


Psychopomp
An old Shaman Orc traveled through the road,
seemingly without purpose. A group of naive
adventures saw him, and their minds filled with
prejudice, saw him as a threat. They approached him, weapons at hand. He tried persuading them to back
away, that he was no enemy, but they wouldn't listen.
When a sword slashed his face, he had had enough. The adventurers could only stare in fear as a Ghost Dragon
formed behind the Shaman, gifting it's powers to him.
As the Reborn arose from his grave by a necromancer's command, he wasn't being controlled like the other undead. The frail old man, enchanting necromantic magic into skeletons and zombies made the newly conscious revived furious. But he didn't know why, yet, from his hand, a scythe emerged, and, without hesitation, striked the necromancer down, giving the undead the peace they deserved by making sure their bodies could rest. He felt happy.
The female Shadar-Kai stared at the Warlock. She was hunting him down for weeks since his reanimation by necromancy. She tried convincing him that being an undead at the service of Orcus would not bring him any good, but the Warlock's mind was long gone. All he did was laugh at the elf as her power was nowhere near his, he claimed. The Shadar-Kai had enough, as she opened a rift from the Weave itself, sending a barrage of magical energy against the follower of Orcus, disintegrating him in instants before colecting the Warlock's soul and sending it to it's judment.
The three characters above are examples of the spiritual guiders known as Psychopomps. Gifted by the Fugue Plane itself, they guide the souls of the departed.
Guidance For The Departed
As old as Aboleths, Psychopomps exist since the first souls emerged in the universe, guiding them to the Fugue Plane to be judged by the Gods. They gained their powers through sheer luck (or bad luck), but many would call such events destiny. Psychopomps don't care about species, ethnicity, religion or deeds in life, as it's not their job to condemn, but to show the dead souls the way to their judgment.
Alone in Body, Accompanied in Soul
Psychopomps walk the multiverse alone, usually living as hermits, as their souls are already full of spirits to carry to the afterlife and they have enough voices to talk to, but that doesn't mean they won't form relationships. Psychopomps are sentimental beings, and those that walk down the path of adventurers, form deep bondings with their party, and seeing one depart is one of their most difficult tasks they can ever face.
To Let Them Rest Or Refuse To
Having to face the choice to let a comrade's soul go to the Fugue Plane is something little can do, and those Psychopomps that fail to let them rest, may result in their emotions corrupt their own magic. The once abilities that allowed souls to reach their judgment becomes a prison for such souls, imprisoning them so the Psychopomp's lost companion can grow stronger inside the corrupted one and maintain it's existence, refusing the call to the Fugue Plane.
Creating Your Psychopomp
When creating your Psychopomp, consider how you first learned to wield the power to guide the dead. Were you trained from birth to become the next shaman of your people, destined to inherit the power of guidance and commune with the dead? Were you exposed to massive amounts of necrotic energy, creating such powers within you?
No matter the origin, you should decide how your Psychopomp takes it's approach towards the undead. Do they treat them with respect, genuinely wanting to make sure they reach the Fugue Plane without trouble? Or do they see undead as abominations that corrupt the spirits of the departed?
Multiclassing And The Psychopomp
If your group uses the rule on multiclassing in the Player's Handbook, here's what you need to know if you choose the Psychopomp as one of your classes.
Ability Score Minimum. As a multiclass character, you must have a minimum Wisdom score of 13 to take your first level as a Psychopomp, or to take a level in another class if you are already a Psychopomp.
Proficiencies. If Psychopomp isn't your initial class, here are the proficiencies you gain when you take your first level in Psychopomp: light armor, simple weapons, and one proficiency of your choice from the Psychopomp when you take your first level in this class.


The Psychopomp
| Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Guiding Magic, Guiding Route, Soul Guide | 2 | 2 | — | — | — | — |
| 2nd | +2 | Death Sense, Lay To Rest | 2 | 2 | — | — | — | — |
| 3rd | +2 | Guardian Of Souls | 2 | 3 | — | — | — | — |
| 4th | +2 | Ability Score Improvement | 2 | 3 | — | — | — | — |
| 5th | +3 | Guiding Route Feature | 2 | 4 | 2 | — | — | — |
| 6th | +3 | Keeper Of Voices | 2 | 4 | 2 | — | — | — |
| 7th | +3 | ─ | 2 | 4 | 3 | — | — | — |
| 8th | +3 | Ability Score Improvement | 2 | 4 | 3 | — | — | — |
| 9th | +4 | Guiding Route Feature | 2 | 4 | 3 | 2 | — | — |
| 10th | +4 | Timeless Body, Tireless Soul | 3 | 4 | 3 | 2 | — | — |
| 11th | +4 | ─ | 3 | 4 | 3 | 3 | — | — |
| 12th | +4 | Ability Score Improvement | 3 | 4 | 3 | 3 | — | — |
| 13th | +5 | Guiding Route Feature | 3 | 4 | 3 | 3 | 1 | — |
| 14th | +5 | Memory Holder | 4 | 4 | 3 | 3 | 1 | — |
| 15th | +5 | ─ | 4 | 4 | 3 | 3 | 2 | — |
| 16th | +5 | Ability Score Improvement | 4 | 4 | 3 | 3 | 2 | — |
| 17th | +6 | Guiding Route Feature | 4 | 4 | 3 | 3 | 3 | 1 |
| 18th | +6 | Gifted By The Departed | 4 | 4 | 3 | 3 | 3 | 1 |
| 19th | +6 | Ability Score Improvement | 4 | 4 | 3 | 3 | 3 | 2 |
| 20th | +6 | Scribe Of The Dead | 4 | 4 | 3 | 3 | 3 | 2 |
Class Features
As a Psychopomp, you gain the following class features:
Hit Points
- Hit Dice: 1d8 per Psychopomp level
- Hit Points at 1st Level: 8 + your Constitution modifier.
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Psychopomp level after 1st
Proficiencies
- Armor: Light armor
- Weapons: Simple Weapons
- Tools: None
- Saving Throws: Wisdom, Charisma
- Skills: Choose two from skills from Arcana, History, Insight, Medicine, Nature, Perception, Persuasion, or Religion.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a quarterstaff or (b) any simple weapon
- (a) a component pouch or (b) a grave focus
- (a) a priest's pack or (b) an explorer's pack
- Leather armor, a shield, and a shovel
Alternatively, you may start with 5d4x10 starting gold
Quick Build
You can make a Psychopomp quickly by following these suggestions. First, put your highest ability score in Wisdom, followed by Constitution. Second, choose the Haunted One background from Curse of Strahd.


Guiding Magic
As a guide for the dead, you can cast Psychopomp spells.
Cantrips
At 1st level, you know two cantrips of your choice from the Psychopomp spell list. You learn additional Psychopomp cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Psychopomp table.
Spell Slots
The Psychopomp table shows how many spell slots you have to cast your Psychopomp spells of 1st level and higher. To cast one of these 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.
You prepare the list of Psychopomp spells that are available for you to cast, choosing from the Psychopomp spell list. When you do so, choose a number of Psychopomp spells equal to your Wisdom modifier + your Psychopomp level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level Psychopomp, you have four 1st-level and two 2nd-level spell slots. With an Wisdom of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Inflict Wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of Psychopomp spells requires time spent in meditation: at least 1 minute per spell level for each spell on your list.
Customizing Spells' Appearance
The Psychopomp class has its powers directly obtained from the Fugue Plane. Consider how this effects it's visuals: Two creatures affected by the Warding Bond spell have their souls connected, with the souls itself leaving one's body towards the direction of the other creature affected by this spell, for example.
Spellcasting Ability
Wisdom is your spellcasting ability for your Psychopomp spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a Psychopomp spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Psychopomp spell you cast and when making an attack roll with one.
Spell Save DC
Spell attack modifier
Ritual Casting
You can cast a Psychopomp spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Spellcasting Focus
You can use an Grave Focus as a Spellcasting focus for your Psychopomp Spells. This can be a skull, a lantern mounted on a quarterstaff, a wand carved from a bone, or a trinket of a loved one that has passed away.
Guiding Route
At 1st level, you choose a Guiding Route that best represents your powers with the dead: Guide Of The Lost, Guide Of The Fallen, Guide Of The Damned, or Forsaken Guider, each of which is detailed at the end of this class.
Your Spirituality grants you features at 1rs level, and again when you reach 5th, 9th, 13th, and 17th level in this class.
Guiding Spells
Each Route has a list of spells that you learn at the Psychopomp levels noted in the Guiding Route description. These Guiding Spells count as Psychopomp spells for you, but they do not count against your total number of Spells Known.


Soul Guide
Your time with the dead made you develop skills necessaries to communicate and influence them. Also at 1st level, when standing face to face with an undead, the creatures thoughts are show to you, allowing you two to undestand each other, even if you don't share a common language or can't speak.
Moreover, you gain proficiency in Persuasion, doubling your proficiency bonus if you're already proficient in it, and whenever you would make a Charisma (Persuasion) check while interacting with an undead you can make a Wisdom (Persuasion) check instead.
Death Sense
Beginning at 2nd level, the presence of strong evil registers on your senses like a noxious odor, allowing you to see the dead near you. As an action, you can open your awareness to detect such forces. Until your concentration ends (as if concentrating on a spell), you know the location of any undead or corpse within 100 feet of you. You know the type (undead or corpse) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been desecrated, as with the Hallow spell.
You can use this feature a number of times equal to your Wisdom modifier. When you finish a long rest, you regain all expended uses.
Lay To Rest
Also at 2nd level, your wish to free the undead empowers your abilities. Whenever you would deal damage to an undead creature using a Psychopomp spell or ability, you can instead choose to deal radiant damage.
Guardian Of Souls
At 3rd level, your powers evolve to allow you to guide souls to the Fugue Plane. You can cast the Gentle Repose spell as a ritual, without any material components.
Additionally, while a corpse is under the effects of the spell, it's soul's essence is stored at your Grave Focus, up to a maximum equal to your Wisdom Modifier. While a soul is stored this way, it can't be revived, and after making a skill check, you can spend such souls, gaining a +1 for every soul spent. After spent, a soul goes to the Fugue Plane. When you take a long rest, all souls are released, each going to Fugue Plane.
Ability Score Improvement
When you reach 4th level, and again at 8th, 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.
Keeper Of Voices
Reaching 6th level, you can cast Speak With Dead at will, without expending a spell slot. While using this feature, the corpse is affected by your Soul Guide feature and answers your questions truthfully, even if you are hostile to it or it recognizes you as an enemy.


Timeless Body, Tireless Soul
Beginning at 10th level, the Fugue Plane energy allows you to work longer, making sure others can rest until you can. For every 10 years that pass, your body ages only 1 year. In addition, you can't be aged magically and you suffer none of the fragility of old age.
Finally, If a spell, such as Raise Dead, has the sole effect of restoring you to life (but not undeath), the caster doesn't need material components to cast the spell on you.
Memory Holder
Reaching 14th level, your proficiency bonus is doubled in Wisdom Saving Throws. In addition, you are considered proficient in death saving throws, and you have resistance to necrotic damage.
Gifted By The Departed
At 18th level, your mastery over souls grants you proficiency in all saving throws.
Additionally, whenever you make a saving throw and fail, you can spend 1 soul essence from your Guardian Of Souls to reroll it and take the second result.
Scribe Of The Dead
Finally, at 20th level, after countless interactions with souls, you embody the knowledge of the ones already gone. Your Wisdom scores increases by 4. Your maximum for it is now 24.


Guide Of The Damned
You're the Guide Of The Damned, a Forgiver For The Unforgiven, the one that Cares About The Uncared. You guide the souls of monsters, of those that act on instinct, unknown ideologies, or selfish reasons. You become a monster yourself to challenge such foes. After all, how do you kill a monster without becoming one?
Damned Expanded Spells
| Psychopomp Level | Spell |
|---|---|
| 3rd | Arms of Hadar, Detect Evil and Good |
| 5th | Pass Without Trace, Spiritual Weapon |
| 9th | Phantom Steed, Summon Shadowspawn |
| 13th | Sickening Radiance, Spirit Of Death |
| 17th | Dispel Evil and Good, Hallow |
Seer Of The Damned
Beginning at 1st level, your Soul Guide feature applies not only to undead, but also to aberrations, fiends, and evil aligned creatures. At 2nd level, this feature also applies to your Lay To Rest feature.
Damning Memories
Starting at 5th level, as an action, you can expend one soul from your Guardian of Souls feature, using an action from any undead's Stat Block of a CR equal to your Psychopomp level or lower, using your Spell Attack Modifier to do so. You can't use the Multiattack action if it's in the Stat Block or if you're missing any required equipment to do such action. If it forces a Saving Throw, it uses your Spell Save DC.
Strength Of The Damned
At 9th level, as a bonus action, you can expend a soul from your Guardian of Souls feature to make your AC equal of or gain a trait of your choice from any undead of a CR equal to your Psychopomp level or lower, except for Legendary Resistances and traits that requires specific items. These traits lasts for a minute each.
Moreover, you can have a number of souls affected by your Guardian Of Souls feature equal to your Psychopomp level.
Learn From The Past
Reaching 13th level, when you use your Damning Memories and Strength Of The Damned features, now you can use the Multiattack action, and if it requires a specific weapon for the action or trait, a spectral version of it is formed in your hand, transforming the damage of it into necrotic.
Avatar Of The Damned
Finally, at 17th level, as an action, you can transform into an undead of CR equal to your Psychopomp level or lower.
When you transform into your undead form, you follow the rules of the Wild Shape feature from the druid class, which can be found in Chapter 3 of the Player's Handbook.
Your undead form lasts for 1 minute. You revert to your normal form at any time if you use an action to transform back, fall unconscious, drop to 0 hit points, or die.
Once you use this feature, you must finish a long rest before you can use it again, unless you spend a spell slot of 5th-level or higher to use it an additional time.


Guide Of The Fallen
You're the Guide Of The Fallen, a Guardian For The Brave Ones, the one that Buries The Abandoned. You guide the souls of soldiers, adventurers, and any brave souls that fought dying for what they believed in. Good or evil, it doesn't matter, as they died fighting for what their hearts believed it was right.
Fallen Expanded Spells
| Psychopomp Level | Spell |
|---|---|
| 3rd | Compelled Duel, Thunderous Smite |
| 5th | Branding Smite, Spiritual Weapon |
| 9th | Blinding Smite, Crusader’s Mantle |
| 13th | Fire Shield, Staggering Smite |
| 17th | Destructive Wave, Holy Weapon |
Protector Of The Fallen
Beginning at 1st level, you gain proficiency with medium armor, heavy armor, and martial weapons.
Additionally, as an action, you can summon a Scythe, which you are considered proficient with scythes summoned this way. This weapon deals 2d6 slashing damage and has the reach, finesse, and two-handed properties. A scythe counts as a polearm for the purposes of the polearm master feat.
Moreover, your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Extra Attack
At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Also, you can cast one of your cantrips in place of one of those attacks.
Strength Of Warriors
Starting at 9th level, you can expend a soul from your Guardian of Souls feature whenever you are targeted by an attack as a reaction. If it's an attack roll, the attack is made with disadvantage. If it's a saving throw, you make it with advantage.
Champion Of The Dead
Reaching 13th level, the number of attacks increases to three when you take the attack action, instead of two.
Avatar Of The Fallen
Finally, at 17th level, as an action, for the next minute, you gain the following benefits:
- You gain the effects from the Haste spell, without being able to be dispelled.
- You can't become affected by conditions if you choose not to, except Unconscious.
Once you use this feature, you can't do so again until you finish a long rest.


Guide Of The Lost
You're a Guide Of The Lost, a Seer For The Unseen, the one that Remembers The Forgotten. You guide the souls of the common folk, of those that were able to do little impact to the world, but nontheless, they are just as important to those known as heroes and legends, because what is a hero without someone to be saved?
Lost Expanded Spells
| Psychopomp Level | Spell |
|---|---|
| 1st | Absorb Elements, Shield |
| 3rd | Enhance Ability, Suggestion |
| 5th | Counterspell, Dispel Magic |
| 7th | Resilient Sphere, Sickening Radiance |
| 9th | Skill Empowerment, Wall of Force |
Casting Alongside The Lost
Beginning at 1st level, your Guiding Magic feature is expanded, with you becoming a full caster.
Class Name
| Level | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|---|---|---|---|---|---|---|---|---|---|---|
| 1st | 3 | 2 | — | — | — | — | — | — | — | — |
| 2nd | 3 | 3 | — | — | — | — | — | — | — | — |
| 3rd | 3 | 4 | 2 | — | — | — | — | — | — | — |
| 4th | 4 | 4 | 3 | — | — | — | — | — | — | — |
| 5th | 4 | 4 | 3 | 2 | — | — | — | — | — | — |
| 6th | 4 | 4 | 3 | 3 | — | — | — | — | — | — |
| 7th | 4 | 4 | 3 | 3 | 1 | — | — | — | — | — |
| 8th | 4 | 4 | 3 | 3 | 2 | — | — | — | — | — |
| 9th | 4 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
| 10th | 5 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
| 11th | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 12th | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 13th | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 14th | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 15th | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 16th | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 17th | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18th | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19th | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20th | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Soul Magic
Starting at 5th level, you can sacrifice spell slots to obtain souls for you Guardian Of Souls feature. As a bonus action on your turn, you can expend one spell slot and gain a number of souls equal to the slot's level.
Strength of Weaved Souls
At 9th level, instead of gaining a bonus to your skill checks when using your Guardian Of Souls feature, as a reaction, you can spend a soul to force a creature within 60 feet of you to re-roll a saving throw, choosing this new roll as a result.
Between The Weave And The Fugue
Reaching 13th level, when a creature fails a Saving Throw against one of your spells of 1st level or higher, it is considered Poisoned until the end of it's next turn. This ignores immunity against the Poisoned condition.
Avatar Of The Lost
Finally, at 17th level, as an action, you can create the following effect:
- You open a rift to the weave next to you, boosting your magic. Your next spell, while within 5 feet of the rift, deals maximum damage. If it's a saving throw, the creature automatically fails. If it's a attack roll, it's considered
a critical success. The rift closes after being used.
Once you use this feature, you can't do so again until you
finish a long rest.


Forsaken Guider
You abandoned your Route. Who you were before doesn't matter. You abandoned everything you've ever know so a loved one could not let go. You devoted your soul to it, healing others and making sure souls remain at the material world so they can live as long as possible. Are you a monster to wanting others to live?
Forsaken Expanded Spells
| Psychopomp Level | Spell |
|---|---|
| 3rd | Healing Word, Goodberry |
| 5th | Healing Spirit, Lesser Restoration |
| 9th | Aura of Vitality, Revivify |
| 13th | Aura of Life, Death Ward |
| 17th | Greater Restoration, Mass Cure Wounds |
Forsaken Guidance
Beginning at 1st level, while unarmored, you add your Wisdom Modifier to your AC. Moreover, you learn the Primal Savagery cantrip and, as an action, you can magically summon the soul that is bound to you. It appears in an unoccupied space of your choice within 30 feet of you.
The soul is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying Lumbering Soul stat block, which uses your proficiency bonus (PB) in several places. When you choose this Route, choose one of the Soul Essence described on the Soul Companion's Stat Block (You can't change this choice after choosing it). You can determine the cosmetic characteristics of the soul, such as its appearance, its personality, or any visible effect of its Soul Essence; your choice has no effect on its game statistics.
In combat, the soul shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the soul can take any action of its choice, not just Dodge.
The soul remains until it is reduced to 0 hit points, until you use this feature to summon the soul again, or until you die. Anything the soul was wearing or carrying is left behind when the soul vanishes.
Once you summon the soul, you can’t do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it.
Bonding Over Death
Starting at 5th level, your Soul Companion uses the Waking Soul Stat Block and gain the following traits:
Incorporeal Movement. The soul companion can move through other creatures and objects as if they were difficult terrain. It takes 1d10 force damage if it ends its turn inside an object.
Dying Breath. Your soul companion gains the Dying Breath action. The save DC for it's Breath Weapon is equal to your Spell Save DC. Once you use this feature, you can’t do so again until you finish a long rest, unless you expend a spell slot of 2nd level or higher to use it again.
Strength Of Refusal
At 9th level, as reaction when your Soul Companion is targeted by an attack, you can spend soul from your Guardian Of Souls to add to its AC after the attack roll, each soul spent granting a +1 to AC until the start of your next turn. Moreover, your Soul Companion attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Avatar Of The Forsaken
Finally, at 17th level, your Soul Companion uses the Everlasting Soul Stat Block and gains the following traits:
Frightful Presence. Your soul gains the Frightful Presence action. The save DC is equal to your Spell Save DC. Once you use this feature, you can't do so again until you finish a short or long rest.
Ultimate Bondage. The soul companion has advantage on an attack roll against a creature if you are is within 5 feet of the creature and you aren't incapacitated.


Lumbering Soul
Small Undead, Same As Yours
- Armor Class 15 (Natural Armor)
- Hit Points 4 + four times your psychopomp level (the soul has a number of Hit Dice [d6s] equal to your psychopomp level)
- Speed 30 ft.
STR DEX CON INT WIS CHA 7 (-2) 13 (+1) 13 (+1) 9 (-1) 13 (+1) 13 (+1)
- Saving Throws Wisdom PB+1
- Damage Resistances Necrotic
- Senses darkvision 60 ft., passive Perception 11
- Languages Same as bonded Psychopomp
Soul Essence. Choose one of the following traits when summoning the Soul Companion:
- Lover. It has advantage on saving throws against being charmed or frightened.
- Brother/Sister In Arms. It gains a number of temporary hit points equal to your Psychopomp Level when summoned.
- Animal Companion. It has advantage on all Wisdom (Perception) checks.
Actions
Slam. Melee weapon attack: Your spell attack modifier, 5 ft., one target. Hit: 1d6+PB necrotic damage.
Waking Soul
Medium Undead, Same As Yours
- Armor Class 16 (Natural Armor)
- Hit Points 5 + five times your psychopomp level (the soul has a number of Hit Dice [d8s] equal to your psychopomp level)
- Speed 35 ft.
STR DEX CON INT WIS CHA 8 (-1) 14 (+2) 15 (+2) 11 (+1) 14 (+2) 15 (+2)
- Saving Throws Constitution PB+2, Wisdom PB+2
- Damage Immunities Necrotic.
- Senses darkvision 60 ft., passive Perception 12
- Languages Same as bonded Psychopomp
Soul Essence. Choose one of the following traits when summoning the Soul Companion:
- Lover. It has advantage on saving throws against being charmed or frightened. You also gain these benefits while within 5 feet of it.
- Brother/Sister In Arms. It gains a number of temporary hit points equal to your Psychopomp Level when summoned and a +1 to its AC.
- Animal Companion. It has advantage on all Wisdom (Perception) checks. Moreover, you can use the soul as a mount even if you are the same size.
Actions
Slam. Melee weapon attack: Your spell attack modifier, 5 ft., one target. Hit: 1d8+PB necrotic damage.
Dying Breath Weapon. The soul exhales a blast of necrotic energy. All creatures in a 15-feet area area must succeed at a Constitution Saving Throw, taking 4d6 necrotic damage on a failed save or half as much on a successful save.


Awakened Soul
Large Undead, Same As Yours
- Armor Class 17 (Natural Armor)
- Hit Points 6 + six times your psychopomp level (the soul has a number of Hit Dice [d10s] equal to your psychopomp level)
- Speed 40 ft., fly 40 ft.
STR DEX CON INT WIS CHA 9 (-1) 15 (+2) 17 (+3) 13 (+1) 15 (+2) 17 (+3)
- Saving Throws Dexterity +PB+2, Constitution PB+3, Wisdom PB+2
- Damage Immunities Necrotic.
- Senses darkvision 120 ft., passive Perception 12
- Languages Same as bonded Psychopomp
Soul Essence. Choose one of the following traits when summoning the Soul Companion:
- Lover. It is immune to being charmed or frightened. You also gain these benefits while within 5 feet of it.
- Brother/Sister In Arms. It gains a number of temporary hit points equal to twice your Psychopomp Level when summoned and a +1 to its AC.
- Animal Companion. It has advantage on all Wisdom (Perception) checks. Moreover, you can use the soul as a mount even if you are the same size. Also, as an action, the Soul magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell).
Actions
Slam. Melee weapon attack: Your spell attack modifier, 5 ft., one target. Hit: 1d10+PB necrotic damage.
Dying Breath Weapon. The soul exhales a blast of necrotic energy. All creatures in a 30-feet area area must succeed at a Constitution Saving Throw, taking 6d6 necrotic damage on a failed save or half as much on a successful save.
Everlasting Soul
Huge Undead, Same As Yours
- Armor Class 18 (Natural Armor)
- Hit Points 7 + seven times your psychopomp level (the soul has a number of Hit Dice [d12s] equal to your psychopomp level)
- Speed 45 ft., fly 45 ft.
STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 19 (+4) 15 (+2) 16 (+3) 19 (+4)
- Saving Throws Dexterity +PB+3, Constitution +PB+4, Wisdom +PB+3, Charisma +PB+4
- Damage Immunities Necrotic.
- Senses darkvision 120 ft., passive Perception 13
- Languages Same as bonded Psychopomp
Soul Essence. Choose one of the following traits when summoning the Soul Companion:
- Lover. It is immune to being charmed or frightened. You also gain these benefits while within 15 feet of it.
- Brother/Sister In Arms. It gains a number of temporary hit points equal to twice your Psychopomp Level when summoned and a +2 to its AC.
- Animal Companion. It has advantage on all Wisdom (Perception) checks. Moreover, you can use the soul as a mount even if you are the same size. Also, as an action, the Soul magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). You also become invisible if it uses this action while you are within 5 feet of it.
Actions
Slam. Melee weapon attack: Your spell attack modifier, 5 ft., one target. Hit: 1d12+PB necrotic damage plus the Psychopomp's Wisdom Modifier.
Dying Breath Weapon. The soul exhales a blast of necrotic energy. All creatures in a 30-feet area area must succeed at a Constitution Saving Throw, taking 8d6 necrotic damage on a failed save or half as much on a successful save.
Frightful Presence. Each creature of your choice that is within 60 feet of the Soul Companion and aware of it must 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, the creature is immune to the soul's Frightful Presence for the next 24 hours.


Psychopomp Spell List
Below is the list of spells available to the Psychopomp. They are organized by spell level, not character level. The spells listed below can be found in the Player's Handbook, Xanathar's Guide to Everything, Tasha's Cauldron of Everything and The Book of Many Things.
Cantrips (0 Level)
- Booming Blade
- Chill Touch
- Druidcraft
- Frostbite
- Green-Flame Blade
- Guidance
- Light
- Mage Hand
- Mending
- Mind Sliver
- Minor Illusion
- Sapping Sting
- Shape Water
- Thaumaturgy
1st Level
- Animal Friendship
- Armor of Agathys
- Arms of Hadar
- Bane
- Bless
- Cause Fear
- Charm Person
- Command
- Detect Evil and Good
- Dissonant Whispers
- False Life
- Feather Fall
- Find Familiar
- Hellish Rebuke
- Hex
- Inflict Wounds
- Protection from Evil and Good
- Ray of Sickness
- Shield of Faith
- Silent Image
- Speak with Animals
- Unseen Servant
2nd Level
- Animal Messenger
- Augury
- Blindness/Deafness
- Blur
- Borrowed Knowledge
- Calm Emotions
- Crown of Madness
- Detect Thoughts
- Hold Person
- Mind Spike
- Mirror Image
- Misty Step
- Phantasmal Force
- Ray of Enfeeblement
- Silence
- Tasha's Mind Whip
- Warding Bond
3rd Level
- Bestow Curse
- Clairvoyance
- Enemies Abound
- Fear
- Haste
- Hunger Of Hadar
- Hypnotic Pattern
- Life Transference
- Major Image
- Phantom Steed
- Remove Curse
- Slow
- Spirit Guardians
- Spirit Shroud
- Vampiric Touch
4th Level
- Banishment
- Blight
- Charm Monster
- Divination
- Dominate Beast
- Evard's Black Tentacles
- Guardian of Faith
- Mordenkainen's Faithful Hound
- Phantasmal Killer
- Shadow Of Moil
- Spirit Of Death
5th Level
- Bigby's Hand
- Commune
- Contact Other Plane
- Dispel Evil and Good
- Dominate Person
- Enervation
- Hallow
- Hold Monster
- Negative Energy Flood
6th Level
- Circle of Death
- Disintegrate
- Eyebite
- Harm
- Magic Jar
- Mass Suggestion
- Soul Cage
7th Level
- Divine Word
- Draconic Transformation
- Forcecage
- Mordenkainen's Sword
- Power Word: Pain
- Tether Essence
8th Level
- Abi-Dalzim's Horrid Wilting
- Dominate Monster
- Feeblemind
- Mind Blank
- Power Word: Stun
- Telepathy
9th Level
- Astral Projection
- Blade of Disaster
- Foresight
- Power Word: Kill
- Psychic Scream
- Time Ravage
- Wish
A deathly new class for the world's greatest roleplaying game. Guide the souls of the departed (or don't) and protect your allies with four different Guiding Routes to your liking : Guide Of The Damned, Guide Of The Fallen, Guide Of The Lost, and Forsaken Guider!
Artist Credit:
Cover Art: Vincent Desmond
Page 2: Lee Kent
Page 3: Andy Keho
Page 4: Harshanand Singh
Page 5: Alejandro Vélez Mejía
Page 6: Enora Mercier
Page 7: Tuntun Dizon
Page 8: Yuejian Zhang
Page 9: A. Narts
Page 10: Ramsés Meléndez
Page 11: Santa Norvaisaite
Page 12: Enora Mercier
Page 13: Santa Norvaisaite
Back Art: Mabs_Gabs
Additional Blue's Tavern Brews Homebrew content can be found for free on GM Binder and even additional ones behind a small charge on my Patreon.