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.
Bestowed Spells
| 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 |
Arsenal of Conjured Souls
1st-level Soulmonger feature
You gain the ability to manifest a piece of your soul as a weapon. As a bonus action on your turn, you can 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.
When you manifest your anima weapon, you project an aura of soul energy over your body to protect yourself. While this aura persists, your AC equals 13 + your Charisma modifier.
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.
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 gain a bonus to your AC equal to your Charisma modifier, including against the triggering attack, until the start of your next turn.
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.
Advent of the Superego
14th-level Soulmonger feature
Through your time practicing the soul arts, you have managed the nigh impossible and gained the ability to fully manifest your soul in a corporeal form, allowing you to briefly exist in two places. As part of the bonus action to summon your anima weapon, or on a subsequent turn, you can manifest your soul at an unoccupied space you can see within 15 feet of you.
It is an ethereal, softly luminescent copy of yourself that shares your Ability Scores, skills, class features, hit points, and equipment. It knows the same spells you do and, if it casts a spell, it uses your spell slots. It acts on each of your turns. You decide what action it takes and how it moves.
Your manifested soul lasts for 1 minute with concentration (as if concentrating on a spell), until you die, or until you dismiss it (no action required).
Once you use this feature, you can't use it again until you finish a long rest.