn't change.
  • You gain 50 temporary hit points.
  • An additional +2 AC.
  • Your fly speed is 80 feet and you can hover.
  • Your claw attacks now deal 2d6 + your Strength modifier slashing damage and 1d4 damage of the type associated with your dragon soul.
  • Physical attacks that use Soul die have their damage doubled.
  • The reach on your tail attack is now 15 feet.
  • If you fail a saving throw, you can choose to succeed instead one time. This refreshes after a long rest.

Monster Soul

You have awakened something deep and dark that lies in the heart of all beings. A thing of nightmares and stories that mothers would tell their children. Calling upon this power turns you into a perverse reflection of yourself, hulking and lumbering to beat your enemies into submission.

Hulking Transformation

Starting at 1st level, when you transform you gain certain attributes from the monster soul bonded within you.

Enlarged Arm. One of your arms grows longer and more muscled, attacks made with it are treated as a simple melee weapon. They deal 1d12 bludgeoning damage on hit.

Monstrous Resistance. Your skin is thicker and your muscles tauter, giving you resistance to bludgeoning, piercing and slashing damage.

Monstrous Grasp

Beginning at 2nd level, when you make an opportunity attack, you can replace the attack with a grapple check.

Whenever you make a successful grapple action, as a bonus action you can spend a Soul die to crush the target for 1d12 bludgeoning damage.

Concussive Smash

At 2nd level, once per turn when you use your Enlarged Arm as part of the Attack action, you can spend a Soul die to repeatedly pummel that target for an additional 1d12 bludgeoning damage. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn. The damage increase to 2d12 at 6th level, 3d12 at 11th, and 4d12 at 16th level.

You decide to use this power when the attack hits.

Unbound Ferocity

Beginning at 7th level, the strength of the monster within struggles to be contained within the bonds of your flesh. You gain advantage on Strength ability checks and saving throws, and the ability to jump twice your normal jumping distance. Additionally, you gain the ability to spend soul die to perform the following:

Charge. As an action you can spend a Soul die to charge forward 30 feet in a straight line knocking creatures on your path aside, dealing 1d12 bludgeoning damage to each one. At the end of your charge if an enemy is in melee range you can use a bonus action to make an attack.

Hurl. When you have a target grappled that is the same size or smaller than you, you can spend a soul die as a bonus action to throw them 30 feet. The target takes 1d12 bludgeoning damage and is knocked prone. If the target hits a wall or a similar sturdy object before traveling the full 30 feet, then they take an additional 1d12 bludgeoning damage.

Additionally, they are subject to fall damage in the event that they do not land on a surface roughly level or higher than you.

Hulking Presence

Starting at 11th level, transforming into the monster causes you to grow enormous. When you transform you become Large, If you lack the room to become Large, your size doesn't change. Each attack you make with your enlarged arm do additional 1d12 damage.

Living Siege Engine

At 14th level, you become a true terror to be behold to all the world around you and nothing can hide from your pursuit. You deal double damage to objects and structures.

The world around you becomes a lethal weapon. You can throw objects around you with a range of 60/120 feet that deal 1d12 + your Strength modifier bludgeoning damage.

Indomitable Presence

At 18th level, your transformation causes you to burst from the small frame that once contained you. In addition to your existing abilities, your transformation adds these traits.

  • You become Huge. If you lack the room to become Huge, your size becomes Large if room allows or does not change.
  • Your resistance to bludgeoning, piercing and slashing damage is doubled, meaning you take a quarter of damage from those sources.
  • You gain resistance to all damage types.
  • Your enlarged arm attacks now deal 3d12 + your Strength modifier bludgeoning damage.
  • Monstrous Grasp no longer costs a soul die and does 2d12 bludgeoning damage.
  • Both arms are now considered enlarged arms for the purposes of grappling.
  • Enemies larger than you cannot move you when grappled.
  • If you fail a saving throw, you can choose to succeed instead one time. This refreshes after a long rest.

Sand Djinn Soul

You have been blessed with the powers of the sand and earth. When you transform, the attributes of the land gather around you like a sandstorm, breaking the ground and foe alike.

Body of the Storm

Starting at 1st level, when you transform you gain certain attributes from the sand djinn soul bonded within you.

Sand Tendrils. You gain the ability to fling sand like a whip at your enemies which you can use as a simple melee weapon with a reach of 10 feet. They deal 1d6 slashing damage on hit. Targets hit must roll a d4 and subtract the number rolled from their next attack roll.

Sand Skin. Sand gathers around you like a coat, you gain 4 temporary hit points for each level you have in this class. At the start of your turn you regain 1d4 temporary hit points. Temporary hit points usually do not stack, but those gained through this ability can up to the original amount.

For clarification: At level 3, a Sand Djinn soul bonded Soulbound would gain 12 temprorary hit points from this feature. They only regain hit points on subsequent turns if they are below that number. If they are still at 12 temporary hit points, then they regain nothing, or if they are at 10 and roll a 3, then they only gain 2 to put them up to 12 again. They cannot gain temporary hit points from other sources without losing the ones gained from Sand Skin. Though once depleted, the soulbound can once again regain them.

Grasping Sands

Beginning at 2nd level, you may spend a Soul die as an action to cause the ground around a creature within 10 feet to grasp at their feet. They must make a Strength saving throw. The creature takes 2d6 bludgeoning damage and is restrained on failed save, and half as much damage on a successful one. The restrained creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the creature is still restrained you can repeat the damage as a bonus action without spending a soul die.

The damage increase to 2d8 at 6th level, 2d10 at 11th, and 2d12 at 16th level.

Sand Wall

Starting at 2nd level, you may spend a Soul die to create a wall of sand within 30 feet of you. The wall appears within range on a solid surface and lasts for 5 minutes. You choose to make the wall up to 10 feet long, 5 feet high, and 5 feet thick. The wall blocks line of sight.

When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 3d6 bludgeoning damage, or half as much damage on a successful save.

The length of the wall increases to 15 feet at 6th level, 20 feet at 11th level, and 25 feet at 16th level.



By Daimoc.art

Breaker of the Earth

At 7th level, your form becomes more in tune with the sands. It clings to your body like a small storm when you are transformed. It naturally provides you with half cover. You also gain the ability to spend soul die to perform the following:

Sand Cover As a reaction you may spend a soul die when an attack is made against you or an ally within 20 feet. The attack is made with disadvantage. If the attack hits then the damage is decreased by the amount rolled on your Soul die.

Earth Tremor As an action you may spend a soul die to choose a point you can see on the ground within 45 feet and make the the ground churn and erupt in a 10 foot radius circle.. Each creature in that area must make a Dexterity saving throw. A creature takes 6d6 bludgeoning damage on a failed save and is knocked prone, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain.

Sand Wreathed Warrior

Starting at 11th level, your control over sand intensifies. Attacks with your Sand Tendrils have their damage die increased to 1d10 and reach of 15 feet.

Sand Skin now benefits from your Wisdom modifier being added to the amount rolled to restore your pool of temporary hit points in that feature.

Additionally, you gain tremorsense with a range of 60 feet.

Living Sandstorm

Beginning at 14th level, you control over the sand and earth comes to the battlefield with the rage of a sandstorm.

As an action you may spend a soul die to create a swirling vortex of sand with a radius of 15 feet centered around you. Creatures within the area of your choice are considered to have their vision obscured and have one third cover from ranged attacks. Creatures of your choice within the area take 3d6 bludgeoning damage. Living Sandstorm lasts for 1 minute or until you lose concentration.

The Desert Devours All

At 18th level, your transformation comes with the overwhelming and inevitable nature of the desert. In addition to your existing abilities, your transformation adds these traits.

  • The temporary hit points gained from Sand Skin no longer are limited by the amount originally gained upon transformation.
  • Grasping Sands no longer costs Soul die to use, but you can spend a Soul die to cast it twice in one turn.
  • Living Sandstorm's radius extends to 20 feet and damage increased to 4d6, you have advantage on concentration checks to maintain it.
  • Attacks made with Sand Tendrils may now target two creatures within range when used.

Soul Embodiments

Deeper Well of Power

You gain 2 additional Soul dice.


Immutable Form

The soul you share protects you from the intentions of others to alter your body further. You become immune to spells or effects that would alter your form aside from your transformation.


Invested Powers

When you deal damage using a Soul die, add your Wisdom modifier to the damage it deals.


Natural Grappler

You have advantage on all Grapple checks against creatures the same size or smaller than you.


Empowered Soul Prerequisite: 6th level

When you roll a Soul die, you can replace the d12 with 2d6.


Resistant Scales Prerequisite: Dragon Soul subclass

While transformed you gain resistance to the damage associated with your dragon soul bond.


Winged Retreat Prerequisite: 7th level, Dragon Soul subclass

As an action, when transformed you may spend a Soul die to disengage and move 15 feet backwards from a target in melee range. This target must make a Strength saving throw, taking 1d12 force damage and being pushed back 5 feet on a failed save, and half as much damage on a successful one.


Breath of the Ancients Prerequisite: 12th level, Dragon Soul subclass

Your breath attacks can now be unleashed in either a 30 foot cone or 60 foot line.


My Own Path Prerequisite: Monster Soul subclass

When transformed, you can use Strength (athletics) skill checks to attempt to break through doors locked non-magically, the feature can also be used on walls or other obstacles. Additionally, moving through nonmagical difficult terrain costs you no extra movement when transformed.


Unstoppable Charge Prerequisite: 7th level, Monster Soul subclass

You can spend a soul dice to travel 15 feet in a straight line to target creature within 15 feet that is the same size or smaller than you. The creature then moves with you another 10 feet, taking 1d12 bludgeoning damage. If the movement is ended by a solid object, such as a wall, the target takes an additional 1d12 bludgeoning damage and must succeed on a Constitution saving throw or be stunned.


Swift As Sand Prerequisite: Sand Djinn subclass

You can cast misty step once. Once you do so, you cannot do so again until you complete a long rest.


Armor of Sand Prerequisite: 7th level, Sand Djinn subclass

While transformed, you gain +1 AC as the sand hardens around your skin. May also spend a soul die to restore 1d12 Temporary Hit Points to the amount gained with your Sand Skin feature.


Hand of Sand Prerequisite: 9th level, Sand Djinn subclass

You can cast Bigby’s Hand once. Once you do so, you cannot do so again until you complete a long rest.


Template Prerequisite: blah

Description


Subclass Template

1st Level Feature

Core Transformation to fulfill identity. 1 natural weapon attack and a defensive ability.

2nd Level Feature

Core Soul Uses, At least 2 depending on strength (might be two separate skills for clarity)

7th Level Feature

Additional transformation element. Comes with more Soul Dice uses.

11th Level Feature

Damage boost. Can come with a ribbon depending on how big a boost.

14th Level Feature

Variable. Easily my least defined idea.

18th Level Feature

"Complete" transformation



Design Premise

My goal for this class is to build a framework from which to build a class fantasy for characters that transform into something else. I have tentatively 9 of those something elses planned in some form or another. My goal is for each to play different versions of a mostly front line fighter. The four presented here give a taste of different play style that this framework offers. Dragon Soul is highly aggressive, Monster Soul intended to control the front line, Sand Djinn Soul as a debuffing, battlefield manipulator, and Fey Soul to attract enemies away from softer targets.

Full Disclosure

This class does get a fair amount of inspiration from KibbleTasty's Warden class. Though in my defense the general concept has been playing around in my head for awhile. I have a Sha'ir class that I worked on that a friend of mine plays, and while I'm proud of it... it never quite hit the notes I was looking for. In working on my next campaign I was thinking about how to make a Doctor Jekyll and Mr. Hyde style character. Something that looks like Druid transformations but used differently floated in my head. I spent a lot of time pondering a half caster kind of concept, but when KT released the warden v0.8 it opened up my mind to a whole other angle of making a complex high health transforming beast. That got this mess going.


Balance Notes

I feel like this class is functional and not over powered. I could be highly mistaken, but I think by putting most of the power in the subclasses and not the class as a whole prevent it from becoming too much of a mess. I have some concerns (mostly with the Monster Soul subclass... might too much damage with sustain...), but I do not think it will out pace any existing powerful strong classes. I will confess if it does I might not notice as much because the campaign I'm building this for is intended to really push characters.

Multiclassing might open up some dreadful concepts I've not considered, but I don't play with multi-classing in mind really.

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.