Base Class: Wizard
Animancers are derived from the ancient arts of the Necromancy, with a unique difference, Animancers focus on forming bonds and connections to souls. This unique difference causes Animancers to have far less control over the dead but instead the souls of those they have bonded with, allowing them to connect their souls to different vessels and allow them to breathe through their magic.
Soul Bind
The Animancer may bind itself to a soul, this soul must be willing and must have a deep connection with the Animancer. The soul may communicate telepathically with the Animancer, but the soul will deteriorate over time if a soul spends 1 week without a vessel the soul will permanently cease to exist, passing over to its next phase. The soul is unable to leave a 100ft radius of the Animancer. This increases to 250ft at 6th level, 500ft at 10th level, and 1200ft at 14th level.
Vessel
The Animancer may bind a soul to a vessel (A corpse), this requires 1 hour of concentration and an intelligence check with a DC of 11 + creatures CR, the soul will then take the stat block and body of the vessel on a successful check and lose access to that vessel on a failed check. The vessel will begin rotting after a month losing 50 maximum hp per day past a month, once it reaches 0 the vessel is completely decayed. No matter the creature's stat block, its intelligence will always be set to 12. As a Bonus Action, the Animancer may remove the soul from the vessel it is inhibiting.
Soul Presence
Starting at the 6th level, Animancer becomes aware of all souls in a 60ft radius around them, allowing them to see the souls of any creature within its range including through solid surfaces. This can be cast as a bonus action that lasts for 10 min and can be done twice per long rest. Starting at 14th level the Animancer can now choose too see souls in a 120ft radius but for only 1 min.
Soul Consumption
Starting at the 10th level, the Animancer may sacrifice fragments of its soul to heal the vessel of its bonded soul, as an action the Animancer can take (your choice with a maximum of 8) d6 of necrotic which will heal the vessel to an equal amount. The Vessel may also use its action to consume the soul of a creature that has died within the last minute to heal itself 1d10 hit points.
Arbiter Of Souls
Starting at 14th level the Animancer can store souls, up to a total of 10, these can be exhausted to do a variety of actions. As a bonus action, Animancers may absorb all souls in a 120ft radius, souls appear and remain for 1 min on the corpse of the creature that dies.
For two souls and a bonus action, you may:
Release a beam in 30ft that detonates on impact 15ft radius dealing 4d4 necrotic damage to any creature that fails a dex saving throw
Apply the soul to any target of their choice 15ft from themselves giving them 1d10 temporary health
For Four souls and an action, you may:
Regain a spell slot of their choice
For Six Souls, and an action you may:
Coat the energy around targets within 30 ft of themselves with a total of 6d10 temporary health this can be spread out between however many targets they would like, but no single target can have any more than 3d10.
For Eight Souls, an Action, and a bonus action:
Collect the souls into their hands releasing a beam with 120ft on the impact the beam explodes in a 60ft radius hitting anyone that fails a dex saving throw and dealing 8d8 necrotic damage. The explosion goes through solid structures.
For Ten Souls, and all Actions:
They may touch a corpse that has died within the past minute of their choice and pulsate the souls into reviving them with 10d10 hit points.







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