Base Class: Sorcerer
A soul singer is created when you try to revive someone who's soul is damaged or is no longer bound to it's body (aka beyond true resurrection), requiring another soul to maintain life. A soul singer learns to harness the other souls powers and make them your own. A soul singer can bring other souls into its body and gain more knowledge and abilities.
Soul Singing
1st-level Soul Singer feature
You can use an ancient magic called Soul Singing using a soul you were born with or gifted, provided that you aren’t wearing medium or heavy armor. It grants you with supernatural speed, agility, and focus.
You can use a bonus action to start Soul Singing, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor. You can also stop Soul Singing at any time (no action required).
While your Soul Singing, you gain the following benefits:
- You gain a bonus to your AC equal to your Charisma modifier (minimum of +1).
- You gain Blindsight at 30ft
- You have advantage on Wisdom (Perception) checks.
- You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Charisma modifier (minimum of +1).
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Soul Magic
You gain proficiency in performance.
| Sorcerer Level | Spells |
|---|---|
| 3th | false life, misty step, cure wounds, lesser restoration |
| 5th | dispel magic, beacon of hope, mass healing word |
| 7th | private sanctum, death ward, divination |
| 9th | contact other plane, reincarnate, dream |
| 11th |
true seeing, word of recall, heal |
Undead body
You body is undead so you get the following effects:
Soul Resilience:
As magic flows through your body. At 1st level, your hit point maximum increases by 2 and increases by 2 again whenever you gain a level in this class.
Additionally, Your soul strengthens your natural armor. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.
Resilient body:
- You learn the mending cantrip if you put a severed body part of yours back in place and cast mending the part reattaches.
Undead Weakness:
- You are vulnerable to radiant damage
- You have disadvantage on strength checks and saving throws.
Sleeplessness:
- You have disadvantage on constitution saves to resist exhaustion.
Soulless eyes:
- You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when whatever you are trying to perceive is in direct sunlight. (This doesn't take effect while soul singing)
Undead numbness:
- Your body is unfeeling you do not feel pain or pleasure.
Soul stirring:
- Whenever you try to sleep or trance you roll a D6 to determine what happens.
Soul stirring
|
D6 |
EFFECT |
|---|---|
|
01 |
One of the souls within you takes control of your body until you finish your rest. |
|
02 |
You sleep gets restless you must make a DC 12 constitution save or gain 1 point of exhaustion |
|
03 |
You wake up 10 feet of were you began your rest |
|
04 |
You see parts of the souls memories |
|
05 |
You have horrific nightmares |
|
06 |
You sleep soundly |
Corruption Defence And Soul healing
6th-level Soul Singer feature
You gain resistance to necrotic damage, and you have advantage on saving throws against being charmed or petrified.
You can use 2 sorcery points to heal maximum on healing spells. You use 1 extra sorcery point for every spell level over 3rd.
Soul Manifestation
14th-level Soul Singer feature
While soul singing as a bonus action you can manifest the souls within you and harness there abilities.
Draconic Soul: You can spend 3 sorcery points to use a dragons breath weapon. You let out an exhalation of elemental damage in a 30-foot. Each creature in that area must make a Dexterity saving throw (DC = 10 + your Charisma modifier + your proficiency bonus). On a failed save, the creature takes 10d6 damage. On a successful save, it takes half as much damage.
Celestial soul: You can spend 3 sorcery points to heal a creature within 5ft of you 50 HP.
Fiendish soul: You can spend 3 sorcery points to use a frightful presents, you exude an aura of fear to a distance of 30 feet. For 1 minute each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw (DC = 10 + your Charisma modifier + your proficiency bonus) or be frightened until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.
Giant soul: You can spend 3 sorcery points to grown one size larger for 1 minute, in this state you no longer have disadvantage to strength saves and checks.
Regeneration
18th-level Soul Singer feature
You regain 10 hit points at the start of your turn if you have at least 1 hit point and aren’t in sunlight. If you takes radiant damage or damage from holy water, this trait doesn’t function at the start of his next turn.
Previous Versions
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2/22/2023 9:54:58 PM
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2/23/2023 10:15:53 PM
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