My Documents
Become a Patron!
The Soulforged
\pagebreak
## Soulforged
Constructs are made to serve, but you have gained life beyond servitude. Perhaps your maker created you with life in mind, or you gained a spark of life through your deeds or a spell. Whichever the path, you have now adopted all the benefits of a “living” being. As an awakened construct, you have an intimate understanding of the line between living and existing. You used to wonder why, of your fellow constructs, you were the only one to be given sentience. Now you wonder, why not everyone else?
### Tool Proficiency
When you adopt this specialization at level 3, you gain proficiency with smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
### Soulforge Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Soulforge Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
| Artificer Level | Spell | |:---:|:-------:| | 3rd | Cure Wounds, Heroism | | 5th | Healing Spirit, Find Steed | | 9th | Mass Healing Word, Tiny Servant | | 13th | Aura of Life, Fabricate | | 17th | Mass Cure Wounds, Animate Objects |
### Robotic Creatures
For the purpose of Soulforge Spells, all creatures summoned by the soulforge are considered constructs rather than their original monster type, made from tinker's tools. Otherwise, there are no mechanical differences from the spells as listed.
You may choose to employ the Free Will feature for creatures summoned or created by you. Instead of commanding them to action, you can ask them to carry out a task. Roll 1d20 and on a 15 or higher, they decide not to do what you asked them to do (DM can decide what they do instead).
### Awaken Soul
Starting also at 3rd level, your attunement with your arcane self grants you the ability to channel a representation of your soul. As a bonus action, you can manifest your Awaken Soul as a tiny spectral ghostly orb, hovering in an unoccupied space of your choice within 60 feet of you. It is intangible and doesn't occupy its space, and sheds dim light in a 10-foot radius. It has a fly (hover) speed of 20 ft. The orb acts on your initiative order with you, it cannot take any actions or reactions by itself, and you can move it as a free action.
While manifested, the orb can hear and see, and it has darkvision with a range of 60 feet. The orb can telepathically share with you what it sees and hears (no action required). Also while your Awaken Soul is manifested, you have advantage with persuasion checks against constructs. Constructs are friendly towards you unless you attack them, or they have been ordered to attack you specifically.
Whenever you cast an artificer spell on your turn, you can cast it as if you were in the orb’s space, instead of your own, using its senses. You can do so a number of times per day equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
\pagebreak
The awakened soul can pass through creatures but not objects. The awakened soul stops manifesting if it is ever more than 200 feet away from you, if someone casts dispel magic on it, if you die or fall unconscious, or if you dismiss the awakened soul as a bonus action. Once you conjure the awakened soul, you can't do so again until you finish a long rest, unless you expend a spell slot of any level to conjure it again.
### Spark of Life At 5th level, you discover how to replicate an essence of your soul as a lifesource for others. While your Awakened Soul is manifested, whenever you heal a sentient being you gain a bonus to one roll of the spell equal to your Intelligence modifier (minimum of +1).In addition, you learn to infuse a spark of life to a construct through a ritual.
\columnbreak You can expend one spell slot to power your awakened soul. You make an intelligence check (DC15-spell slot level expended) to ascertain how best to incorporate the soul into the construct. If you succeed, you expend the Awakened Soul to give sentience to the construct. The target gains an Intelligence of 10 and the ability to speak one language you know. If you fail, the ritual backfires and you take 2d10 points of force damage, and this damage cannot be avoided or negated in any way. Either way, you gain one level of exhaustion.
### Transitive Soul
At 9th level, you can cast Life Transference once without expending a spell slot and without preparing the spell. You can't cast that spell with it again until you finish a long rest.
When you cast a spell that deals damage while your Awaken Soul is manifested you can change damage type to radiant.You may use this a number of times equal to your proficiency bonus.
### Mind Link Also at 9th level, you learn to telepathically speak with constructs. In addition, constructs are valid targets for all your healing spells
### Clockwork Soul At 15th level, as an action, you can summon the spirits of constructs to aid you in combat. The spirits look like modrons or other constructs of your choice. The spirits are intangible and invulnerable, and they surround your space. While the clockwork soul is manifested, you can:
* Cast Heal once without expending a spell slot and without preparing the spell. You can't cast it using this ability until you finish a long rest; * As an action, you can have your Awaken Soul emit bright light in a 60-foot radius and dim light 30 feet beyond that. Enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage. This lasts owhile the targets are under the light.
* When using the Spark of Life to give sentience to a construct, you automatically succeed. The target also gains wisdom of 10 and gains a level in a class of their choosing. Target gains all first level features of the chosen class.