Soul Mage

by Lannis

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Soul Mage


  • I hate Undertale, thats why I made this class.

  • it may seem broken, it may actually be,

  • just have fun using my last fragments of sanity.

Manipulators of Soul Magic


  • Soul Mages are the result of an ancient ritual that allows
  • people to use the power hidden within their souls
  • through sheer willpower and belief.

  • Unlike other kind of Spellcasters, since their power is
  • drew from their own soul, their spells are influenced
  • by their personality, mood and mental state.
  • No Soul Mage is identical to another, and their unusual
  • magic might even cause harm to themselves.

Soul Mages


  • A Soul Mage is the master of himself and himself only,
  • no one orders them around.

  • Soul Magic is Powerful, but some mages might get it
  • to their head, and use their powers just for their
  • own satisfaction or, in the worst case, they shall use
  • their power to satisfy their unending bloodlust and become
  • psychos, torturers or even mass murderers.
  • Even so, there are also zelous fanatics that just love to
  • ramble about the power of "love" and "friendship", using
  • Their powers for what they call "The Right Thing to do",
  • which most of the time is fighting off the "Evil which is
  • hidden within our world" or "The tremendous power of
  • Hate", etc.
  • There are rarely normal people amongst the ranks of Soul
  • Mages, as every mage is unique, yet most of them share
  • the same trait: mental illness.

Credits


  • This Homebrew is mainly Inspired by: Undertale, Glitchtale,
  • XTale, Redo of the Healer, JoJo, Bleach, Devil May Cry,
  • Deepwoken and Rogue Lineage.
  • Credits to myself for all the drawings
  • (I'm a great artist i know).
  • Credits to Vergil for making me motivated.
  • Credits to my Insanity for making me do this Homebrew.
  • Credits to Toby Fox for making Undertale.
  • Credits to Monad Studios for
  • Rogue Lineage and Deepwoken.
  • Credits to Jetstream Sam, Raiden and
  • Senator Armstrong for not making me fall in temptation.
  • Credits to the lgbtq community for ruining Undertale.
  • Credits to Capcom for the Devil May Cry series.
  • DM me on discord if i forgot to credit someone.

The Evil Whithin our World


  • Soul magic isn't just plot armor and mass murder, it also
  • comes with a primordial force that slowly corrupts any soul
  • it touches, Hate.
  • Hate is, literally, the power of Evil. It has no objective other
  • than destroying everything, and then destroy itself, leaving
  • nothing but emptiness everywhere.
  • The power of Hate, as evil as it is, is however used by
  • some of the most Psychopaths amongst the Soul Mages to
  • either invert their Soul or, simply, to take over their whole
  • being and to turn them into a beast driven only by bloodlust.

Notes

My homebrew's Discord server (Come if you have questions or just want to roast me).


Unless specified, with turns i mean your character's turns.


All offensive feats (and spells) require an attack roll to hit unless specified otherwise (or unless they have an aoe).


Feats (or spells) that can be used with a bonus action can also be used with an action.


Effects that reduce actions per turn wont make you do less than 1 action.


If an attack (not spell) always hits you still roll the d20, it deals double damage on a nat 20 and half damage on a nat 1.


Effects that makes your character immune to charm and fear also make immune to Insanity (unless stated otherwise).


Effects that ignore AC from armors also ignore AC from natural armor.


When your spells get stronger because of level ups, their level also increases by one


When you halve numbers just round them down, unless stated otherwise.


Your Soul weapons are of the color of your soul, also your eyes and the tips of your hair can be of the color of your soul.


I do not promote any kind of hate towards the lgbtq community, all the "offensive" stuff in this homebrew is satire, only made up to make myself laugh when I read the madness I created, if you don't find it funny, it not my problem.

Made by Vincy66#8276

Soul Mage

Soul Mage
Level Proficiency Bonus Features Known Spells TempHP
1st +2 Soul Spellcasting 1
2nd +2 True Confidence 2
3rd +2 Soul Empower 3 8
4th +2 Ability Score Increase 4 10
5th +3 4 12
6th +3 Conviction 5 14
7th +3 Spell Empower 6 15
8th +3 7 18
9th +4 Ability Score Increase 8 20
10th +4 8 21
11th +4 Soul Mastery 9 23
12th +4 10 25
13th +5 Ability Score Increase 11 26
14th +5 12 28
15th +5 12 29
16th +5 13 30
17th +6 14 32
18th +6 Ability Score Increase 15 33
19th +6 16 34
20th +6 Emotion Master 16 35
Spellcasting Ability

Wisdom is your spellcasting ability for your Soul Mage spells, as it represents your Willpower.


  • Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

  • Spell attack modifier = your proficiency bonus + your Wisdom modifier

Class Features

As a Soul mage, you gain the following class features

Hit Points

Hit Dice: 1d8 per soul mage level

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per soul mage level after 1st

Proficiencies

Armor: Light armor

Weapons: Simple

Tools: None

Saving Throws: Wisdom, Charisma

Skills: Choose two from Arcana, Insight, Medicine, Perception, Deception, Intimidation, and Persuasion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Explorer's Pack or (b) Scholar's Pack

  • (a) Light crossbow and 20 darts or (b) any simple melee weapon


  • a Trinket of special significance and a Leather armor

Spellcasting

As a Soul Mage, you attune to spells as you get stronger.

Soul Catalyst

Soul Mages can also use Soul Catalysts to cast their spells, Those are items which have a strong bound to the Mage, but they aren't required and provide no benefit.

Spells and Casts

You may attune to Soul Mage spells as you gain levels in this class. You have a total of ((10 + Your Wisdom Modifier)*Your Proficiency Bonus) Casts, they are required to use spells, and if a Soul Mage runs out of them, he will gain one level of exhaustion until they do a long rest. Soul Mages can also cast one more spell after they run out of casts, it will have x3 its original power, but will give one level of exhaustion and will render unconscious the Soul Mage after it is cast.

Multiclassing

You must have a Charisma score of 14 or higher in order to multiclass in or out of this class.

Madness

Soul Ailments


  • Soul magic comes with its risks, abusing its power too much
  • may cause exhaustion, or even render the mage unconscious,
  • but, worst of all, it may start the graying of their souls.

  • The graying of a soul comes i various stages, it is caused by
  • the general loss of something (generally motivation), and it
  • causes great harm to Soul mages, as it weakens their magic.
  • However, Soul Graying isn't permanent, it may also be
  • reversed.

  • The Graying of a soul comes in 5 phases:

Base Soul, without any graying going on.

Phase 1: Just a little Gray, you gain a -1 to every roll you make, reversing the graying requires a Charisma\Wisdom roll (which is made at the end of your turn), DC 8.


  • Phase 2: Grayish, you gain a -2 to every roll you make,
  • Reversing the graying requires a Charisma\Wisdom roll,
  • DC 10.

  • Phase 3: Half Gray, you gain a -3 to every roll you make,
  • Reversing the graying requires a Charisma\Wisdom roll,
  • DC 12.

Phase 4: Almost Gray, you gain a -4 to every roll you make, also reversing the soul graying requires a condition heal spell and a Successful Charisma\Wisdom roll, DC 15.

Phase 5: Totally Gray, you gain a -5 to every roll you make and you cannot cast spells until you reverse the graying, it requires all of the Phase 4 checks to reverse graying at this point.

Oil Floats on Water :troll:

Features

Only the basic ones toh.

True Confidence

Cause you needed a feature to have it


  • You can add half of your Charisma Modifier to all
  • your rolls, except damage ones.

Soul Empower

Here goes Nothing


  • You can now chose your subclass, be wary of your
  • choice as it should be determined by your
  • character's personality.
Subclasses
Soul Master
Hate Beast
Inverted Soul Master
Polychromatist

also gain:

  • You can see other beings' souls, this gives you advantage on your insight rolls, and allows you to add your proficiency bonus to them (stacks with proficiency).
  • You gain TempHP based on your level, you can also recharge 4 TempHP using two casts or fully recharge them with a rest. As long as you have TempHP from this feat, your AC is 10 + Dexterity mod + Wisdom mod(Max 18), each time you get attacked while you have TempHP from this feat, if your enemy's attack's damage is higher than your spell attack bonus, it also deals half of its damage to your HP.
  • You can now take your soul out of your body, doing so will make you suffer half damage while hit on your soulless body, but x2 on your soul. You can't move further than 30 feet from your soul or it will return to your body, also any moving spell is casted on both the body and the soul.

Conviction

Consider getting another class if you fail.


  • You can cast an extra spell at the end of your turn
  • by succeeding a charisma throw, using your
  • spell DC for its difficulty.

Spell Empower

Empowering your soul was fun, why not doin it on your spells too?


  • You can use more casts (twice the amount, thrice and more)
  • when casting a spell to proportionally increase its power
  • (damage, aoe, range, etc.)

Soul Mastery

You actually aren't the master of anything


  • You can cast as many spells as half your
  • proficiency bonus (rounded down) with one action.

Emotion Master

You needed to come this far to get a hold over your emotions, Really?


  • You can automatically succeed a charisma roll 12
  • times per long rest, you may also use a charge of
  • this feature to reduce the graying of your soul,
  • you can use this feat after a failed charisma roll
  • to succeed it instead.

How a soul looks before Soul Empower.

I Think I'm going Insane

Soul Master

Soul Masters are the basic kind of Soul Mage, They just get their Soul trait and attune to stronger and stronger spells and features, nothing to worry about.

Soul Trait

All Soul Masters Gain a Soul Trait, it is determined by their personality and alters their affinity to different kind of spells and features, there are 7 Soul Traits:

Bravery

No time to feel fear, except when you do.


  • Bravery represents the soul trait of Brave mages,
  • they have an affinity to fire and (usually) don't get
  • scared by anything.

Kindness

OwO let me heal you! Pwease Sir, don't punch me!


  • Kindness represents the soul trait of Kind mages,
  • they have an affinity to support spells such as
  • healings and barriers
  • (and also an affinity to being a femboy).

Patience

Estimated Download Time: 6 Years


  • Patience represents the soul trait of Patient Mages,
  • they have an affinity to ice and are the
  • JoJo reference of this homebrew.

Perseverance

Did I ever tell you what the definition of insanity is?


  • Perseverance is the soul trait of Persevering
  • mages, it is mostly oriented towards long fights,
  • where they get stronger and stronger while it lasts

Justice

The only rightful thing here is that you have a gun, and your enemies don't.


  • Justice is the soul trait of Justice mages(Americans),
  • it has an affinity towards long range spells
  • (and guns).

~~* ~~~~~~ #### Integrity The Weeb Soul


  • Integrity is the soul trait of Integrity mages(Weebs),
  • it has an affinity to blades (Like every weeb) and
  • can control gravity under a certain extent.

Determination

Anime MC Powers


  • The Main Character's Soul trait, basically gives you
  • Plot armor.
Please, Send Help

Bravery

I hope you like explosions

The appearance of a Bravery Soul.

Level Features
3rd Soul Weapon
5th Pyrokinesis
8th Bravery Boost
10th Unyielding
12th Soul Awakening
15th Brave Soul

Soul Weapon

Imagine actually carrying a weapon around


  • You can choose any non-magical weapon as your
  • Soul Weapon. As a bonus action on your turn you can
  • summon a copy of your soul weapon, but half of the damage
  • it deals is converted to fire damage.

Pyrokinesis

Stop Playing with fire bruh


  • You can manipulate any non-magical (except if created
  • by yourself) flame to your liking, you can change its
  • shape or move it and you can extinguish it, in a 30 ft
  • area. As a reaction, you can redirect any flame spell to
  • anywhere in a 20 ft area, this use of pyrokinesis has a 3
  • turns Cooldown.

Bravery Boost

Gotta go Fast


  • As long as you have TempHP from your Soul Empower feat
  • you gain:
  • +10 Speed;
  • 15 ft Jump Height;
  • 1 free use of the spell Soul Step per turn
  • (even if you didnt attune to it).

Unyielding

Remember son, Dying is gay


  • When your HP reach 0 or less, you instantly consume half of
  • your casts and regain full HP, if you don't have enough casts,
  • you will faint after 4 turns since this feat has been used.
  • This feat can only be used once per Long Rest.

Soul Awakening

Cuz Unyielding wasn't enough


  • As a free action, you can enter a mode of absolute
  • power; you will refill your HP, recover half of your casts,
  • double the buffs of Bravery Boost and deal double the fire
  • damage for 8 turns, at the end of which you will faint and
  • gain 2 levels of exhaustion.
  • This feat can be used even while unconsious and
  • can be used only once per long rest, and if you do not
  • have any level of exhaustion.

Brave Soul

You won't pee the bed anymore now


  • You gain the buffs of your Soul Awakening even while
  • in base form. This feat won't buff you after you use
  • Unyielding.
Passive Bonuses

Having this Soul Trait also passively grants:


  • You have resistance to fire damage.

Kindness

Ew... the soul trait of femboys

The appearance of a Kindness Soul.

Level Features
3rd Soul Shield
5th Shape Barrier
8th Auto Regen
10th Perfect Heal
12th Soul Awakening
15th Kind Soul

Soul Shield

Imagine having a weapon at all


  • As a bonus action on your turn you can
  • summon Shield made of Soul Magic, it will work
  • as a portable barrier, it has half of your current TempHP
  • as its health and can be used with a reaction to absorb
  • an attack's damage. If your Shield shatters, you can resummon
  • it after 4 turns.

Shape Barrier

Stop Playing with barriers bruh


  • You can manipulate any barrier you made, using 1 cast to
  • either:
  • add 5 ft to the barrier;
  • move the barrier;
  • recover 1/8 of the barrier's HP.

Auto Regen

I just over regen your damage, OwO


  • You recover 6 HP and 6 TempHP per turn
  • (see Soul Empower for the cap of TempHP).

Perfect Heal

Free Soul Awakening


  • You can use 1/4 of your casts to make your next cast of
  • Heal recover all the HPs of its target.

Soul Awakening

The Femboy Mode


  • As a free action, you can enter a mode of absolute
  • power; you will refill your HP, recover half of your casts,
  • double the heal of Auto Regen and deal double the Heals
  • for 8 turns, at the end of which you will faint and
  • gain 2 levels of exhaustion.
  • This feat can be used even while unconscious and
  • can be used only once per long rest, and if you do not
  • have any level of exhaustion.

Kind Soul

You Reached the peak of Femboy Status


  • You gain the buffs of your Soul Awakening even while
  • in base form.
Passive Bonuses

Having this Soul Trait also passively grants:


You and your barriers have resistance to Hate damage.


You and your barriers have resistance to Necrotic damage.

Patience

Oh? You are Approaching me? Instead of Running Away, You're coming right to me?

The appearance of a Patience Soul.

Level Features
3rd Soul Weapon
5th Soul Tendrills
8th Minor Time Manipulation
10th Time Stop
12th Soul Awakening
15th Patient Soul

Soul Weapon

Stando Powa


  • You can choose any non-magical Light Weapon as your
  • Soul Weapon. As a bonus action on your turn you can
  • summon a copy of your soul weapon, but half of the damage
  • it deals is converted to Cold damage.

Soul Tendrills

No one can just deflect the emerald splash!


  • By using 1 cast and a bonus action, you can create a 15 feet
  • long tendrill made out of soul energy, this tendrill is
  • visible only to your eyes, and can be used as a soul
  • catalyst, allowing you to cast spells from any point
  • of the tendrill; you can also increase the lenght
  • of a tendrill by adding another one at its end;
  • the tendrills disappear if they aren't
  • in a 15 area around you (or if they are not connected
  • to a tendrill that is).

Minor Time Manipulation

This is just the beginning


  • On your turn, you can concentrate in order to slow
  • Time around yourself, every being except you and your allies
  • Will have their speed, actions and save rolls scores halved,
  • And your (and your allies') save rolls' scores are doubled.
  • however, while slowing time you cannot act, and you consume
  • 3 cast each turn you keep focus for the time slow.

Time Stop

ZA WARUDO! TOKI YO TOMARE!


  • As a free action on any turn, you can stop time for anyone
  • except you for 3 turns, while the time is stopped, you can
  • perform any kind of action, but you cannot move more than
  • 100 ft from where you used this feat, else the time resumes.
  • This feat uses 10 casts and has a 12 turn Cooldown
  • (after time resumes).

Soul Awakening

ゴゴゴゴゴゴゴゴゴ


  • As a free action, you can enter a mode of absolute
  • power; you will refill your HP, recover half of your casts,
  • double the Duration of Time Stop, deal double Cold damage
  • and have up to 3 free Soul Step on your turn
  • for 8 turns, at the end of which you will faint and
  • gain 2 levels of exhaustion.
  • This feat can be used even while unconscious and
  • can be used only once per long rest, and if you do not
  • have any level of exhaustion.
  • Having this feat also makes you immune to any time altering
  • abilities, attuning to Soul Step isn't required to use it.

Patient Soul

Saikou ni haitte yatsu da!


  • You gain the buffs of your Soul Awakening even while
  • in base form.
Passive Bonuses

Having this Soul Trait also passively grants:


You have resistance to cold damage.


You cannot be slowed by Magical Effects

Perseverance

Insanity is doing the exact... same thing... over and over again expecting... things to change... That is crazy.

The appearance of a Perseverance Soul.

Level Features
3rd Soul Weapon
5th Deep Wounds
8th Impervious Fighter
10th Armor Breaker
12th Soul Awakening
15th Persevering Soul

Soul Weapon

Imagine using Light Weapons


  • You can choose any non-magical and non-Light Weapon as
  • your Soul Weapon. As a bonus action on your turn you can
  • summon a copy of your soul weapon.

Deep Wounds

Not as deep as your Insanity.


  • Hitting a target with your Soul Weapon will
  • Halve all the healings they receive for 3 turns.

Impervious Fighter

Why won't you die?


  • For each turn that passes in a fight, you get a +1 to your rolls,
  • this buff also applies to your damage.

Armor Breaker

Your stick bounces off a dragon's scales? just try harder.


  • An attack made with your soul weapon will
  • ignore armor AC and deals x2 damage to
  • barriers and TempHP.

Soul Awakening

Over and over again


  • As a free action, you can enter a mode of absolute
  • power; you will refill your HP, recover half of your casts,
  • passive Soul Armor, Soul Imbuement and Magic Sense
  • for 8 turns, at the end of which you will faint and
  • gain 2 levels of exhaustion.
  • This feat can be used even while unconscious and
  • can be used only once per long rest, and if you do not
  • have any level of exhaustion.
  • Attuning to Soul Imbuement, Soul Armor
  • and Magic Sense isn't required.

Persevering Soul

True Insanity


  • You gain the buffs of your Soul Awakening even while
  • in base form.
Passive Bonuses

Having this Soul Trait also passively grants:


  • +1d8 (or 5) MaxHP
  • +6 to damage rolls when under 50% hp.

Justice

I have a gun and you don't, Cry about it.

The appearance of a Justice Soul.

Level Features
3rd Soul Weapon
5th Telekinesis
8th Redirection
10th Self Telekinesis
12th Soul Awakening
15th Rightful Soul

Soul Weapon

Imagine using Melee Weapons


  • You can choose any non-magical Ranged Weapon as
  • your Soul Weapon. As a bonus action on your turn you can
  • summon a copy of your soul weapon.

Telekinesis

They won't ever notice the flying dagger above their heads


  • Using your sheer willpower, you can control any item
  • that is not held by someone in a (5*Your Soul Mage Level)ft
  • You can also use telekinesis to shoot weapons you control,
  • dealing their full damage on hit.

Redirection

No u


  • You can redirect missed ranged attack and missed
  • spells to surely hit your target, redirecting an
  • attack costs 3 casts, redirecting a spell costs
  • twice its base requirement as casts.

Self Telekinesis

I'm so sorry for anyone who plays a race that can already fly


  • You can use Telekinesis on yourself, gain 10 ft flight
  • while you have more than 0 casts.

Soul Awakening

Serve 'em some good ol' "Justice"


  • As a free action, you can enter a mode of absolute
  • power; you will refill your HP, recover half of your casts,
  • You shoot twice the amount of bullets, and spells deal +6
  • damage damage for 8 turns, at the end of which
  • you will faint and gain 2 levels of exhaustion.
  • This feat can be used even while unconscious and
  • can be used only once per long rest, and if you do not
  • have any level of exhaustion.

Rightful Soul

The Mother of All Omelettes


  • You gain the buffs of your Soul Awakening even while
  • in base form.
Passive Bonuses

Having this Soul Trait also passively grants:


  • +6 to attack rolls made with ranged weapons
  • (and telekinesis)

Integrity

Swings a Katana and does an entire monologue about friendship for 3 hours

The appearance of an Integrity Soul.

Level Features
3rd Soul Weapon
5th Blade Alter
8th Gravity Manipulation
10th Sharp Edge
12th Soul Awakening
15th Calm Soul

Soul Weapon

Any weeb requires a blade to swing around


  • You can choose any non-magical Medium Weapon as
  • your Soul Weapon. As a bonus action on your turn you can
  • summon a copy of your soul weapon.

Blade Alter

My sword can extend 13 kilometers


  • You can extend and shorten your blade up to
  • (5*Your Soul Mage Level) ft;
  • Using this feat won't alter the blade's weight or damage.

Gravity Manipulation

This is why Anime Protagonists dont suffer fall damage


At the cost of 1 cast (and a bonus action) you can:

  • Negate Any fall damage
  • Double the speed and give a 15 feet jump boost to a number of targets equal to your proficiency bonus for 3 turns
  • Halve the speed and make a number of targets equal to your proficiency bonus unable to jump for 3 turns

Sharp Edge

Not sharp enough to cut through space and time


  • You can add your Wisdom modifier to your Soul Weapon's
  • Damage rolls.

Soul Awakening

When a MC seems about to lose:


  • As a free action, you can enter a mode of absolute
  • power; you will refill your HP, recover half of your casts,
  • You can add your Charisma modifier to your
  • Soul Weapon's attacks, you can attack as many
  • times as your proficiency bonus with one action,
  • you gain one extra action and one bonus action per turn
  • for 8 turns, at the end of which you will faint
  • and gain 2 levels of exhaustion.
  • This feat can be used even while unconscious and
  • can be used only once per long rest, and if you do not
  • have any level of exhaustion.

Calm Soul

The Silence Before the Storm


  • You gain the buffs of your Soul Awakening even while
  • in base form.
Passive Bonuses

Having this Soul Trait also passively grants:


  • +6 to attack rolls made with Medium weapons
  • You have resistance to Slashing Damage

Determination

Made for Anime MC, or Edgelords

The appearance of a Determination Soul.

Level Features
3rd Soul Weaponry
5th Animosity
8th Determinated Assailant
10th Death Refusal
12th Soul Awakening
15th Determinated Soul

Demonic Weaponry

Imagine not having an OP weapon


  • You Gain the Demonic Knife as your Soul Weapon.
  • As a bonus action on your turn you can
  • summon a copy of your soul weapon and you can
  • summon a Shield made of Soul Magic, it will work
  • as a portable barrier, it has half of your current TempHP
  • as its health and can be used with a reaction to absorb
  • an attack's damage. If your Shield shatters, you can resummon
  • it after 4 turns.

Animosity

Hate is dangerous? LOL NO JUST A SKILL ISSUE


  • You can partially manipulate hate by using 2 casts and
  • a bonus action to:
  • add your Soul mage Level as hate damage to your next attack
  • heal 1d8 + Wisdom mod + Soul mage Level HP

Determinated Assailant

It is not Insanity, it's just MC powers


  • For each turn that passes in a fight, you get:
  • +1 to all your rolls;
  • 4 HP and 4 TempHP heal;
  • 1 cast.

Death Refusal

PLOT ARMOR


  • Instead of Dying, you will instead recover 1/4 of
  • your HP but you lose 5 casts, this feat only works when
  • you have at least 5 casts remaining.

Soul Awakening

PLOT ARMOR, again


  • As a free action, you can enter a mode of absolute
  • power; you will refill your HP, recover all your casts,
  • one extra action per turn, +1 AC, +1d8 MaxHP,
  • +1d8 TempHP, +2 to all your rolls and 2 free uses
  • of Soul Step for 8 turns, at the end of which
  • you will faint and gain 2 levels of exhaustion.
  • This feat can be used even while unconscious and
  • can be used only once per long rest, and if you do not
  • have any level of exhaustion.
  • You don't need to attune to Soul Step to use it for free.

Determinated Soul

Never Give Up


  • You gain the buffs of your Soul Awakening even while
  • in base form.
Passive Bonuses

Having this Soul Trait also passively grants:


  • +6 to attack rolls made with the Demonic Knife
  • +1 MaxHP for every 2 levels you have

Hate Beast


Made to be Badass, the Hate Beast is the class of Non-LGBTQ+ Mages, it is so broken that it can even use spells from one of the trash traits above (or from the cool traits below), and can even use its level locked spells (if it meets the level requirement).

Level Features
3rd Hate Manipulation
5th Beast Within, 1 Trait Skill (any trait except DT)
8th Tainted Whispers
10th Soul Corruptor
12th Hate Master
15th Black Soul

Hate Manipulation

Imagine having only an uncool weapon


  • As a bonus action, you can either create a
  • non magical weapon that deal 1d8 Hate Damage
  • or use any amount of casts to create a barrier that
  • absorbs (casts used * proficiency bonus) Damage
  • before shattering; You can also absorb
  • up to 3 non-sealed items within yourself
  • and you can summon them anytime for free

Beast Within

Hate is dangerous? Well, Maybe.


  • When your HP hit 0, you will lose the control over
  • yourself, becoming an aberration, your hp will be
  • refilled and you will have double your stats, but you
  • won't be able to control yourself and will attack
  • the nearest thing for twice your soul mage level hours,
  • and the end of which, you will go back to normal and faint.
  • While you are an aberration, you can use your reaction
  • to attack nearby targets with your absorbed items,
  • converting all their damage to hate damage.
Passive Bonuses

Being an Hate Beast Also Grants:


You Regenerate a Number of HP equal to your Soul Mage level each 2 turns.

Tainted Whispers

Tatakae...Tatakae...Tatakae...Tatakae!


  • As a bonus action, you can Whisper insanity in a nearby target,
  • the target must pass a Wisdom saving throw, on a failure
  • they will receive 1 tier of soul graying if they are a soul
  • mage, or 1 tier of Insanity if they are not.
  • This feat has a 4 turn cd.

Soul Corruptor

Necromancy for dummies


  • if someone dies from hate damage within 10 feet from you,
  • you can spend 6 casts to reanimate its corpse,
  • the reanimated corpse will follow your every order,
  • but each dice it rolls has its score halved and
  • its HP decay over 6 turns, when its HP reach 0,
  • the reanimated corpse will crumble to dust.

Hate Master

Face hidden by a shadow, red glowing eye


  • As a free action, you can enter a mode of absolute
  • madness; you will refill your HP, recover all your casts,
  • you will recover your Soul Mage level as HP each turn
  • and all your attacks will have advantage and deal
  • +9 Hate damage This feat can be used even while
  • unconscious and can be used only once per long rest,
  • and if you do not have any level of exhaustion.

Black Soul

Dark like my Mind


  • You can control yourself while in your
  • hate beast form and you gain the Hate Master
  • bonuses by default
Hate Damage

Hate is a type of damage that:


Goes past any barrier, except kindness ones


Deals unhealable damage, however, resting will Heal all of it.


Basically no one except Kindness Mages have resistance to hate damage


Represents the corruption of one's soul.

Inverted Soul Master


Cooler than Hate Beast, way Cooler than Soul Masters, Inverted Soul Masters harness the power of both hate and soul like true chads and do not care about anything except Bloodshed.

Inverted Soul Traits

Unlike their normal counterpart, Inverted Soul Masters don't use powers like "friendship" and "love" or "Plot Armor" but are full fledged Badasses (inverted soul traits works the same as normal soul traits, but are their opposite version).

Fear

Scare them and maybe even steal their souls.


  • Fear is the inverted version of Bravery,
  • they terrorize their enemies to death, and
  • eat souls for breakfast.

Cruelty

Who said Healers can't fight?


  • Cruelty is the inversed version of Kindness,
  • This is the most Badass trait I ever created,
  • since it can just one shot everything.

Wrath

I broke the keyboard to write this trait.


  • Wrath is the inverted version of Patience,
  • it is good only at one thing: punching its
  • enemies to death, and it doesn't care about your
  • fancy spells.

X

I Really dislike this soul.


  • X is the reversed version of Perseverance,
  • X Mages are a bunch of weirdos that go
  • around, making your shirt blue out of nowhere
  • or simply erase your house from
  • existance, you know, for "fun".

Injustice

Why should I wield only ONE gun?


  • Injustice is the inversed version of Justice,
  • it just... Doesn't care about "rules" or anything
  • "conventional", it is simply unfair.

Discord

Who pinged me?


  • Discord is the inverted version of Integrity,
  • It is good only at one thing:
  • breaking friendships.

Optional Feature

Ultra-Rapid Regeneration

Shields are Useless when you can regenerate


You lose all the TempHP from your Soul Empower feat, and instead gain half your Soul Mage level as HP regen every 2 turns, it becomes your Soul Mage Level each 2 turns at 10th level and Your Soul Mage Level every turn at 15th level.

Actually, don't send help.

Fear

Freddy Fazbear Jumpscare 2022 REAL

The appearance of a fear Soul.

Level Features
3rd Fearless Terror, Reaper's Scythe
5th Split Soul, Kleptophobia
8th Rhabdophobia
10th Fearlings
12th True Power
15th Fear Incarnate

Fearless Terror

They shall fear you


  • You can consume the Fear you graft into your foes,
  • Ending their fear prematurely, but granting you
  • 1 Drop of Fear, you can use drops of fear to:
  • Heal HP equal to your proficiency bonus (1 drop)
  • Empower your next attack with bonus damage equal to your proficiency bonus (1 drop)
  • Regain 1 Cast (2 Drops)
  • Cast certain Spells (Depends on the Spell)

  • You cannot have more than 10 Drops of Fear at once,
  • and you will lose half of them after a Long Rest.

Reaper's Scythe

You would look like the grim reaper if your Scythe wasn't pink


  • You can Summon a Scythe as your Soul Weapon,
  • The Scythe deals 2d6 slashing damage, and will strike fear
  • for 2 turns on foes you hit with a critical.
  • Summoning the Scythe uses a bonus action.

Split Soul

Who doesn't fear gettin' 2vs1?


  • You gain an orbital of any shape you desire
  • that follows your every order, as a free
  • action on your turn, you can command the orbital
  • to attack, inflicting 1d6 piercing damage and inflicting
  • fear on a critical hit, and you can, as a reaction
  • use your orbital to block an attack of any kind,
  • however doing so will make the orbital unable
  • to act for the next 2 turns.

Fearlings

They would be cute if they didn't steal your soul


  • As an action, you can use 2 Drops of fear to summon
  • a Fearling

True Power

2vs1 is for noobs anyway


  • As a free action, you can enter a mode of absolute
  • power; you will refill your HP, recover half of your casts,
  • gain 2 Drops when Consuming Fear, gain a free
  • Rhabdophobia cast every 3 turns, lose the
  • limit on Drops of Fear, and lose 1 cast per turn,
  • when you end your casts you will faint,
  • gain 2 levels of exhaustion and true power will end.
  • This feat can be used even while unconscious and
  • can be used only once per long rest, and if you do not
  • have any level of exhaustion.

You cannot use Split soul while in True power, as you absorb your Soul's other half.

Fear Incarnate

You are literally scared of your reflection now


  • You gain the buffs of your True Power even while
  • in base form and you stop losing Drops of Fear
  • after Long Rests.
Passive Bonuses

Having this Soul Trait also passively grants:


Immunity to Fear


-6 to any fire damage you suffer


When you hit someone with an attack or spell, flip a coin, on heads it suffers 1 turn of fear.



Fearling

Small Aberration, Unaligned


  • Armor Class 8
  • Hit Points 12
  • Speed 30

STR DEX CON INT WIS CHA
6 (-2) 8 (-1) 6 (-2) 10 (0) 10 (0) 10 (0)

  • Condition Immunities Fear
  • Senses 30 feet Blindsight, Passive Perception (12)
  • Languages Same as their Master
  • Challenge 1/4

Actions

Spike: Melee Weapon Attack: +3 to hit, Range 15 ft, one target. Hit 6 Piercing Damage.

Steal Soul: a Fearling will try to steal the soul of a target that has less than their HP, said target has to roll a Dexterity Saving Throw (DC 12) with disadvantage if the fearling is bigger than it, instantly dying by getting their soul ripped from their body on a failure; the stolen soul can be used by the fear mages anytime.

Fuse: a Fearling will try to fuse with another Fearling of their size, this will create a new fearling with +2 AC, +8 HP, + 15 feet Blindsight, + 1 Passive Perception, +2 Strength, +2 Dexterity, +2 Constitution, +1 size and increased CR, This move's buffs increases each time the fearling fuses again.

General Informations

Fearlings are amorphous pink masses of soul energy created by fear mages, they can shapeshift as they like and often attack by becoming spikes and impaling their enemies, they have the ability to steal souls of beings that are near death and can fuse together with other Fearlings to become stronger

Cruelty

Brainwash them, Genderbend them, or maybe do both, the choice is infinite.

The appearance of a Cruelty Soul.

Level Features
3rd True Heal
5th Split Soul
8th Auto Regen
10th Perfect Heal
12th True Power
15th Cruel Mind

True Heal

Healers CAN fight.


  • Heal now allows you to bend the shape of every consenting
  • creature as you like, however you won't be able to change
  • its size to more than double or half its original value,
  • you can also use Heal to inflict damage, your target has to roll
  • a constitution saving throw, and suffer an amount of d6
  • of damage equal to your level, a failure makes your target
  • suffer the full damage, a success makes your
  • target suffer half damage.

  • You can use Heal to telepathically speak to any creature,
  • you don't need to share a language with the creature for it
  • to understand your telepathic utterances, but the creature
  • must be able to understand at least one language to
  • comprehend you.

  • You can use Heal to modify your target's
  • memories as you wish if it consents.

You can use Heal to cure Hate Damage.

Passive Bonuses

Having this Soul Trait also passively grants:


Split Soul

2vs1 sound fun.


  • You gain an orbital of any shape you desire
  • that follows your every order, as a free
  • action on your turn, you can command the orbital
  • to attack, inflicting 1d6 piercing damage and inflicting
  • 1 turn stun on a critical hit, and you can, as a reaction
  • use your orbital to block an attack of any kind,
  • however doing so will make the orbital unable
  • to act for the next 2 turns.

Auto Regen

Imagine being wounded


  • You recover 6 HP and 6 TempHP per turn
  • (see Soul Empower for the cap of TempHP).

Perfect Heal

Bootleg True Power


  • You can use 1/4 of your casts to make your next cast of
  • Heal recover all the HPs of its target.

True Power

This is OP, I like it.


As a free action, you can enter a mode of absolute power:


You will refill your HP, recover half of your casts, True Heal instakills and you can use its full effects even on non-consenting creatures, Perfect Heal uses one cast while used on yourself, you lose 1 cast per turn, when you end your casts you will faint, gain 2 levels of exhaustion and true power will end. This feat can be used even while unconscious and can be used only once per long rest, and if you do not have any level of exhaustion.


You cannot use Split soul while in True power, as you absorb your Soul's other half.

Cruel Mind

It's time for CBT


  • You gain the buffs of your True Power even while
  • in base form.

Wrath

EVEN FURTHER BEYOOOOOOOOOOOOOOOOOOOOOND!!!!!!

The appearance of a Wrath Soul.

Level Features
3rd Imagine Breaker
5th Split Soul
8th Rage
10th Dispel Aura
12th True Power
15th Wrathful Soul

Imagine Breaker

imagine being weak to spells


  • You can cancel any spell instantly by touching them,
  • You can also end any spell's effect on something by
  • touching them, Doing so grants 1 Drop of Wrath,
  • you can use Drops of Wrath to:
  • Heal HP equal to your proficiency bonus (1 drop)
  • Empower your next attack with bonus damage equal to your proficiency bonus (1 drop)
  • Regain 1 Cast (2 Drops)
  • Cast certain Spells (Depends on the Spell)
  • Use Soul Step for free with no actions.

  • You cannot have more than 10 Drops of Wrath at once,
  • and you will lose half of them after a Long Rest.
  • You can also summon a pair of gauntlets on your hands,
  • They count as your Soul Weapon and deal force damage.
Passive Bonuses

Having this Soul Trait also passively grants:


  • Immunity to any Magic Inducted Condition
  • You cannot be Damaged by Magic

Split Soul

COPEMALDSEETHECOPEMALDSEETHECOPEMALDSEETHE


  • You gain an orbital of any shape you desire
  • that follows your every order, as a free
  • action on your turn, you can command the orbital
  • to attack, inflicting 2d6 piercing damage and inflicting
  • x4 damage on a critical hit, and you can, as a reaction
  • use your orbital to block an attack of any kind,
  • however doing so will make the orbital unable
  • to act for the next 2 turns.

Rage

SGHSJGSGAGASDBSKLçBSJKLGSDFHADHAHADHDA


  • You can turn any amount of Drops of Wrath Into
  • Various buffs as a bonus action, they can become:
  • +5 ft range for Dispel Aura,
  • +1 damage on your attacks,
  • -1 damage from enemy attacks,
  • +5 ft speed,

Dispel Aura

PROBLEM?PROBLEM?PROBLEM?PROBLEM?PROBLEM?


  • You Instantly Cancel any spell in a 10 feet area
  • around you, this feat grants Drops of Wrath.

True Power

GETGOODGETGOODGETGOODGETGOODGETGOOD


  • As a free action, you can enter a mode of absolute
  • power; you will refill your HP, recover half of your casts,
  • gain 2 Drops when Cancelling Spells, lose the
  • limit on Drops of Wrath, gain +3 to all your rolls,
  • suffer -3 damage, gain 20ft speed and Dispel Aura,
  • and lose 1 cast per turn, when you end your casts you
  • will faint, gain 2 levels of exhaustion and true power will end.
  • This feat can be used even while unconscious and
  • can be used only once per long rest, and if you do not
  • have any level of exhaustion.

You cannot use Split soul while in True power, as you absorb your Soul's other half.

Wrathful Soul

STRENGTHSTRENGTHSTRENGTHSTRENGTHSTRENGTH


  • You gain the buffs of your True Power even while
  • in base form and you stop losing Drops of Wrath
  • after Long Rests.

X

Why even bother writing another description? it will just eventually be overwrote by some maniac

The appearance of an X Soul.

Level Features
3rd Overwrite
5th Split Soul
8th Dual Personality
10th Complete Erasure
12th True Power
15th XSoul

Split Soul

2vs1 sound fun.


  • You gain an orbital of any shape you desire
  • that follows your every order, as a free
  • action on your turn, you can command the orbital
  • to attack, inflicting 1d12 piercing damage.

Dual Personality

Schizophrenia but better


Your Split Soul now is fully conscious of itself and becomes like a second personality, it will become a character of the same level as you, that you can customize as you wish, but once you create it, you won't be able to change it anymore. You can swap between yourself and the second personality anytime, effectively being able to play 2 completely different characters at once.

True Power

Ascend


  • As a free action, you can enter a mode of absolute
  • power; you will refill your HP, recover half of your casts,
  • You gain all the feats of your Second personality and you lose
  • 1 cast per turn, when you end your casts you will faint,
  • gain 2 levels of exhaustion and true power will end.
  • This feat can be used even while unconscious and
  • can be used only once per long rest, and if you do not
  • have any level of exhaustion.

You cannot use Split soul while in True power, as you absorb your Soul's other half.

XSoul

Godhood at your Fingertips


  • You gain the buffs of your True Power even while
  • in base form.
Passive Bonuses

Having this Soul Trait also passively grants:


Nothing, you are already a godlike being bruh.

Injustice

Did you really think that killing me would be enough to stop me?

The appearance of an Injustice Soul.

Level Features
3rd Malice Sower, Unfair Duals
5th Split Soul
8th Ricochet
10th Soul Devourer
12th True Power
15th Grim Reaper

Malice Sower

Why would i not use my drops to just destroy my enemy?


  • Each Time you deal damage, your target gets 1 Drop of Malice
  • You can consume drop of Malice on other to:
  • Deal a number of d4 of unavoidable damage depending on your proficiency bonus(2 Drops)
  • Give disadvantage on your target's next roll (1 Drop)
  • Cast certain Spells (Depends on the Spell)

  • Your targets cannot have more than 10 Drops of Malice at
  • once, and They will lose one each 3 turns.
  • Using a Drop of Malice can be done for free anytime.

Unfair Duals

Twice the fun


  • You can Summon a pair of guns as your Soul Weapon,
  • The Guns deals 1d6 force damage each, and will give 2
  • drops of Malice on foes you hit with a critical.
  • Summoning the Duals uses a bonus action, you can
  • attack once with each of them with one action.

Split Soul

2vs1? Not unfair enough


  • You gain an orbital of any shape you desire
  • that follows your every order, as a free
  • action on your turn, you can command the orbital
  • to attack, inflicting 1d6 piercing damage and inflicting
  • 4 Malice Drops on a critical hit, and you can, as a reaction
  • use your orbital to block an attack of any kind,
  • however doing so will make the orbital unable
  • to act for the next 2 turns.

Ricochet

Imagine Missing your Shots


  • When you miss an attack, you can use one cast to
  • reroll the attack roll dice, you can also use
  • one stack of malice on the target of your attack
  • to give you advantage on the throw.

Soul Devourer

Souls taste Good.


  • When Someone you hit in the last minute dies, you gain his
  • soul, you can have up to 6 of them and they can be used to:
  • Heal your SM level + your spell atk modifier
  • Regain 5 casts
  • Remove 1 level of soul Graying or 1 level of insanity
  • Remove 1 level of exhaustion.

True Power

The fun is about to begin


  • As a free action, you can enter a mode of absolute
  • power; you will refill your HP, recover half of your casts,
  • give 2 Drops when attacking, lose the limit on Drops of Malice
  • given and the limit on souls, gain +1 action, and lose
  • 1 cast per turn, when you end your casts you will faint,
  • gain 2 levels of exhaustion and true power will end.
  • This feat can be used even while unconscious and
  • can be used only once per long rest, and if you do not
  • have any level of exhaustion You cannot use Split soul.

Grim Reaper

They shall know that death is near


  • You gain the buffs of your True Power even while
  • in base form and Drops of Malice stop decaying.
Passive Bonuses

Having this Soul Trait also passively grants:


  • You receieve -6 damage from ranged attacks
  • You can learn Justice spells

Discord

Please, Keep the Memes out of General, or I will be forced to take over your mind.

The appearance of a Discord Soul.

Level Features
3rd Doubtful
5th Split Soul
8th Alter Senses
10th Takeover
12th True Power
15th Shattered Will

Doubtful

Are you sure about that?


  • Each Time you use a spell, everyone in a 30 ft area
  • gets 1 Shard of Dissonance, Which can be consumed to:
  • Blind a target for 1 turn (1 Shard)
  • Create a Visive or Auditive illusion that only the target that had the shard on can see/hear (1 Shard)
  • Cast certain Spells (Depends on the Spell)

  • Your targets cannot have more than 5
  • Shards of Dissonance at once, and They will lose
  • one each turn.
  • Using a Shard of Dissonance can be done for free anytime.
Passive Bonuses

Having this Soul Trait also passively grants:


You are immune to any kind of illusion


You are immune to any kind of non damaging magical effect

Split Soul

2vs1? Not unfair enough


  • You gain an orbital of any shape you desire
  • that follows your every order, as a free
  • action on your turn, you can command the orbital
  • to attack, inflicting 1d6 piercing damage and giving
  • 2 Shards of Dissonance on a critical hit, and you can,
  • as a reaction use your orbital to block an attack of any kind,
  • however doing so will make the orbital unable
  • to act for the next 2 turns.

Alter Senses

Schizophrenia but better


  • Your Illusions will be indistinguishable from
  • reality, and cannot be discovered by saving throws.
  • You can also create any kind of illusion
  • with Shards of Dissonance, not only visive
  • or only auditive anymore.

Takeover

Their mind cannot stand your power


  • You can Fully control someone you have
  • 4 or more Shards of Dissonance on,
  • you cannot control more than 1 target.

True Power

The fun is about to begin


As a free action, you can enter a mode of absolute power; you will refill your HP, recover half of your casts, give 2 Shards when attacking, lose the limit on Shards of Dissonance given, you can control unlimited targets at once, and lose 1 cast per turn, when you end your casts you will faint, gain 2 levels of exhaustion and true power will end. This feat can be used even while unconscious and can be used only once per long rest, and if you do not have any level of exhaustion.


You cannot use Split soul while in True power, as you absorb your Soul's other half.

Shattered Will

Their wills will shatter like glass.


  • You gain the buffs of your True Power even while
  • in base form and Shards of Dissonance stop decaying.

Polychromatist


The rarest individuals amongst both Soul and Inverted Soul Masters are the one capable of having multiple traits at once, they have their soul split between such traits and can use both of their traits' powers at the cost of casting weaker spells.

Level Features
3rd Dualism
5th Master's Chroma
12th Polychromatism
15th Perfect Chroma

Dualism

Imagine only having 1 trait


You gain 2 traits from the Soul Master or Inverted Soul Master Subclasses, however:

  • All your spells will deal half damage;
  • You can use only one trait at a time, and you have to use your bonus action to switch between them;
  • You can use the trait's level locked skills if you meet the requirements.
  • Soul Awakening and True Power share the cooldown, you will gain the buffs based on what trait you where using at the time you activate it.
  • When learning a trait spell, you can also learn a spell from the other traits you have for free.
  • You have the passive bonuses of the trait you are using.

Master's Chroma

I'm sorry you deal no damage, Polychromatists


Your spell's halved damage has a +10 to it, but it cannot exceed the spell's full damage, you also gain another soul trait from either the Soul master or Inverted Soul master subclasses, you gain another soul trait at 8th and 10th level.

Polychromatism

True Anime Awakening


When you use Soul Awakening or True Power you also:

  • Remove the Debuff to spell damage from Dualism;
  • You gain the buffs of the Soul Awakenings / True Powers of all your traits;
  • You can use all the trait at once without switching between them and always have all their passive bonuses;
  • You remove any limitation to your Soul weapon and it can deal any type of damage (except hate damage).

Perfect Chroma

MC's after their Training Arc


You gain the buffs of your Polychromatism even while in base form.

Spells


  • Finally we got to the Hot Stuff

Soul Mage Spells

Soul Slash

1st level Soul Spell


  • Casting Time: 1 Action
  • Range: 30 ft
  • Components: S, M (1 Cast)
  • Duration: Instantaneous

You Swing your Hand and Summon a Slash that explodes on the first target hit, dealing 1d8 force damage; the amount of dices increases by one each 5 levels(0-1,5-2,10-3,15-4,20-5).

Reload

1st level Soul Spell


  • Casting Time: 1 Bonus Action
  • Range: Self
  • Components: M (1 Cast)
  • Duration: Instantaneous

You can summon ammunition for your equipped ranged weapon, these ammunition deal extra force damage equal to your proficiency bonus.

Soul Wave

1st level Soul Spell


  • Casting Time: 1 Action
  • Range: 15 ft Cone
  • Components: S, M (1 cast)
  • Duration: Instantaneous

You Close your fist, summoning a wave of soul energy in front of you, dealing 1d6 force damage to anyone in the area; the amount of dices increases by one each 5 levels(0-1,5-2,10-3,15-4,20-5).

Soul Explosion

1st level Soul Spell


  • Casting Time: 1 Action
  • Range: Self (10 foot area)
  • Components: S, M (1 cast)
  • Duration: Instantaneous

You Release your Soul Energy, dealing 1d6 force damage to anyone in a 10 foot area around you; the amount of dices increases by one each 5 levels(0-1,5-2,10-3,15-4,20-5).

Magic Sense

2nd level Soul Spell


  • Casting Time: 1 Action
  • Range: Self
  • Components: M (2 casts)
  • Duration: Concentration

You Close your eyes and gain 30 ft blindsight as long as you focus, you cannot see anything after the 30 ft of sight. the range of blindsight increases by 10 ft each 2 levels.

Analysis

2nd level Soul Spell


  • Casting Time: 1 Action
  • Range: Anything you can see
  • Components: M (1 cast)
  • Duration: Instantaneous

You can resonate your soul with anything you can see, allowing you to discover any magical effect applied to an item; you can use this spell on people by passing a (target's wisdom score) DC to discover their level, current HP and TempHP.

Soul Imbuement

1st level Soul Spell


  • Casting Time: 1 Bonus Action
  • Range: Self
  • Components: S, M (1 cast)
  • Duration: Instantaneous

You Resonate Your Equipped weapon with your soul, adding your proficiency bonus to any attack you make with that weapon for 3 turns.

Soul Step

1st level Soul Spell


  • Casting Time: 1 Action
  • Range: 20 feet
  • Components: M (1 cast)
  • Duration: Instantaneous

You instantly blink to a spot you can see anywhere in a 20 ft area around you, the range at which you can teleport increases to 40 at 10th level and to 60 at 16th level.

Soul Armor

2nd level Soul Spell


  • Casting Time: 1 Action
  • Range: 15 ft Cone
  • Components: S, M (2 casts)
  • Duration: Instantaneous

You Gain +1 AC(Max 20) for 3 turns; you instead gain +2 AC(Max 20) from level 10.

Bravery Spells

Fireball

3rd level Bravery Spell


  • Casting Time: 1 Action
  • Range: 30 ft
  • Components: S, M (2 Casts)
  • Duration: Instantaneous

You invoke a fiery ball of fire over your target that deals 2d6 fire damage; the amount of dices increases by one each 5 levels(0-2,5-3,10-5,15-6,20-8).

Fire Beam

3rd level Bravery Spell


  • Casting Time: 1 Bonus Action
  • Range: 30 ft
  • Components: M (2 Casts)
  • Duration: Instantaneous

You point your finger at your target, and the shoot a fire beam out of it, your target has to roll a Wisdom Saving Throw or suffer 2d8 fire damage, the beam also pierces; on a successful save the target suffers half damage and the beam doesn't pierce. the amount of dices increases by each 5 levels(0-2,5-3,10-5,15-6,20-8).

Explosion

4th level Bravery Spell


  • Casting Time: 1 Action
  • Range: 45 ft
  • Components: S, M (3 casts)
  • Duration: Instantaneous

You Detonate any spell You previously casted, dealing 2d4 fire damage to anyone in a 5 feet area around it in addition to the spell damage; the amount of dices increases by one each 5 levels(0-1,5-2,10-3,15-4,20-5).

Proximity Mine

3rd level Bravery Spell


  • Casting Time: 1 Action
  • Range: 25 feet (5 ft area)
  • Components: S, M (1 cast)
  • Duration: Instantaneous

You place an invisible charge of soul energy in a 25 feet area around you, if someone other than you stands 5 ft or closer to the charge it detonates, dealing 2d8 fire damage in a 5 ft area; the amount of dices increases by one each 4 levels.

Disintegration

7th level Bravery Spell, requires 10th level


  • Casting Time: 1 Action
  • Range: Anything you can see (30 feet area)
  • Components: S, M (6 casts)
  • Duration: Instantaneous

You release huge amounts of Soul Energy in an area you can see, after 1 turn, everything in a 30 feet area suffers 8d12 fire damage, the amount of dices increases each 5 levels(10-8,15-10,20-15). This spell has a 4 turn cooldown.

Flame Mantle

3rd level Bravery Spell


  • Casting Time: 1 Action
  • Range: Self
  • Components: S, M (3 casts)
  • Duration: Instantaneous

You cover yourself in flames, anyone that targets you with a melee attack has to roll a dexterity saving throw, and take 1d8 fire damage on a failure, the amount of dices increases by one each 5 levels(0-1,5-2,10-3,15-4,20-5).

Flame Leap

3rd level Bravery Spell


  • Casting Time: 1 Action
  • Range: 5 feet area
  • Components: M (1 cast)
  • Duration: Instantaneous

You leap 30 feet in the air, everyone in a 5 feet area around you also goes in the air, you do not suffer fall damage after using flame leap. flame leap distance increases to 50 ft at level 10

Flame Assault

4th level Bravery Spell


  • Casting Time: 1 Action
  • Range: 30 feet
  • Components: S, M (2 casts)
  • Duration: Instantaneous

You can choose up to 3 targets, you strike each of them for 1d8 fire damage; the amount of dices increases by one each 5 levels(0-1,5-2,10-3,15-4,20-5), you can target up to 5 people at level 10 (you can chose the same target more tha once).

Flame Blind

3rd level Bravery Spell


  • Casting Time: 1 Action
  • Range: 20 feet
  • Components: S, M (2 casts)
  • Duration: Instantaneous

You blind anyone in a 20 feet area from you that is looking at you for 1 turn.

Graceful Flame

4th level Bravery Spell


  • Casting Time: 1 Action
  • Range: 5 ft
  • Components: S, M (2 casts)
  • Duration: Instantaneous

You summon a soothing flame that assist your rest, everyone resting 30 feet or closer to the flame regains twice the amount of HP and recovers from 1 stage of soul greying or insanity.

Kindness Spells

Heal

3rd level Kindness Spell


  • Casting Time: 1 Action
  • Range: Touch
  • Components: S, M (1 casts)
  • Duration: Instantaneous

You heal for 1d8 anyone you touch; the amount of dices increases by one each 5 levels(0-1,5-2,10-3,15-4,20-5).

Create Barrier

4th level Kindness Spell


  • Casting Time: 1 Action
  • Range: 30 feet (5 ft area)
  • Components: S, M (variable amount of casts)
  • Duration: Instantaneous

You create a transparent barrier with your soul energy, this barrier has 5 TempHP for each cast you use on this spell and can be whide up to 10 feet, which increases by 5 for each cast used.

Purify

3rd level Kindness Spell


  • Casting Time: 1 Action
  • Range: Touch
  • Components: S, M (3 casts)
  • Duration: Instantaneous

You Clear any object you touch of any ailment, being it magical or not.

Create Antidote

3rd level Kindness Spell


  • Casting Time: 1 Action
  • Range: Touch
  • Components: S, M (3 casts)
  • Duration: Instantaneous

You can transform up to 4 libre of water in an antidote that can heal poison or any physical ailment.

Clarify

3rd level Kindness Spell


  • Casting Time: 1 Action
  • Range: 20 feet area
  • Components: M (2 cast)
  • Duration: Instantaneous

You clear your target of any magical ailment they have.

Immunity Enhancer

3rd level Kindness Spell


  • Casting Time: 1 Action
  • Range: 20 feet
  • Components: S, M (2 casts)
  • Duration: Instantaneous

You make your target unable to suffer any magical ailment for 3 turns.

Protect

3rd level Kindness Spell


  • Casting Time: 1 Action
  • Range: 20 feet
  • Components: S, M (2 casts)
  • Duration: Instantaneous

You give 8 TempHP to your target, the TempHP increases by 5 every 3 lvls (3-8, 6-13, 9-18, 12-23, 15-28, 18-33) and disappears after 3 turns.

Patience Spells

Ice Spikes

3rd level Patience Spell


  • Casting Time: 1 Action
  • Range: 15 feet
  • Components: S, M (1 casts)
  • Duration: Instantaneous

You place an invisible trap that erupts in an ice spike when someone else than you steps on it, the spike deals 1d12 cold damage; the amount of dices increases by one each 5 levels(0-1,5-2,10-3,15-4,20-5).

Ice Eruption

3rd level Patience Spell


  • Casting Time: 1 Action
  • Range: 10 feet
  • Components: S, M (2 casts)
  • Duration: Instantaneous

You stomp the ground, flinging ice spike towards everyone in a 10 feet area, they have to pass a Dexterity DC or suffer 2d8 cold damage, or half as much on a success, the amount of dices increases each 5 levels(0-2,5-3,10-5,15-6,20-8).

Ice Smash

4th level Patience Spell


  • Casting Time: 1 Action
  • Range: 5 feet
  • Components: S, M (3 casts)
  • Duration: Instantaneous

You create a giant ice spike in your hands and smash it over your target, dealing 2d12 cold damage, this spell uses 4d12 at level 10

Slow

3rd level Patience Spell


  • Casting Time: 1 Action
  • Range: Touch
  • Components: S, M (2 casts)
  • Duration: Instantaneous

Your target has to roll a Wisdom Save, or have its speed halved for 3 turns.

Ice Wall

3rd level Patience Spell


  • Casting Time: 1 Action
  • Range: 10 feet area
  • Components: M (2 casts)
  • Duration: Instantaneous

You create an ice wall, this wall has 12 TempHP and lasts until you dismiss it. This Spell can be used as a reaction to reduce the damage you would take by 5, but doing so makes this spell go on cooldown for 4 turns and consumes 5 casts.

Redirection

4th level Patience Spell


  • Casting Time: Reaction
  • Range: Self
  • Components: S, M (2 casts 1 String)
  • Duration: Instantaneous

You sacrifice one of your strings to redirect away a bullet directed towards you, this spell has a 3 turn cooldown.

String Armor

4th level Patience Spell


  • Casting Time: 1 Action
  • Range: Self
  • Components: S, M (1 Casts 1 String)
  • Duration: Instantaneous

You consume 1 string to gain 1 AC (max 20), this spell gives 2 AC at level 10

Ice Skate

4th Patience Spell


  • Casting Time: 1 Action
  • Range: Self
  • Components: M (3 casts)
  • Duration: Concentration

You Can summon ice under your feet to triple your speed until you keep concentrating, this spell costs 1 more cast for each turn you use it and allows you to freeze water and walk over it.

Glacial Arc

3rd level Patience Spell


  • Casting Time: 1 Action
  • Range: 30 feet
  • Components: S, M (3 casts)
  • Duration: Instantaneous

You create an Arc of Ice, this arc deals 2d8 cold damage if it hits a target, the arc lasts for 1 minute, but you can dismiss it earlier.

Ice Chains

4th level Patience Spell


  • Casting Time: 1 Action
  • Range: 20 feet
  • Components: M (2 casts 1 String)
  • Duration: Instantaneous

You chain to the ground one target in a 20 feet area, this target is restrained until it succeeds a strength saving throw, or for 2 turns.

Freeze

3rd level Patience Spell


  • Casting Time: 1 Bonus Action
  • Range: 20 feet
  • Components: S, M (2 casts)
  • Duration: Instantaneous

You freeze the air around you, boosting the damage of all your spells by your proficiency bonus. this spell increases damage by twice your proficiency bonus at level 10, lasts 1 turn and can be used only once every 3 turns.

Perseverance Spells

Perseverance Greatsword

3rd level Perseverance Spell


  • Casting Time: 1 action
  • Range: 10 feet cone
  • Components: S, M (2 casts)
  • Duration: Instantaneous

  • You Create a huge blade of magic and swing it in front of you,
  • dealing 2d6 force + 4 slashing damage.
  • at 10th level, You Swing three times, the first hit is sure to hit,
  • but the next 2 require an attack roll.
  • also damage increases at levels 8 (2d8 + 5), 12 (2d8 + 6)
  • and 16 (2d12 + 8)

Perseverance Piercer

3rd level Perseverance Spell


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: S, M (2 Casts)
  • Duration: Instantaneous

  • You Create a blade of magic and impale a target,
  • dealing 2d6 force + 5 slashing damage,
  • you need to do an attack roll to hit this spell.
  • at 10th level, Your Piercer creates a beam after
  • hitting your target, also dealing the damage to everyone
  • in a 30 feet line behind the target
  • this spell's damage increases at levels 8 (2d6 + 6),
  • 12 (2d8 + 7) and 16 (2d8 + 10)

Unseen Blade

4th level Perseverance Spell


  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (3 casts)
  • Duration: Instantaneous

  • You Conceal your blade, making it completely invisible,
  • attacks with an invisible blade have advantage.
  • At 10th level you can make up to 3 weapons invisible.

Bladefling

4th level Perseverance Spell


  • Casting Time: 1 Action
  • Range: 60 feet area
  • Components: M (2 casts)
  • Duration: Instantaneous

You throw your soul weapon, this attack is unmissable and deals the same damage as an attack with your weapon would. This spell deals double damage at 10th level, triple damage at 15th level and quadruple damage at 20th level. This spell has a 3 turns cd.

Exploit Opening

4th level Perseverance Spell


  • Casting Time: 1 Action
  • Range: Self
  • Components: S, M (2 casts)
  • Duration: Instantaneous

You make a powerful attack towards your target by exploiting its openings, this attack has a +6 to hit and will be a critical hit from 18 to 20, but will also be a critical failure from 1 to 3. At 10th level, this spell can be used for free after successfully landing a blow with your weapon.

Revengance

4th level Perseverance Spell


  • Casting Time: 1 Action
  • Range: 15 feet
  • Components: S, M (4 casts)
  • Duration: Instantaneous

You Dash towards your target and slice them, dealing 2d8 + 3 slashing damage on hit, this attack deals x2 damage when you have less than 3/4 of your HP, x3 damage when you have less than half of your HP and x4 damage when you have less than 1/4 of your Hp. This spell's damage increases at levels 8 (2d8 + 6), 12 (2d12 + 7) and 16 (2d12 + 10).

Master's Flourish

4th Perseverance Spell


  • Casting Time: 1 Action
  • Range: 5 ft area
  • Components: M (3 casts)
  • Duration: Concentration

You Slice twice everything in a 5 ft area around you, dealing 2d6 + 5 slashing damage, this spell's damage goes past TempHP. This spell's damage increases at levels 8 (2d8 + 6), 12 (2d12 + 7) and 16 (2d12 + 10)

Perseverance

7th level Perseverance Spell, Requires 10th level


  • Casting Time: 1 Action
  • Range: 30 feet area
  • Components: M (8 casts)
  • Duration: Instantaneous

You charge up a lot of energy in your weapon, then release it in a 30 feet area in front of you, everyone in the area has to roll a Dexterity Saving Throw, suffering 8d12 + 13 on a failure, or half as much on a success. This spell's damage increases at levels 15 (10d12 + 16) and 16 (12d12 + 23) This spell has a 4 turn CD.

Pressure Blast

3rd level Perseverance Spell


  • Casting Time: 1 Action
  • Range: 30 feet line
  • Components: S, M (3 casts)
  • Duration: Instantaneous

You send a pressure blast in a 30 feet line in front of you, everyone in the are suffers your weapon's damage, This spell's damage increases at levels 8 (2d8 + 6), 12 (2d12 + 7) and 16 (2d12 + 10)

Justice Spells

Railgun

5th level Justice Spell Requires 5th level


  • Casting Time: 1 Action
  • Range: 30 feet line
  • Components: S, M (4 casts)
  • Duration: Instantaneous

You channel your Energy and release it in a concentrated beam, dealing 4d8 Thunder Damage, the amount of dices increases each 5 levels(5-4,10-8,15-12,20-15). This spell pierces TempHP, and deal damage directly to the HP.

Critical Eye

4th level Justice Spell


  • Casting Time: 1 Action
  • Range: Self
  • Components: S, M (3 casts)
  • Duration: Instantaneous

You focus, forcing your next attack to be a critical hit, this feat has a 4 turn Cooldown after you land a critical hit.

Bullet Barrage

3rd level Justice Spell


  • Casting Time: 1 Action
  • Range: 30 feet
  • Components: S, M (3 casts)
  • Duration: Instantaneous

You shoot a barrage of bullet towards a target, it has to roll a Dexterity Saving Throw, on a failure it suffers 4d6 force damage, or half as such on a success. the amount of dices increases each 5 levels(0-4,5-6,10-8,15-10,20-12).

Duelist Dash

3rd level Justice Spell


  • Casting Time: 1 Action
  • Range: 10 feet (15 feet line)
  • Components: S, M (4 casts)
  • Duration: Instantaneous

Your dash 10 feet in any direction, and then shoot a barrage of beams, your targets have to roll a Constitution saving throw, on a failure the beam pierces through the target and it suffers 4d6 Piercing damage, on a failure the beam doesn't pierce and the target suffers half of the damage. the amount of dices increases each 5 levels(0-4,5-6,10-8,15-10,20-12). If the Beam pierces through an enemy, it also ignores its TempHP, dealing damage directly to its HP

Soul Grenade

3rd level Justice Spell


  • Casting Time: 1 Action
  • Range: 25 feet (15 feet area)
  • Components: S, M (2 casts)
  • Duration: Instantaneous

You throw a grenade anywhere in a 25 feet area, as it hits the ground, everyone in a 15 feet area suffers 2d6 force damage, the amount of dices increases each 5 levels(0-2,5-3,10-5,15-6,20-8).

Sharpshooter

4th level Justice Spell


  • Casting Time: 1 Action
  • Range: Self
  • Components: M (2 casts)
  • Duration: Concentration

As long as you stay focused, each time you make an attack with a ranged weapon, you can add your spell attack bonus to your attack roll.

Bomb Jump

3rd level Justice Spell


  • Casting Time: 1 Action
  • Range: Self (30 feet)
  • Components: S, M (4 Casts)
  • Duration: Instantaneous

You throw a grenade under yourself, pushing anyone in a 10 feet area 20 feet away, and propelling yourself 30 feet in any direction.

Aerial Strike

5th level Justice Spell Requires 5th level


  • Casting Time: 1 Action
  • Range: 120 feet (20 feet area)
  • Components: S, M (4 casts)
  • Duration: Concentration

You summon an aerial strike over your target, dealing 3d8 force damage to it and dealing 2d8 to anyone in a 20 feet area around your target. the amount of dices increases each 5 levels(0-3(2),5-6(4),10-8(6),15-10(8),20-12(10)).

Spark Swap

4th level Justice Spell


  • Casting Time: 1 Action
  • Range: 30 feet
  • Components: S, M (3 casts)
  • Duration: Instantaneous

You swap your position with your target's.

Final Spark

7th level Justice Spell Requires 10th level


  • Casting Time: 1 Action
  • Range: 60 feet cone
  • Components: M (12 casts)
  • Duration: Concentration (1 turn)

You Focus all your energy in one single beam, after 1 turn of concentration you release it, dealing 8d6 force damage to anyone in the area, the amount of dices increases each 5 levels(10-8,15-14,20-18). This spell pierces TempHP, and deal damage directly to the HP.

Integrity Spells

Shoot to Kill

3rd level Integrity Spell


  • Casting Time: 1 Action
  • Range: 30 feet line
  • Components: S, M (2 casts)
  • Duration: Instantaneous

You Extend your blade right in front of you, dealing 2d6 piercing damage to anyone in a 30 feet line, the amount of dices increases each 5 levels(0-2,5-3,10-5,15-6,20-8). This spell pierces TempHP, and deal damage directly to the HP.

Sweep

3rd level Integrity Spell


  • Casting Time: 1 Action
  • Range: 15 feet Cone
  • Components: S, M (2 casts)
  • Duration: Instantaneous

You Extend your blade and swing it in front of you, dealing 1d8 +2 slashing damage to anyone in the area, the amount of dices increases each 5 levels(0-1,5-2,10-3,15-4,20-6).

Hail of Blades

3rd level Integrity Spell


  • Casting Time: 1 Action
  • Range: 10 feet
  • Components: S, M (3 casts)
  • Duration: Instantaneous

You Rapidly Extend and shorten your blade, creating an hail of blades towards your target, dealing 3d4 piercing damage, the amount of dices increases each 5 levels(0-3,5-5,10-8,15-10,20-14).

Tatsumaki

3rd level Integrity Spell


  • Casting Time: 1 Action
  • Range: 10 feet area
  • Components: S, M (2 casts)
  • Duration: Instantaneous

You Extend your blade and swing it around in circle, creating a tornado of blades, slashing anyone in the area for 2d6 slashing damage, the amount of dices increases each 5 levels(0-2,5-3,10-5,15-6,20-8).

Lion's Song

4th level Integrity Spell


  • Casting Time: 1 Action
  • Range: 20 feet
  • Components: S, M (2 casts)
  • Duration: Instantaneous

You focus, and then slash your enemy in the blink of an eye, appearing right behind him afterwards, dealing 2d8 slashing damage, the amount of dices increases each 5 levels(0-2,5-3,10-5,15-6,20-8). This spell pierces TempHP, and deal damage directly to the HP.

Air Step

4th level Integrity Spell


  • Casting Time: 1 Action
  • Range: Self
  • Components: S, M (5 casts)
  • Duration: Concentration

You can walk over Air as it is solid ground as long as you focus, ending a turn while walking over Air consumes 3 casts.

Dead Calm

4th level Integrity Spell


  • Casting Time: 1 Action
  • Range: Self
  • Components: S, M (6 Casts)
  • Duration: Concentration

You enter a state of absolute calm, stopping your every body movement, while in this state, and as long as you are focused, you can roll a d20 each time you get attacked, your DC being the enemy's attack roll, on a success, you reflect half of the attack's damage and you suffer no damage. this spell can be used once every 5 turns and it lasts until you fail the roll or 3 turns.

Mirage Blades

3rd level Integrity Spell


  • Casting Time: 1 Action
  • Range: 120 ft
  • Components: M (4 casts)
  • Duration: Instantaneous

You summon 4 Mirage blades and fling them towards your target, Your target has to roll a Dexterity saving throw, and take 4d6 slashing damage on a failure, or half as such on a success. the amount of dices increases each 5 levels(0-4,5-5,10-6,15-8,20-10).

Flash Lunge

3rd level Integrity Spell


  • Casting Time: 1 Action
  • Range: 15 feet line (5 feet area)
  • Components: S, M (3 casts)
  • Duration: Instantaneous

You dash 15 feet in a straight line and slash everyone around you, dealing 2d6 slashing damage, the amount of dices increases each 5 levels(0-2,5-3,10-5,15-6,20-8).

Judgment Cut

7th level Integrity Spell Requires 10th level


  • Casting Time: 1 Action
  • Range: 20 feet area
  • Components: M (10 casts)
  • Duration: Instantaneous

You Slash Reality itself in a 20 feet area, creating an huge amount of slashes, dealing 6d6 unavoidable damage, the amount of dices increases each 5 levels(10-6,15-12,20-15). This spell pierces TempHP, and deal damage directly to the HP.

Determination Spells

Knife Barrage

3rd level Determination Spell


  • Casting Time: 1 Action
  • Range: 30 feet
  • Components: S, M (2 casts)
  • Duration: Instantaneous

You Fling 3 knives towards up to 3 different targets, each dagger deals 1d8 slashing damage, at 8th level you instead summon 6 daggers, and at 12th level each dagger deals 2d8 + 3 slashing damage.

Quad Soul Slash

3rd level Determination Spell


  • Casting Time: 1 Action
  • Range: 30 feet
  • Components: S, M (3 casts)
  • Duration: Instantaneous

You Swing your Knife four times and Summon 4 Slashes that explodes on the first target hit, dealing 2d6 force damage, this spell's damage increases to 2d8 + 3 at 6th level, 2d8 + 6 at 10th level and 2d12 + 6 at 15th level

No Escape

3rd level Determination Spell


  • Casting Time: 1 Action
  • Range: 30 feet
  • Components: S, M (2 casts)
  • Duration: Instantaneous

You instantly blink to a spot you can see anywhere in a 30 ft area around you, teleporting behind an enemy gives you advantage on your next attack against it and also adds +6 to that attack's damage roll, the range at which you can teleport increases to 60 at 10th level and to 120 at 16th level.

Crushing Execution Charge

3rd level Determination Spell


  • Casting Time: 1 Action
  • Range: 15 feet line
  • Components: S, M (3 casts)
  • Duration: Instantaneous

You slash your enemy in the blink of an eye, appearing right behind him afterwards, dealing 2d8 slashing damage, This spell pierces TempHP, and deal damage directly to the HP, this spell's damage is 2d12 + 6 at 10th level and 3d12 + 12 at 15th level.

Multislash Bombardment

4th level Determination Spell


  • Casting Time: 1 Action
  • Range: 20 feet line
  • Components: S, M (3 casts)
  • Duration: Instantaneous

You dash forward, slashing many times all the enemies along in the blink of an eye, dealing 8d4 slashing damage, this spell deals 12d6 at 10th level and 12d8 at 15th level.

Determined Devastator

4th level Determination Spell


  • Casting Time: 1 Action
  • Range: 5 feet
  • Components: S, M (4 casts)
  • Duration: Concentration

You attack your target twice with your Demonic Knife, this spell attacks thrice at 8th level and 4 times at 12th level.

Demonic Rush

3th level Determination Spell


  • Casting Time: 1 Action
  • Range: 15 feet
  • Components: S, M (2 Casts)
  • Duration: Concentration

You rush towards your target and slice them, this spell's movement doesn't cause opportunity attacks and deals twice a normal attack's damage, cannot be used on targets less than 10 feet away from you.

Haunted Demon's Blade

4th level Determination Spell


  • Casting Time: 1 Action
  • Range: 30 feet
  • Components: M (4 casts)
  • Duration: Concentration

You fling an Haunted red knife towards a target, it suffers 2d6 slashing damage and has to roll a Dexterity saving throw each turn for three turns, on a failure it suffers this spell's damage again, this spell deals 2d8 + 3 at 10th level and 2d12 + 6 at 15th level.

Special Hell

7th level Determination Spell Requires 10th Level


  • Casting Time: 1 Action
  • Range: 30 feet area
  • Components: S, M (8 casts)
  • Duration: Instantaneous

You plunge your knife in the ground, and release a huge quantity of determination in the ground, everyone in a 30 feet are has to roll a constitution saving throw, suffering 6d8 force damage on a failure or half as much on a success, at 10th level this spell deals 8d12 + 12 force damage and at 15th level it has its range and damage doubled.

Eradication

9th level Determination Spell Requires 15th level


  • Casting Time: 1 Action
  • Range: 5 feet
  • Components: M (10 casts)
  • Duration: Instantaneous

You Eradicate your target from reality with a slash, instakilling them. this spell also makes sure the eradicated target can never resurrect and destroys its soul. Can be used only once per Short / Long rest.

Hellrazer Gate

6th level Determination Spell Requires 8th level


  • Casting Time: 1 Action
  • Range: 65 feet area
  • Components: S, M (6 casts)
  • Duration: Concentration

You stand still and start summoning huge amounts of knives towards your enemies, for up to 3 turns you are immune to all damage and every target of your choice in a 65 feet area has to roll a Dexterity saving throw, suffering 2d6 slashing damage on a failure or half as much on a success, this spell deals 2d8 + 3 damage at 12th level and 2d12 + 6 at 15th level, this spell has a 4 turns cd after it is over, you can also end it anytime while you are casting it, you cannot do anything except moving while casting this spell.

Thousand Incendiary Prayers

5th level Determination Spell Requires 5th Level


  • Casting Time: 1 Action
  • Range: 30 feet (10 feet area)
  • Components: S, M (3 casts)
  • Duration: Instantaneous

You fling 3 exploding red knives towards your target, it and everyone in a 10 are around it suffer 2d6 force damage, at 9th level you instead summon 6 daggers, and at 12th level each dagger deals 2d8 + 3 force damage.

Determined Counterattack

4th level Determination Spell


  • Casting Time: Reaction
  • Range: Self
  • Components: S, M (5 casts)
  • Duration: Instantaneous

You block an incoming melee attack and attack back your attacker, this spell has a 4 turns cd.

Hate Spells

Dark Blade

3rd level Hate Spell


  • Casting Time: 1 Action
  • Range: 15 feet
  • Components: S, M (2 casts)
  • Duration: Instantaneous

You dash 15 feet and then strike your target with your soul weapon, this spell's damage depends on your weapon, at 8th level you attack twice and at 15th level you attack thrice.

Hate Gun

3rd level Hate Spell


  • Casting Time: 1 Action
  • Range: 15 feet Line
  • Components: S, M (2 casts)
  • Duration: Instantaneous

You shoot a projectile of hate from your hand towards a target, this spell deals 1d6 Hate damage. At 8th level, this spell shoots a barrage of 5 projectiles and at 15th level it shoots a huge amount of hate around you, changing its range to 30 feet area.

Clutching Hate

4th level Hate Spell


  • Casting Time: 1 Action
  • Range: 30 feet
  • Components: S, M (3 casts)
  • Duration: Instantaneous

You raise your hand an point it towards a target and magically choke it, it has to succeed a Constitution Saving throw, suffering 12 Hate damage and getting knocked prone on a failure, or suffering half damage and not getting knocked prone on a success. This spell deals 24 damage at 10th level

Hate Chains

4th level Hate Spell


  • Casting Time: 1 Action
  • Range: 20 feet
  • Components: M (2 casts)
  • Duration: Instantaneous

You chain to the ground one target in a 20 feet area, this target is restrained until it succeeds a strength saving throw, or for 2 turns.

Hate Eruption

3rd level Hate Spell


  • Casting Time: 1 Action
  • Range: 20 feet area
  • Components: S, M (2 casts)
  • Duration: Instantaneous

You focus hate energy in your hand and release it, everyone in a 20 feet area suffers 2d8 + 3 Hate Damage, This spell's damage increases at levels 8 (2d8 + 5), 12 (2d8 + 6) and 16 (2d12 + 7)

Hate Seekers

4th level Hate Spell


  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: S, M (4 casts)
  • Duration: Concentration

You shoot a barrage of 5 spirits of hate that will home into your target, said target has to roll a Dexterity Saving throw, suffering 1d6 hate damage per spirit on a failure or half as much on a success, this spell can also be used on multiple targets.

Hateful Roar

4th level Hate Spell


  • Casting Time: 1 Action
  • Range: 20 feet cone
  • Components: S, M (5 Casts)
  • Duration: Concentration

You send a wave of hate in front of you, everyone in the area has to roll a Wisdom saving throw, suffering 1d8 Hate damage and 1 tier of Soul Graying / insanity on a failure, or nothing at all on a success.

Rising Hate

3rd level Hate Spell


  • Casting Time: 1 Action
  • Range: 20 feet area
  • Components: M (3 casts)
  • Duration: Concentration

You summon hate tendrills and hurl them towards everyone in the 20 feet area, they have to roll a Dexterity Saving Throw, suffering 1d6 Hate damage and getting knocked prone on a failure, or nothing on a success.

Hate Meteors

4th level Hate Spell


  • Casting Time: 1 Action
  • Range: 60 feet (10 feet area)
  • Components: S, M (3 casts)
  • Duration: Instantaneous

You summon 3 Hate Meteors above a target area, everyone 10 feet around that area has to roll a Dexterity Saving Throw, suffering 2d6 Hate damage per meteor on a failure, or half damage on a success.

Hate Destroyer

7th level Hate Spell Requires 10th level


  • Casting Time: 1 Action
  • Range: 120 feet (30 feet area)
  • Components: M (10 casts)
  • Duration: Instantaneous

You Concentrate all your hate in a single gigantic ball and fling it anywhere in a 120 feet area, everyone 30 feet or closer to that area has to roll a Dexterity Saving Throw, suffering 5d8 Hate damage on a failure or half as much on a success, This spell's damage increases at 15th level (6d8 +3) and 20th level (6d12 + 6)

Hate Devour

4th level Hate Spell


  • Casting Time: 1 Action
  • Range: Self
  • Components: M (4 casts, 6 HP)
  • Duration: Concentration

You concentrate huge amounts of hate within yourself, as long as you keep concentration all your attack rolls and damage rolls will be boosted by your spell attack bonus, but you will suffer 6 Hate Damage each turn you keep this spell on.

Hate Assault

3rd level Hate Spell


  • Casting Time: 1 Action
  • Range: 30 feet line
  • Components: S, M (3 casts)
  • Duration: Instantaneous

You become a shadow of hate and dash in a 30 feet straight line, while you are a shadow you can pass through people, passing through someone deals 2d6 + 1 Hate Damage. This spell's damage increases at levels 8 (2d8 + 2), 12 (2d8 + 3) and 16 (2d12 + 5)

Shadow Travel

5th level Hate Spell Requires 6th level


  • Casting Time: 1 Action
  • Range: Sight
  • Components: M (variable number of casts)
  • Duration: Instantaneous

You Concentrate all your hate into yourself and become a shadow of hate, while in this form you can teleport in any non-illuminated area you can see, for each 10 feet of distance between you and your destination you use 1 cast.


At 10th level, you use 1 cast each 30 feet instead.

Fear Spells

Kleptophobia


5th level Fear Spell, Unlocked via level


The Fear of theft


  • Casting Time: 1 Turn
  • Range: 30 feet
  • Components: S, M (4 casts)
  • Duration: Concentration

Can only be used on targets who cant move for at least 2 turns, you focus your energy around your hand to form a needle, and then throw it towards your target's soul, if the target is below 50% HP, it will instantly die, and you will gain his Soul.

Mnemophobia


4th level Fear Spell


The Fear of Memories


  • Casting Time: 1 Action
  • Range: 30 feet
  • Components: S, M (5 casts)
  • Duration: Instantaneous

You look into your target's eyes, forcing them to re experience a traumatizing event of their lives, your target has to roll a Wisdom saving throw, and suffer a 1 turn stun on a failure. If your target is at or below 50% of his MaxHP, he has disadvantage on this save and gets stunned for 2 turns, this spell can be used once per target, and allows you to cast Kleptophobia during this turn.

Basophobia


3rd level Fear Spell


The Fear of falling


  • Casting Time: 1 Action
  • Range: 15 feet
  • Components: S, M (2 casts)
  • Duration: Instantaneous

You channel your energy in your hand, extending it until you grab your opponent, fling it 30 feet above the ground and deal 1d8 bludgeoning damage. the amount of dices increases each 5 levels(0-1,5-2,10-3,15-4,20-6). P.S. The main damage for this spell is the fall damage.

Acrophobia


3rd level Fear Spell


The Fear of Heights


  • Casting Time: 1 Action
  • Range: 30 feet (10 feet area)
  • Components: S, M (2 casts)
  • Duration: Instantaneous

You summon a blade on your hand, jump in the air and then slam back to the ground, dealing 2d6 Force damage to anyone in a 10 feet area the amount of dices increases each 5 levels(0-2,5-3,10-5,15-6,20-8).

Cymophobia


3rd level Fear Spell


The Fear of Waves


  • Casting Time: 1 Action
  • Range: 30 feet line
  • Components: S, M (5 casts, your Scythe)
  • Duration: Instantaneous

You plunge your scythe in the ground, summoning a wave of energy that deals 2d6 force damage in a straight line, the amount of dices increases each 5 levels(0-2,5-3,10-5,15-6,20-8).

Rhabdophobia


9th level Fear Spell, Unlocked via level


The Fear of Magic


  • Casting Time: Reaction
  • Range: 30 feet
  • Components: V, S, M (6 Casts & 2 Drops of Fear or 1 Soul)
  • Duration: 1 Turn

As a reaction, you can take control of every non-physical attack made by your enemy from when you cast the spell to your next turn, then you can redirect them towards a target of your liking at full force.

Megalophobia


5th level Fear Spell, Requires 8th Level


The Fear of Large Objects


  • Casting Time: 1 Action
  • Range: 45 feet
  • Components: S, M (4 casts and 1 Drop of Fear, your Scythe)
  • Duration: Instantaneous

You jump in the air, charge your scythe with fear and strike down your enemy, dealing 4d8 slashing damage, the amount of dices increases at level 10 and then each 5 levels(8-4,10-6,15-8,20-12).

Ballistophobia


3rd level Fear Spell


The Fear of Projectiles


  • Casting Time: 1 Action
  • Range: 45 feet
  • Components: S, M (3 casts)
  • Duration: Instantaneous

You Charge a projectile in your hand and the shoot it at your target, dealing 2d6 force damage. the amount of dices increases each 5 levels(0-2,5-3,10-5,15-6,20-8).

Cleithrophobia


4th level Fear Spell


The Fear of being Trapped


  • Casting Time: 1 Action
  • Range: 20 feet area
  • Components: M (10 casts)
  • Duration: Instantaneous

You Plunge your hand into the ground, summoning 8 tentacles below your target, at the end of your turn, the tentacles will strike, your target has to roll a Dexterity saving throw, on a failure it becomes Restrained for 2 turns, or until it breaks out, and suffers 2d6 bludgeoning damage per turn, on a success it only suffers the damage. the amount of dices increases each 5 levels(0-2,5-3,10-5,15-6,20-8). A being Restrained by this spell has to roll a Strength Saving Throw to break to free itself.

Aichmophobia


3rd level Fear Spell


The Fear of Sharp Objects


  • Casting Time: 1 Action
  • Range: 15 feet Cone
  • Components: S, M (3 casts, Your Scythe)
  • Duration: Instantaneous

Every being in a 15 feet cone in front of you has to roll a Dexterity Saving Throw, suffering twice the damage of an attack with your scythe on a failure or half its damage on a success. At 10th level this spell deals thrice the damage of your scythe on a failure and your scythe's damage on a success.

Pungophobia


3rd level Fear Spell


The Fear of being Stabbed


  • Casting Time: 1 Action
  • Range: 20 feet
  • Components: S, M (2 casts)
  • Duration: Instantaneous

You Teleport Behind your target, stabbing them for 2d6 piercing damage the amount of dices increases each 5 levels(0-1,5-2,10-3,15-4,20-6).

Traumatophobia


3rd level Fear Spell


The Fear of being Injured


  • Casting Time: 1 Action
  • Range: 20 feet
  • Components: S, M (3 casts)
  • Duration: Instantaneous

You Send a slash of energy towards your target, on hit it suffers 2d8 slashing damage and becomes crippled for 3 turns, being crippled halves their speed, at 10th level this spell deals instead 2d12 + 3 damage and cripples for 4 turns.

Tachophobia


3rd level Fear Spell


The Fear of Speed


  • Casting Time: 1 Action
  • Range: 20 feet
  • Components: S, M (2 casts, Your Scythe)
  • Duration: Instantaneous

You Teleport Towards your target and rapidly slash them with your scythe, dealing twice an attack's damage on hit. this spell has advantage on its attack roll and deals thrice an attack's damage at 10th level.

Cruelty Spells

Create Poison

3rd level Cruelty Spell


  • Casting Time: 1 Action
  • Range: Self
  • Components: M (2 casts)
  • Duration: Instantaneous

You can transform up to 4 libre of water in a poison that deals (your Soul Mage level*3) poison damage when drank and then deals Your soul mage level as Poison damage every 6 seconds for 1 hour.

Contaminate

4th level Hate Spell


  • Casting Time: 1 Action
  • Range: Self
  • Components: M (2 casts)
  • Duration: Instantaneous

You Contaminate an item with Sickness, whoever touches it except you gets a random Disease.

Destroy Barrier

4th level Hate Spell


  • Casting Time: 1 Action
  • Range: Self
  • Components: M (3 casts)
  • Duration: Instantaneous

You Instantly destroy any barrier by just touching it, this also works to instantly destroy TempHP.

Wrath Spells

Release

4th level Wrath Spell


  • Casting Time: 1 Action
  • Range: 15 feet
  • Components: S, M (2 casts, all your Drops of Wrath)
  • Duration: Instantaneous

You charge up a fist with all your Wrath, it deals 2d8 + 2 times your Drops of Wrath force damage and gives you TempHP equal to the drops of Wrath modifier, this spell deals 2d12 force damage at 10th level and 2d12 + 3 times your Drops of Wrath force damage at 15th level.

Blind Rush

3rd level Wrath Spell


  • Casting Time: 1 Action
  • Range: 15 feet line
  • Components: S, M (2 casts)
  • Duration: Instantaneous

You Blindly Rush towards your target, this spell's movement doesn't cause opportunity attacks and deals twice a normal attack's damage, cannot be used on targets less than 10 feet away from you.

Fist Barrage

3rd level Wrath Spell


  • Casting Time: 1 Action
  • Range: 30 feet
  • Components: S, M (3 casts)
  • Duration: Instantaneous

You Send a barrage of 4 Punches at your target, each punch has to hit its attack roll, this spell instead sends 5 punches at 6th level, 6 punches at 10th level and 10 punches at 15th level, this spell has a 3 turns cd.

Strong Left

4th level Wrath Spell


  • Casting Time: 1 Action
  • Range: 10 feet
  • Components: M (3 casts)
  • Duration: Instantaneous

You send a strong punch towards your target, it has to roll a Constitution saving throw, on a failure, this feat goes past TempHP, Ignores AC, deals 2d12 Bludgeoning damage and knocks your target 15 feet away, on a success your target only suffers half of the damage and no knockback, this feat deals 2d12 + 12 damage at 10th level.

Rising Fury

3rd level Wrath Spell


  • Casting Time: 1 Action
  • Range: 5 feet
  • Components: S, M (3 casts)
  • Duration: Instantaneous

You perform two uppercuts, hitting anything in front of you, the first uppercut deals 2d6 bludgeoning damage, the second one deals 1d6 bludgeoning and flings whatever it hits in the air. You need to make an attack roll for each uppercut.

Unleash

4th level Wrath Spell


  • Casting Time: 1 Action
  • Range: 25 feet line
  • Components: S, M (3 casts, any Number of Drops of Wrath)
  • Duration: Concentration

You charge up a blast of wrath, for each Drop of Wrath used this spell deals an additional 1d8 force damage.

Air Step

4th level Wrath Spell


  • Casting Time: 1 Action
  • Range: Self
  • Components: S, M (5 casts)
  • Duration: Concentration

You can walk over Air as it is solid ground as long as you focus, ending a turn while walking over Air consumes 3 casts.

Smashdown

3rd level Wrath Spell


  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: M (3 casts)
  • Duration: Concentration

You jump high in the sky and then strike down your target, it has to roll a Constitution saving throw, suffering 2d8 bludgeoning damage on a failure or half as much on a success, this spell deals 2d12 + 5 at 10th level.

Erupt

7th level Wrath Spell Requires 10th level


  • Casting Time: 1 Action
  • Range: 60 feet area
  • Components: M (10 casts, all your Drops of Wrath)
  • Duration: Instantaneous

You Focus all your wrath within yourself and then erupt, everyone in a 60 feet area gets a 120 feet knockback and has to roll a Constitution Saving Throw, suffering 6d8 + 3 times your Drops of Wrath force damage, This spell's damage increases at levels 12 (8d8), 15 (8d12 + 4 times your Drops of Wrath) and 18 (8d12 + 5 times your Drops of Wrath) This spell has a 4 turn CD.

Dirty Play

4th level Wrath Spell


  • Casting Time: 1 Action
  • Range: 5 feet
  • Components: S, M (3 casts)
  • Duration: Instantaneous

You try to knock your opponent prone with a kick, it has to succeed a Dexterity Saving Throw, getting knocked prone and suffering 2d6 bludgeoning damage on a failure or not getting knocked prone and suffering 2d8 bludgeoning damage on a success, at 10th level you instead deal 2d8 bludgeoning damage and always knock your opponent prone.

X Spells

Overwrite

9th Level X Spell


  • Casting Time: 1 Action
  • Range: Self
  • Components: S, M (Numbers of Casts decided by the DM)
  • Duration: Instantaneous

You summon a magical overwrite button, this allows you to manipulate reality itself under your will.


The basic use of this spell is to duplicate any other spell of 8th level or lower. You don't need to meet any requirements in that spell, including costly Components. The spell simply takes Effect. Alternatively, you can create one of the following Effects of your choice.


You create one object of up to 25,000 gp in value that isn't a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space you can see on the ground.


You allow up to twenty Creatures that you can see to regain all Hit Points, and you end all Effects on them.


You grant up to ten Creatures that you can see Resistance to a damage type you choose.


You grant up to ten Creatures you can see immunity to a single spell or other magical Effect for 8 hours. For instance, you could make yourself and all your Companions immune to a lich's Life Drain Attack.


You undo a single recent event by forcing a Reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, Overwrite could undo an opponent's successful save, a foe's critical hit, or a friend's failed save. You can force the Reroll to be made with advantage or disadvantage, and you can choose whether to use the Reroll or the original roll.


You might be able to achieve something beyond The Scope of the above examples. State your intention to the DM as precisely as possible. The DM has great latitude in ruling what occurs in such an instance, the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail or the Effect you desire might only be partly achieved.

Complete Erasure

9th level X Spell


  • Casting Time: 1 Action
  • Range: Sight
  • Components: S, M (20 casts)
  • Duration: Instantaneous

You Instantly erase from existance an object or target you can see.

Injustice Spells

Classic Choke

4th level Injustice Spell


  • Casting Time: 1 Action
  • Range: 30 feet
  • Components: S, M (3 casts)
  • Duration: Instantaneous

You Choke your target with Telekinesis, it has to succeed a Constitution Saving throw, suffering 18 Force damage and getting knocked prone on a failure, or suffering half damage and not getting knocked prone on a success. This spell deals 34 damage at 10th level.

Trade


6th level Injustice Spell, Requires 6th level


  • Casting Time: 1 Action
  • Range: 30 feet
  • Components: S, M (8 casts, 4 Drops of Malice)
  • Duration: Instantaneous

You trade your target's HP with yours, you cannot use this spell on a target that has more HP than your MaxHP.

Injustice


8th level Injustice Spell, Requires 10th Level


  • Casting Time: 1 Action
  • Range: 30 feet
  • Components: S, M (8 casts, 5 Drops of Malice)
  • Duration: Instantaneous

You Instantly kill your target if it has less than your HP.

Discord Spells

Ping

3rd level Injustice Spell


  • Casting Time: 1 Action
  • Range: 60 feet (30 feet area)
  • Components: S, M (2 casts)
  • Duration: Instantaneous

You Summon a bothersome sound anywhere in a 60 feet area, any target of your choice in a 30 feet area around it has to roll a Wisdom Saving Throw, or be distracted by the ping, giving every non-distracted being an opportunity attack on them.

Apparition

3rd Level Discord spell


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: S, M (1 Cast)
  • Duration: Instantaneous

You create a clone of yourself, this clone can only move and cast spells you know, but their spells won’t have any effect; you can create as much clones as you want.

Subterlabor

3rd level Discord Spell


  • Casting Time: 1 action
  • Range: 15 feet
  • Components: S, M (3 casts)
  • Duration: Instantaneous

You create a clone of yourself in your exact position and then turn invisible for 1 turn.

Discordant Flames

3rd level Discord Spell


  • Casting Time: 1 action
  • Range: 20 feet cone
  • Components: S, M (2 Casts)
  • Duration: Instantaneous

You Shoot a burst of Discordant flames, dealing 2d8 fire damage to anyone in the area, all the hit targets have to roll a Wisdom Saving Throw and suffer one tier of Insanity on a failure, you instead deal 2d8 + 3 at 8th level, 2d12 + 4 at 10th level and 2d12 + 6 at 12th level.

Inescapable Discord

3rd level Discord Spell


  • Casting Time: 1 action
  • Range: Touch
  • Components: S, M (1 Cast)
  • Duration: Instantaneous

You grab your target, it has to roll a Wisdom saving throw and get a tier of Insanity on a failure, at 10th level your target always fails its saving throw.

Discordant Burst

3rd level Discord Spell


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, M (2 Casts)
  • Duration: Instantaneous

You Shoot a burst of Discordant energy from you eyes, dealing 2d8 Psychic Damage, Your target has to roll a Wisdom Saving Throw and suffer one tier of Insanity on a failure, you instead deal 2d8 + 3 at 8th level, 2d12 + 4 at 10th level and 2d12 + 6 at 12th level.

Deceptive Burst

4th level Discord Spell


  • Casting Time: 1 action
  • Range: 30 feet sphere
  • Components: S, M (3 Casts)
  • Duration: Instantaneous

You explode all your summoned clones, it doesn’t matter how far they are, being struck by the explosion will make you receive 3d6 psychic damage and will give you disadvantage your next throw, you instead deal 3d8 + 3 at 8th level, 3d8 + 5 at 10th level and 3d12 + 6 at 12th level.

Blinding Lights

3rd level Discord Spell


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, M (2 Casts)
  • Duration: Instantaneous

You emit an intense light from all your summoned clones, it doesn’t matter at what distance, this light will blind anything in a 30 feet area for 1 turn and it also gives disadvantage on the next 2 throws the blinded targets do.

Card Trick

4th level Discord Spell


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, M (3 Casts)
  • Duration: Instantaneous

You throw a card, this card will fly over the ground and will start shooting clones of itself at the nearest target for 3 turns, being hit by a clone of the card will deal 2d6 piercing damage, you instead deal 2d8 + 3 at 8th level, 2d8 + 5 at 10th level and 2d12 + 6 at 12th level.

Transfer

3rd level Discord Spell


  • Casting Time: 1 action
  • Range: infinite
  • Components: S, M (6 Casts)
  • Duration: Instantaneous

You instantly switch position with one of your summoned clones. Switching Position with a Clone that is more than 120 feet from you uses half of your max casts.

Nightmare

4th level Discord Spell


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, M (2 Casts)
  • Duration: Concentration

You chose 2 targets, they will become frightened and run away from everything they see for 1 turn, you can chose 3 targets at 10th level and 5 at 15th level.

Wondrous Items


Yeah, this homebrew also adds Magic items, lol.

Demonic Knife

Appearance


It Looks Like a Normal Knife when not held by a Determination Soul Mage.

Attunement

Cannot be attuned to, given by the Demonic Weaponry feat from the Determination Trait.

Attributes


Demonic Knife

Melee Weapon (Simple, Dagger)


  • Category: Items
  • Damage: 2d6
  • Damage Type: Slashing
  • Item Rarity: Artifact
  • Modifiers: +4 Weapon Damage
  • Properties: Finesse, Light, Range, Thrown
  • Range: 20/60
  • Weight: 1

Cursed: This Knife works exactly like any other Dagger and only deals 1d4 damage while held by a non Determination Trait Soul Mage.

Demonic: This Knife's Damage goes past any immunity and resistance, also this Knife is Indestructible.

Bloodlust: XP gained from killing when holding this knife is Doubled.

Hate Blood

Appearance

It's a Thick Black Substance that the Hate Beasts Have for Blood.

Attunement

Drinking this substance will attune you to it and give you its full effects, Determination trait Soul Mages do not suffer the debuffs of this item and Hate Beasts will instead regenerate 45 HP when drinking this substance.

Attributes


Hate Blood

Wondrous Item


  • Category: Items
  • Modifiers: +2 Strength, +2 Dexterity,
  • +2 Constitution, -2 Intelligence, -2 Charisma.
  • Item Rarity: Very Rare
  • Weight: 1

Instant Regeneration: Each 2 turns, you heal an amount of HP equal to the total of your levels.

Corrupting: Each time you suffer damage, flip a coin, on heads its type becomes Hate Damage.

Madness: On Your death, if you have injuries made by Hate damage, you turn into an Hate Beast, all your stats will be doubled and you will recover all your hp and have the benefits of doing a Long rest, but you will attack anything that you see for a number of hours equal to the total of your levels, at the end of which (or on your second death) you will crumble to dust and disappear.

Misc Stuff

Weapon Categorization

Light Weapons: Daggers, Rapiers, Javelins, Sickles, Hand Axes, Darts, Clubs, Crossbows, Bows, Slings, Whips, Guns, Gauntlets, etc.

Medium Weapons: Swords, Light Hammers, , Spears, Quarterstaffs, Maces, Flails, Longswords, Morning Stars, Scimitars, Short Swords, Tridents, Battleaxes, War Picks, etc.

Heavy Weapons: Greatswords, Greatclubs, Glaives, Greataxes, Halbeards, Mauls, Pikes, Warhammers, etc.

Insanity


Insanity is a debuff that comes in 5 stages:


  • Tier 1: You Start to hear incomprehensible whispers,
  • -1 to all your rolls

  • Tier 2: Your vision shakes, you can't bear the whispers
  • Anymore, -2 to all your rolls, you suffer 2 Damage per turn.

  • Tier 3: You start to comprehend what the whispers are
  • Saying, -3 to all your rolls, you suffer 3 Damage per turn,
  • When you can see a cliff, roll a Charisma saving throw,
  • DC 13, On a failure you jump off the cliff.

  • Tier 4: It is all so clear now, all of the debuffs above, you will
  • Instinctively bow down to the ground once every 2 turns,
  • Wasting all your actions, you begin to have visions, ending
  • Your Turn Around 15 feet from them will stun you.

Tier 5: you become unconscious, roll for death saving throws and add your wisdom modifier to them, dying by insanity will result in your head exploding.


  • Before reaching Tier 5 Insanity you can roll a
  • Wisdom Saving Throw, DC 15 to stay at tier 4.

  • Curing insanity requires a spell that clears you of magically
  • Inflicted conditions, one cast per insanity tier,
  • The first two tiers of insanity can also be cured by succeeding
  • A Wisdom saving throw, DC 12 at the start of your turn.

Gauntlets


  • Having Gauntlets as your Soul Weapon gives you +3 to all
  • unarmed damage ang gives you the Martial Arts feat.

Martial Arts


  • You deal unarmed damage based on your soul
  • Mage level;
  • You can use Wisdom instead of Strength while
  • attacking with your Soul Weapon.
Soul Mage Level Unarmed Damage
3 1d4
4 1d4
5 1d6
6 1d6
7 1d6
8 1d6
9 1d6
10 1d6
11 1d8
12 1d8
13 1d8
14 1d8
15 1d8
16 1d8
17 1d10
18 1d10
19 1d10
20 1d10
Page 46, My Insanity comes to an End.
 

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