soul reaver (Final)

by HEYitsMAINEY

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Soul Reaver

Soul Reaver

The eyes are windows unto the soul. But what is in a soul? The answer, power to bend the reality of the world around you to your desire. Waves of drones wasting time bickering over the trade of useless items. Working all hours of the day in order to just drink themselves to sleep every night. It would be a great act of mercy to remove their corporeal form and finally use their life force for a purpose. Soul reavers are hidden throughout the landscape, usually posing as other religious figures. A mighty paladin that uses their holy edict to spread war and death throughout the land. A cleric in a small town that just didn't have the right spell to save the old man’s life. A soldier brandishing a standard and playing his drum, consuming the byproduct of war. Soul reavers are hard to find and once they are, it usually doesn't work out too well for the search party.

Soul reavers stride the path between annihilation and mercy. Whether a curse by a spiteful god, a contract signed in blood and desperation before a trickster devil, or an innate calling to ferry the grateful dead, a soul reaver’s burden bears the weight of two worlds. The entrusted or perhaps entrapped souls fuel their vessel, recasting a desperate wanderer into a renewed channeler of life and death itself.

Class Features

As a soul reaver, you gain the following class features.

Hit Points

Hit Dice: 1d10 per soul reaver level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per soul reaver level after 1st

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, flails, glaives, halberds, morningstars, pikes, tridents, whips Tools: Poisoner’s kit
Saving Throws: Strength, Constitution
Skills: Choose two from Arcana, Athletics, Insight, Intimidation, Medicine, Religion, and Survival

Equipment

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

  • (a) a flail and shield or (b) a glaive
  • (a) any two thrown weapons or (b) two sickles
  • A priest pack and a poisoner’s kit
  • Chain shirt and a soul reaver focus

Tools

  • Poisoners Kit

Multiclassing

Prerequisites: You must have a Constitution score of 13 or higher in order to multiclass in or out of this class.
Multiclassing Proficiencies: Light armor, medium armor, shields, simple weapons, glaives

Soul Reaver
Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th Soul Fragments
1st +2 Scent of the Living, Soul Siphon 10
2nd +2 Spellcasting, Fighting Style 2 2 2 12
3rd +2 Profane Burden, Undying Fortitude 2 3 3 14
4th +2 Ability Score Improvement 2 3 4 16
5th +3 Extra Attack 2 4 4 2 18
6th +3 Force of Will 2 4 4 2 20
7th +3 Profane Burden 2 5 4 3 22
8th +3 Ability Score Improvement 3 5 4 3 24
9th +4 The Legion, Soul Draft 3 6 4 3 2 26
10th +4 3 6 4 3 2 28
11th +4 Profane Burden 3 7 4 3 3 30
12th +4 Ability Score Improvement 4 7 4 3 3 32
13th +5 4 8 4 3 3 1 34
14th +5 Cursed Touch 4 8 4 3 3 1 36
15th +5 Profane Burden 4 9 4 3 3 2 38
16th +5 Ability Score Improvement 4 9 4 3 3 2 40
17th +6 4 10 4 3 3 3 1 42
18th +6 4 10 4 3 3 3 1 44
19th +6 Ability Score Increase 4 11 4 3 3 3 2 46
20th +6 Consume 4 11 4 3 3 3 2 48

Scent of the Living

Beginning at 1st level, you are unusually adept at fixing onto creatures and their very souls. As an action, you can discern the signs of lingering essences and learn from them. Until the end of your next turn, you know the location of any living creature within 60 feet of you that is not behind total cover. You also know if a creature has recently been in the area in the last hour. You know the type and if it is missing any of its hit points. If the creature is missing half its maximum hit points or lower, you also have advantage on all Wisdom checks regarding it. This feature has no effect on undead or constructs.

You can use this feature once per short rest.

Soul Siphon

When a life ends in your presence, you’re able to steal parts of their departing spirit. As a reaction when a creature dies within 60 feet of you, you can brandish your reaver focus and cause the spirit to be absorbed there, a soul fragment. Roll one of the creature’s hit dice. You gain a number of soul fragments equal to the roll. The Soul Reaver table shows the maximum number of soul fragments you can have absorbed, and you can't absorb more while at your maximum.

You can use soul fragments in the following ways:

  • Mortal Echo. When you hit a creature with a weapon attack, you can expend any number of soul fragments to deal necrotic damage to the target at the start of their next turn, in addition to the weapon’s damage. As a reaction, which you take when this target ends its turn with less than half its hit point maximum, you can expend additional soul fragments to deal an equal amount of necrotic damage.
  • Blessings of the Fallen. As an action, you can expend 1d8 soul fragments and invigorate yourself with the experiences of the fallen. When you do so, you temporarily gain proficiency in one skill of your choice for one minute.

If an ability costs soul fragments requiring a dice roll and your roll exceeds the number of souls you have absorbed, the ability fails and you do not spend those soul fragments.

Fighting Style

Starting at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

  • Ambusher. When you are hidden, and hit a creature with an attack, you can spend your bonus Action to deal an extra 1d8 to the target. If you reduce the creature to 0 hit points, you are still hidden.
  • Blind Fighting (TCE). You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
  • Defense (PHB). While you are wearing armor, you gain a +1 bonus to AC.
  • Dueling (PHB). When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Great Weapon Fighting (PHB). When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
  • Finisher. Once per turn, when you attack a creature reduced to half their maximum hit points or lower and hit, you can reroll the weapon’s damage dice and use the higher. If the creature’s remaining hit points is less than the lower roll, you can use your bonus action to reduce it to 0 hit points. You must finish a short or long rest to use this bonus action again.
  • Focused Fighting. If you Concentrate as if you were concentrating on a spell, you can increase your melee Attack Rolls by 1d4 once per turn. This bonus becomes 1d6 if you are concentrating on a spell.
  • Initiator. As a bonus Action, you give yourself advantage on your next weapon attack roll on a creature with their maximum hit points.
  • Interception (TCE). When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
  • Protection (PHB). When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
  • Spell Fighting. As a bonus action, you can imbue yourself with eldritch accuracy and gain a +2 bonus to spell attack rolls or with eldritch protection and gain a +2 bonus to your AC against spell attack rolls until the start of your next turn.

Spellcasting

By 2nd level, you have learned to twist occult chaos by manipulating souls in order to cast spells.

Cantrips

You know two cantrips of your choice from the soul reaver spell list. You learn additional soul reaver cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Soul Reaver table.

Spell Slots

The soul reaver table shows how many spell slots you have to cast your soul reaver spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Cure Wounds and have a 1st-level and a 2nd-level spell slot available, you can cast Cure Wounds using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the soul reaver spell list.

The Spells Known column of the soul reaver table shows when you learn more soul reaver spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 4th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the soul reaver spells you know and replace it with another spell from the soul reaver spell list, which also must be of a level for which you have spell slots.

Spellcasting ability

Constitution is your spellcasting ability for your soul reaver spells, since their power is maintained by channeling the sequestered dead. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a soul reaver spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Constitution modifier

Spell attack modifier = your proficiency bonus + your Constitution modifier

Spellcasting Focus

You can use a reaver focus as a spellcasting focus for your soul reaver spells. A reaper focus might be the ashes of a priest held by an hourglass, an ancestral relic, a lich’s jawbone, or a profane object imbued with occult magic.

Cantrips (0 Level)
  • Chill Touch
  • Green-Flame Blade
  • Guidance
  • Mage Hand
  • Message
  • Minor Illusion
  • Ray of Frost
  • Thaumaturgy
  • Toll the Dead
  • Poison Spray
1st Level
  • Armor of Agathys
  • Bane
  • Cause Fear
  • Command
  • Compelled Duel
  • Cure Wounds
  • Detect Evil and Good
  • Detect Magic
  • Detect Poison and Disease
  • Disguise Self
  • Dissonant Whispers
  • Divine Favor
  • False Life
  • Hellish Rebuke
  • Inflict Wounds
  • Protection from Evil and Good
  • Purify Food and Drink
  • Ray of Sickness
  • Shield of Faith
  • Wrathful Smite
  • Zephyr Strike
2nd Level
  • Aid
  • Augury
  • Crown of Madness
  • Darkness
  • Find Steed
  • Flame Blade
  • Gentle Repose
  • Hold Person
  • Lesser Restoration
  • Locate Object
  • Magic Weapon
  • Misty Step
  • Phantasmal Force
  • Prayer of Healing
  • Protection from Poison
  • Shadow Blade
  • Warding Bond
  • Zone of Truth
3rd Level
  • Animate Dead
  • Aura of Vitality
  • Bestow Curse
  • Create Food and Water
  • Crusader's Mantle
  • Daylight
  • Dispel Magic
  • Elemental Weapon
  • Life Transference
  • Magic Circle
  • Protection from Energy
  • Remove Curse
  • Revivify
  • Slow
  • Speak with Dead
  • Spirit Shroud
  • Vampiric Touch
4th Level
  • Aura of Life
  • Aura of Purity
  • Banishment
  • Blight
  • Compulsion
  • Confusion
  • Death Ward
  • Dimension Door
  • Find Greater Steed
  • Hallucinatory Terrain
  • Locate Creature
  • Phantasmal Killer
  • Sickening Radiance
5th Level
  • Circle of Power
  • Cloudkill
  • Contagion
  • Dominate Person
  • Dispel Evil and Good
  • Geas
  • Hallow
  • Holy Weapon
  • Hold Monster
  • Insect Plague
  • Raise Dead
  • Scrying

Undying Fortitude

By 3rd level, otherworldly powers bolster your resolve. You gain the following benefits:

  • You have advantage on saving throws you make to avoid gaining levels of exhaustion.
  • When you roll hit dice to regain hit points and have no soul fragments absorbed, you gain soul fragments equal to your Constitution modifier.
  • You gain resistance to poison or necrotic damage, you choose when you gain this feature.

Profane Burden

When you reach 3rd level, you are contractually obligated to fulfill your duties as a soul reaver forever. Up to this time, you have been primed as an initiate, learning the responsibilities but not yet tethered to it. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level. Those features include burden spells and the Channel Souls feature.

Burden Spells

Each burden has a list of associated spells. You gain access to these spells at the levels specified in the burden description. Burden spells don't count against the number of soul reaver spell you know. If you gain an burden spell that doesn't appear on the soul reaver spell list, the spell is nonetheless a soul reaver spell for you.

Soul Channeling

Your burden allows you to channel soul fragments to fuel magical effects. Each Soul Channeling option provided by your oath explains how to use it.

Your Soul Channeling options are active as long as you have the minimum soul fragments indicated.

Some Soul Channeling effects require saving throws. When you use such an effect from this class, the DC equals your soul reaver spell save DC.

Ability Score Improvement

When you reach 4th level, and again at 8th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Impugnment Burst

Starting at 6th level, as a reaction which you take when a hostile creature within 10 feet of you makes a saving throw, you can expend a number of soul fragments up to your proficiency bonus. You must decide how many fragments you will use before the GM determines whether the saving throw succeeds or fails. The creature must subtract this number from its roll.
At 18th level, the range of this feature increases to 30 feet.

Force of Will

Starting at 6th level, when you score a critical hit on a creature, the target and each creature within 10 feet of you that can see you must succeed on a Wisdom saving throw or be frightened of you for 1 minute.

Dominate Undead. An undead creature that fails this saving throw is under your dominance.

On each of your turns, you can use a bonus action to mentally comma⁠nd any undead creature under your dominance if the creature is within 60 feet of you (if you control multiple creatures, you can comm⁠and any or all of them at the same time, issuing the same comm⁠and to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general com⁠mand, such as to guard a particular chamber or corridor. If you issue no comm⁠ands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

The creature is under your dominance for 1 minute after which it stops obeying any com⁠mand you’ve given it.

The Legion

Starting at 9th level, you may bond souls with the undead. As a bonus action, you can spend 5 soul fragments to bolster the undead creatures under your dominance.

  • The undead creatures have additional benefits when bolstered:
  • The creature's hit point maximum is increased by an amount equal to your soul reaver level
  • The creature's attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Soul Draft

Starting at 9th level, as a bonus action, you can roll a number of d4s equal to your proficiency bonus and gain a number of soul fragments equal to the roll.
Once you use this feature, you can’t use it again until you finish a long rest.

Cursed Touch

Beginning at 14th level, you can expend 3d8 soul fragments and use your action to touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for 1 minute. When you use this feature, choose the nature of the curse from the following options:

  • Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
  • While cursed, the target has disadvantage on attack rolls against you.
  • While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
  • While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.

A remove curse spell ends this effect. If you spend 4d8 soul fragments, the duration is 10 minutes. If you use 5d8 soul fragments, the duration is 8 hours.

Consume

Starting at lvl 20 you gain the ability to control the souls of still living creatures. Creatures within 60ft make a constitution saving throw. On a failed saving throw creatures take 8d6 necrotic damage half as much on a failed saving throw. Undead creatures under cr 5 are considered dominated for the next minute. You gain a soul fragment for each creature targeted. As a bonus action on your turn you may give a single command that all creatures under your control will follow until a new command is given. If no command is issued the creatures take no action. creatures not dominated by consume are stunned for 1 turn

Black Templar

Black Templars are reavers burdened with the task of protecting and possibly crusading for the departed. On the battlefield, they turn the dark ambitions of slain enemies against any forces that stand between the reaver’s campaign.

Burden Spells

You gain burden spells at the reaper levels listed.

Burden of the Black Templar Spells

Level Spells
3rd Shield, Thunderous Smite
5th Blur, Branding Smite
9th Blinding Smite, Spirit Shroud
13th Staggering Smite, Stoneskin
17th Banishing Smite, Commune

Soul Channeling

When you take this burden at 3rd level, you gain the following two Soul Channeling options:

  • Armor of Demise (8 Soul Fragments). As a bonus action, you can touch a set of armor and bewitch it with your souls. You are proficient with it while you wear it and can use Constitution instead of Dexterity when calculating armor class. If the armor normally has a Strength requirement, the armor of demise lacks this requirement for you.

  • Slayer’s Scythe (2 Soul Fragments). Over the course of one minute, you can perform a ritual by allowing your souls to take possession of a weapon you are holding. The weapon must be held by you throughout the ritual, at the conclusion of which you touch the weapon to your reaper focus and forge the bond. Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. It is now your reaver focus and you are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage and you have advantage on attacks with this weapon on creatures missing none of their hit points. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.

Soul Transference

  • Starting at 7th level, as an action you can expend 2d8 soul fragments and deal necrotic damage equal to the roll to a hostile creature you can see within 10 feet of you. You can choose one friendly creature (including yourself) within range to regain hit points equal to the necrotic damage you dealt.

At 18th level, the range of this burst increases to 30 feet.

Templar’s Siphon

By 11th level, souls have acclimated themselves to depart with you willingly. Whenever you hit a creature with a melee weapon, the creature takes extra necrotic damage equal to your Constitution modifier.

Additionaly whenever you score a critical hit using your slayers scythe or burden smite spells you may pull a creature within 30 feet 10 feet closer to you in a straight line. If this creature is moved within your attack distance you may use your reaction to make another melee attack against them. If this attack kills the creature you may use Soul Siphon as a free action upon it

Dark Commandment

At 15th level, you can, as a bonus action, expend up to 3d8 soul fragments to grant your Slayer's Scythes a bonus to attack and damage rolls when you attack with it. The bonus equals the number of d8s you spent. This bonus lasts for 1 minute. In addition, your attacks with these weapons score a critical hit on a roll of 19-20 if you spend 1d8, 18-20 for 2d8, or 17-20 for 3d8 soul fragments. Finally, while you are wearing your armor of demise, any critical hit against you becomes a normal hit.

After you use this feature, you can't do so again until you finish a long rest.

Death Dealer

Death dealers, also known as Necrons, are reapers burdened with unspeakable powers that rip the seams of life and death. A death dealer’s crackling spells are horrific last images of many unfortunate souls. Some of these reapers rejoice in the agony they bring, capitalizing on the souls they wrought, others shrewdly calculate the magnitude of their collected souls' power to compound swift and merciful endings.

Burden Spells

You gain burden spells at the reaper levels listed.

Level Spells
3rd Arms of Hadar, Scorching Ray
5th Ray of Enfeeblement, Wither and Bloom
9th Pulse Wave, Spirit Guardians
13th Shadow of Moil, Vitriolic Sphere
17th Enervation, Destructive Wave

Soul Channeling

When you take this burden at 3rd level, you gain the following two Soul Channeling options:

  • Grave Investment (6 Soul Fragments). When you cast a reaver cantrip that deals damage, you can add your Constitution modifier to that spell’s damage rolls. At 22 soul fragments you deal an extra 1d8 necrotic damage to the target. When you reach 38 absorbed soul fragments, the extra damage increases to 2d8
  • Soul Reinforcement (8 Soul Fragments). While wearing light armor your AC is equal to 12+ your constitution modifier. This bonus increases by +2 AC at the following soul fragments in possesion (16) (24) (32)

Death Dealer’s Siphon

Starting at 7th level, the souls are eager to share their suffering. You can use your Mortal Echo whenever you deal damage with a reaper cantrip.

Mortiferous Burst

By 11th level, as an action you can expend a number of d8s up to 3d8 soul fragments and have them erupt in a spiteful haze. Each creature of your choice within 10 feet of you must make a Charisma saving throw. A target takes necrotic damage equal to 3x the number of fragments you expended on a failed save, or half as much damage on a successful one. The souls spread around corners. For each 7-8 you roll on the d8 to expend soul fragments, a creature within range is Blinded until the end of your next turn.

At 18th level, the range of this burst increases to 30 feet.

Sacramental Interest

At 15th level, you can, as a bonus action, expend 4d8 soul fragments. For the next minute, when you cast a reaver spell of 1st through 5th level that deals damage, you can cast it as if using a spell slot of one level higher.

The first time you do so, you regain 4d4 hit points. Thereafter, when you cast a reaver cantrip you regain 2d4 hit points.

After you use this feature, you can't do so again until you finish a long rest.

Hell Commander

Hell Commanders are reavers burdened with leading a damned battalion toward promises of everlasting peace. The undead rise in search of an overseer of vicious tactical prowess and these reapers rise to the warmongering occasion.

Burden Spells

You gain burden spells at the reaver levels listed.

Burden of the Hell Commander Spells

Level Spells
3rd Faerie Fire, Unseen Servant
5th Flock of Familiars, Enlarge/Reduce
9th Mass Healing Word, Summon Undead
13th Arcane Eye, Spirit of Death
17th Danse Macabre, Negative Energy Flood

Soul Channeling

When you take this burden at 3rd level, you gain the following two Soul Channeling options:

  • Reanimate Thrall (4 Soul Fragments). You learn the find familiar spell and can cast it as a ritual. When you cast it using this feature, you can use a corpse as a material component instead of the listed spell components. The familiar is undead instead of a celestial, fey, or fiend. The spell doesn't count against your number of spells known. When you cast the spell or the flock of familiar spell, you can choose one of the normal forms for your familiar or one of the following special forms: crawling claw, mastiff, skeleton, or zombie. Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack with its reaction. At the start of the familiar’s turn, if you have fewer than 4 soul fragments, it explodes. Each creature within 5 feet of the familiar must succeed a Dexterity saving throw or take necrotic damage equal to half your reaver level.
  • Unearthly Understanding (6 Soul Fragments). Your reaver spells that normally have no effect on undead can now affect them. Undead under your control are immune against effects that turn undead.

Exalted Burst

Starting at 7th level, as an action, you can expend a number of d8s up to 3d8 soul fragments. You and each undead creature of your choice within 10 feet of you gains the total as temporary hit points. While they have these temporary hit points, the creature adds your proficiency bonus to its weapon damage rolls.

At 18th level, the range of this burst increases to 30 feet.

Commander’s Siphon

By 11th level, souls are prepared to be conscripted by you. Whenever you kill a creature with your Mortal Echo, it rises up as a Reanimate Thrall at the start of your next turn.

Legion of Doom

At 15th level you can, as a bonus action, expend 5d8 soul fragments. Each friendly undead creature within 30 feet of you increases their hit point maximum by the roll and gains the same number of hit points. They immediately move up to their speed and take one action. That action can be used only to take the Attack (one weapon attac⁠k only), Dash, Disengage, Hide, or Use an Object action.

If total of the roll is greater than 24, each hostile undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it becomes friendly to you and obeys your commands until you use this feature again.

Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.

After you use this feature, you can't do so again until you finish a long rest.

Credits

  • All images created in Microsoft copilot AI
  • created in collaboration with Noblegun

Forewarning

This started as a class i made for a BBEG that my players liked so i tried tuning it down to be a PC class. It has never been playtested and may be a little wonky. Obviously this is a big ask for the DM so dont just roll this shit up and show up at the table. Make sure to actually read it before commiting as this class uses a lot of different actions and may be difficult to multiclass with. You get a lot of resources in this class, you need to pay attention. I see and know all, If a phone or loud snacks come out and you start asking for rewinds... I will personally use my soul fragments to alter your fate to never roll above a 4 on any dice ever again

Dm notes

Hey DM's you probably shouldn't allow this class in every campaign and thats fine. However if you do decide to allow it there are some things you can do to make it more fun for your players.

  • Add undead creatures

  • They are built for combat and may feel lack luster in RP and shopping sessions

  • This class does promote a certain level of murderhoboing so set the standard early

  • This class has a lot of numbers so make sure the player pays attention to there soul fragment levels and spells

  • make sure to check in on the players soul fragments for their soul channeling abilities (if they drop below the minimum required souls they lose some of their abilitys such as Armor of Demise* for heavy armor proficiency and Grave Investment* bonus cantrip damag

  • Pay close attention to their action economy. soul siphon is a reaction so if they gain souls they wont be able to use opportunity attack or shield. They also cannot gain souls from more than one creature at a time, so if you are feeling generous remind them if a larger creature is close to dying in that turn cycle

  • I tried to use new mechanics in this build so probably have a discussion about rulings in advance. I don't want to tie up the tables time arguing

like what you see?

Thank you for your time and interest if you have made it to this point. I am currently working on additional content with modules, spells, magical items and maps. If you and a group of your friends are interested in playing in a campaign or one shot feel free to reach out to me on reddit or start playing games for DM inquiries. https://startplaying.games/gm/heyitsmainey

 

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