The Soulmonger

by SolomonSinclair

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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.


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.

Rend and Sever

10th-level Soulmonger feature

Emboldened by your experience manifesting fragments of your own soul, you have begun attempting to manipulate the souls of others. As an action, you can force one creature you can see within 60 feet of you make a Charisma saving throw as you attempt to rip a chunk of its soul from its body.

On a failed save, it takes 4d8 psychic damage and you gain temporary hit points equal to half the damage it took. At 14th level, a creature that fails its save is knocked unconscious.

Additionally, when a creature you can see within 30 feet of you dies, you can use your reaction to siphon a part of its soul into yourself and regain 3d4 hit points.

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.

 

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