Soul Path of the Pyromancer
After you found your self to be undead you reveled in the freedom it allowed you, free from the shackles of mortality, you embrace the inherent flaming chaos of the world, and wish for the world to experience the beautiful and untamed gift nested within your soul.*Thematic preamble needs work* #### Equipment: Your starting equipment is the same as the Druid's Starting equipment (Pg.66 in the Player's Hand Book). #### Pyromancer's Prowess At 1st level you gain access to the wizard and Druid spell list, but you can only learn and cast spells that do fire damage (unless another ability or feat allows you to) Wisdom is your spellcasting ability, (Spell save =8 + Prof + Wis mod). In addition you learn and can cast *Produce Flame*s & *Control Flames*, and *Presdigitation* (these dont count against the number of cantrips you can know). Lastly your *Produce Flame* cantrip now uses D10 for its damage dice. #### Fiery Will At 3rd level, you gain resistance to fire damage. Additionally when you cast Spells that do fire damage you ignore enemy resistance to fire damage, and when you roll a 1 on fire damage for a spell, reroll the damage die and take the new result. #### Undead Rapport At 5th level, Your mastery over flame is alluring and irressitable. even to those who are no longer alive, your flame sparks an unquenchable curiosity and fealty in the souls of those who see it. You learn and can cast *Charm person* without using a spell slot, a number of times equal to your wisdom modifier per long rest, it ignores charm immunity on undead below CR 10. #### Power within At 10th level, as a bonus action you reach deep into your soul and activate the power within. When you activate this feature and for the next minute at the start of each of your turns, you must spend 2 hit dice and take damage equal three times (4 times?) the number rolled. For the duration when you cast a spell that would do fire damage, for every 2 damage dice the spell would inflict you add 1 damage die of fire damage to the roll. Power within ends early when you run out of hit dice, fall unconcious or drop to 0 HP. You can only use this feature once per long rest. #### Unpredictable strategies At 13th level, you become unpredictable in battle. As a bonus action you may roll a D6 and cast a prepared non concentration spell of a level corresponding to the result (6 is treated as a reroll). If you have no spell slots corresponding to that level, the spell still casts, but you take half the damage dealt by the spell. [replace with an ability that synergises with bonfire kindling? reduced cost for upgrading bonfire level?] #### Fire storm At 16th level, you learn the Fire Storm spell, you may cast it once per long rest with out using a spell slot or material components. #### Ashen Soul At 20th level, As a bonus action you may bind with a *Parlayed* soul of at least 4th level and at least of CR 15 to gain the following benefits: For the next 10 minutes, Whenever you casts a spell that does fire damage you up the damage dice of the spell by 1 tier (Min d4 => D6 => d8 => d10 => d12 Max). Your spells and abilities that deal fire damage ignore immunities. And you may add half your intelligence modifier to your spell save DC. If the bound creature has a higher wisdom or intelligence score that yours, you may substitute one of those scores it as your own for any roll that would use your wisdom or intelligence for the duration, up to a maximum of 30. (immunity to fire damage?) Lastly if the Bound soul had any innate abilities that could deal fire damage you may use each of those abilities once. ##### Soul Path of the Pyromancer: spell slots | Level | Cantrips| 1st | 2nd | 3rd | 4th | 5th | |:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | 2 | 2 | — | — | — | — | | 2nd | 2 | 2 | — | — | — | — | | 3rd | 2 | 3 | ─ | — | — | — | | 4th | 2 | 3 | ─ | — | — | — | | 5th | 2 | 4 | 2 | — | — | — | | 6th | 2 | 4 | 2 | — | — | — | | 7th | 2 | 4 | 3 | — | — | — | | 8th | 2 | 4 | 3 | — | — | — | | 9th | 2 | 4 | 3 | 2 | — | — | | 10th | 3 | 4 | 3 | 2 | — | — | | 11th | 3 | 4 | 3 | 3 | — | — | | 12th | 3 | 4 | 3 | 3 | — | — | | 13th | 3 | 4 | 3 | 3 | 1 | — | | 14th | 4 | 4 | 3 | 3 | 1 | — | | 15th | 4 | 4 | 3 | 3 | 2 | — | | 16th | 4 | 4 | 3 | 3 | 2 | — | | 17th | 4 | 4 | 3 | 3 | 3 | 1 | | 18th | 4 | 4 | 3 | 3 | 3 | 1 | | 19th | 4 | 4 | 3 | 3 | 3 | 2 | | 20th | 4 | 4 | 3 | 3 | 3 | 2 | \pagebreakNum ###Soul Path of the Hexed
When you became afflicted with the curse of undeath, you blamed the gods (needs work) #### Hexed Soul casting At 1st level you Gain the Eldrich blast cantrip. Can cast spells from the warlock spell list & invocations (Spellcasting ability WIS + INT) (Spell save: 6 + Prof + Wis mod + Int Mod) . As a bonus action can cast *Hex* , if you do you cant cast a spell for you action except for a cantrip ##### Soul Path of the Hexed: Spells & Invocations | Level | Invocations | Cantrips |Spells Known | Spell slots | Slot level | |:---:|:---:|:---:|:---:|:---:|:---:| | 1st | — | 2 | 2 | 1 | 1st | | 2nd | 2 | 2 | 3 | 2 | 1st | | 3rd | 2 | 2 | 4 | 2 | 2nd | | 4th | 2 | 3 | 5 | 2 | 2nd | | 5th | 3 | 3 | 6 | 2 | 3rd | | 6th | 3 | 3 | 7 | 2 | 3rd | | 7th | 3 | 3 | 8 | 2 | 4th | | 8th | 4 | 3 | 9 | 2 | 4th | | 9th | 4 | 3 | 10 | 2 | 5th | | 10th | 4 | 4 | 10 | 2 | 5th | | 11th | 4 | 4 | 11 | 3 | 5th | | 12th | 5 | 4 | 11 | 3 | 5th | | 13th | 5 | 4 | 12 | 3 | 5th | | 14th | 5 | 4 | 12 | 3 | 5th | | 15th | 5 | 4 | 13 | 3 | 5th | | 16th | 6 | 4 | 13 | 3 | 5th | | 17th | 6 | 4 | 14 | 4 | 5th | | 18th | 6 | 4 | 14 | 4 | 5th | | 19th | 6 | 4 | 15 | 4 | 5th | | 20th | 6 | 4 | 15 | 4 | 5th | (maybe nix invocations and treat it like a warlock themed cleric cleric spell slots with warlock spells) #### Mounting Dread By 3rd level, if an enemy is sufffering a status effect or spell from you are considered *encumbered* and their AC drops by 1 [2?] #### Vow of silence At 5th level you learn that silence can be deafening. You may cast *Silence* using no spell slots or components a number of times per day equal to your wisdom modifier. If you cast it centered on your self, the spell follows you and does not effect you, unless you want to be. Whilst centered on you, enemies caught within this 20 ft aura have disadvantage on maintaining concentration on existing spells. #### Placeholder text At 10th level Ability once per short rest you may spend a number of souls to give enemies disadvantage on the saves for your spells and abilities for 1 minute (1 round)? To do this you must expend either: 5 Tiny souls, 3 small souls or 1 medium soul. #### Tranquil Walk of Peace At 13th Level, you can weaken your enemies perceptions to aid you in battle. As an action you may cast *Slow* once per short rest. If you cast it centered on your self, the spell follows you, does not effect you, unless you want to be, and does not require concentration to maintain. #### Hexed Weaponry At 16th level, you learn how to infuse the misfortune of souls into powerful weapons, you gain the following abilities; they add or deal necrotic damage as opposed to radiant and do not require concentration to maintain. **Dark moon Blade** You can cast Holy Weapon as a bonus action, without using a spell slot or material components. This ability a number of times equal to your wisdom modifier. It can only be cast in combat on weapons that you are attuned to. **Pursuers** You learn to cal upon the vengeful souls of the world, giving them a target for their hatred. You can cast Crown of Stars once per long rest. You may fire all motes at once as a bonus action so long as they all have the same target. Lastly if you have any motes while an enemy is within 20 ft of you, all remaining motes automatically fire on the closest enemy (no action required). #### Hexed Soul As a bonus action you may bind with a *Parlayed* soul of at least 4th level and at least of CR 15 to gain the following benefits: For the next 10 minutes. You exude a 30 ft aura of Tranquil energy, enemies caught in this effect must make a save against your Spell DC or are weighted down by an overwhelming lethargy. Attacks against effected enemies crits on an 18, 19 or 20 and have advantage. If an enemy already has or gains another debuff / hex on it, while it is within the aura it is considered *heavily encumbered*. If the bound creature has a higher wisdom score that yours, you may substitute it as your own for any roll that would use your wisdom for the duration. up to a maximum of 30. \pagebreakNum ### art ripostory (for possible later use) [Commission: Bix + Citalmina By Karniz](https://www.deviantart.com/karniz/art/Commission-Bix-Citalmina-283724626/ "title") [Scary Holloween By Ilona Mencner](https://www.artstation.com/artwork/vm8v3 "title") . [Basic Conjuration By Randy Vargas Karniz](https://www.artofmtg.com/art/basic-conjuration/ "title") [Herald of Hadar By Valera Lutfullina](https://www.artofmtg.com/art/herald-of-hadar/ "title") [Twin Blade Invocation By Tuan Duong Chu](https://www.artofmtg.com/art/twinblade-invocation/ "title") [Soul of a Brave Warrior by Samarskiy](https://www.deviantart.com/samarskiy/art/Soul-of-a-Brave-Warrior-556701012 "title") [Royal Sorcerer Navlaan by @a_mn](https://twitter.com/a_mn/status/1358394791621349377 "title") [Mage Knight by Halycon450](https://www.deviantart.com/halycon450/art/Mage-Knight-651699600 "title") ### Notes 1. 3. the rogue soul NEEDS Revision. It is a gimmicky rogue with none of its more fun side aspects. it is a one-trick-pony stereotyped class that exclusivelly focuses on critical hits and sneak attacks. 4. (Ashen soul ability idea )A 10 foot sphere of flame envelopes you. You shed bright light for 30 feet and dim light for an additional 30 feet. The sphere is considered difficult terrain and obscured to all other creatures (except you) , additionally attacks against you have disadvantage. Any creature that enters or starts their turn in the sphere makes a saving throw against your spell save DC (8 + Wis mod + Int mod + prof) or take 10D10 fire damage and is blinded until the start of your next turn, on a success they take half damage and aren't blinded. *the blinding has potential but everything else makes no sense and is simultainously broken and un-synergetic with the class* \columnbreak \pagebreakNum ## Screw you Nathan for making me scrap this ### Old Soul Infusion At 8th level your knowledge of soul manipulation further expands, allowing you to Infuse mighty weapons, armor and trinkets with powerful abilities. __You gain Advantage in enchanting weapons, armor, rings, Staffs, Holy symbols and Trinkets. You gain 1 additional attunement slot.__ When infusing an item with a soul it will become sentient and gain power relative to the attributes, soul mass, and power of the soul. This is no easy task though, as the soul will most likely object to being imprisoned in a weapon or ring for possibly all eternity. To enchant sentience and soul into an item make an enchanting Ability check against the Wis DC of the soul using your wisdom as the casting ability score. On a success the item becomes magical and gains the following traits based on the soul mass, if you fail the soul leaves your vessel and returns to the astral plane. ### Soul Infusion Chart | Soul Mass| ATK & DMG / AC Bonus| Feature| Max Charges | |:---: |:---: |:---: |:--: | | Tiny | +1 | - | -| | Small | +1 | 1 Random Attribute | 5| | Medium | +2 | 1 Chosen +1 Random Attributes|8| | Large | +2 | 1 Chosen +2 Random Attributes|10| | Massive | +3 | 2 Chosen +1 Random Attributes|15| | Gargantuan| +3 | 3 Chosen Attributes |20| \columnbreak #### Attributes Attributes are any ability or feature (passive or active) that belonged to a soul when it was still alive. This can include but is not limited to: attacks, spells, speeds, languages, sences, innate abilities, and even racial abilities (such as a Dragon's breath weapon, or an orc's relentless endurance). When assigning attributes, pick features and abiities from the the soul's stat block, in accordance to these rules. * **Weapons** can only store attributes based on innate offensive abilities that require an action to use. (i.e. Actions, attacks [natural weapon attack] & [Legendary actions] or an area of effect [Breath weapon] that cost an attack action). **Weapons cannot store spells** * **Staffs & Holy symbols** can store only spells known to the soul when it was alive, and can only store a number of spells whose combined levels are equal to or less than the max number of charges that the item can hold. You cast spells using the available charges in the item, each spell will cost an amount of charges equal to its level. The item will regain all its spent charges daily at dawn. - 1 Attribute can store a number of spells whose combined levels equals the max number of charges the item can hold. - The attack and & DMG bonus are instead applied to your spell attack and Spell save DC * **Armor, Shields & trinkets** can only store attributes based on innate defensive abilities (i.e. spell that target your self [Healing abilities, levitate, fly, ect] ) or status effects and other passive attributes innate to the physiology of the soul; such as swim/ fly/ spider-climb, speeds, resistances, languages and senses. **They cannot store legendary resistances, magic resistance or any ability that grants invulnerability** . * __items infused with Soul of CR 10 and above require attunement.__ * __Items infused with Soul of CR 14 or lower cant gain legendary actions as an attribute__ * __You cant have or chose an attribute more than once if that attribute already exists on the item (except for spells)__ #### **When assigning Attributes** * __Random Attributes__: The Player may chose up to 6 attributes appropriate to the item they wish to infuse, and rolls a D6 to have one chosen at random. If there aren't 6 appropriate attributes, treat any number not corresponding to an attribute as a re-roll. If the item can hold another random attribute, repeat this process as is necessary. * __Chosen Attributes__: The Player chooses an appropriate attribute for the given item. If the item can hold another chosen attribute, repeat this process as is necessary. \pagebreakNum #### This one was pretty bad though ### Old Great soul vessel Your extensive experience with the astral plane allows you to find roaming souls and take them into your vessel. You must make a DC 15 wisdom (perception) check. if you pass you incorporate 1D6 + your CON mod worth of tiny souls & 1D4 + your WIS mod worth of small souls per day. if an area is particularly barren of life, the DM may raise the DC or reduce the amount of souls gained as they see fit.
Prepare to Die
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