Base Class: Wizard
Soul Magic, the fundamental skill and classification of tampering with the essence of both life and magic. While always been kept under the same guise as Necromancy, Soul Magic functions as a way to control the forces of the living and dead to fuel oneself. Rather than raising a legion of mindless undead soldiers, the Soul Mage taps into the world of spirits to briefly empower themselves with the mental will of those who cannot speak. Nevertheless, those who walk the path and follow the traditions of soul binding must attain inner peace within themselves and understand that one day, they must give back what they reap and sow.
Soul Magic Features
| Wizard Level | Feature(s) |
|---|---|
| 2nd | Metaphysical Empowerment, Soul Retainment, Essence Drain |
| 6th | Spiritual Intervention |
| 10th | Lure of Vitality |
| 14th | Split Amina Guardian |
Metaphysical Empowerment
Beginning when you enroll in the school of Soul Magic, you gain the ability to manipulate souls to change the effects of your magic.
Whenever you or an ally within 60 ft of you kills an opponent, you can expend your reaction to gather soul(s) and increase your spell damage. With this, once you absorb said soul(s), you can now add extra +1 point of psychic damage to your spell damage. You can absorb souls to increase damage up to your intelligence modifier. You have the benefit of this ability for up to 10 minutes of combat.
Soul Retainment
As a Soul Mage, you gain the ability to house souls within yourself as a shelter of spirits.
At the end of battle, you have a choice to either release the souls you contained in your body, or retain their consciousness within you. Be wary, when retaining these souls, you do not benefit from Metaphysical Empowerment due to it being a temporary boon. You can, however; store these souls and place them in vessels to inhabit, such as mannequins, bodies, or any container made to handle souls.
Note from the Author
This serves no benefit, other than Roleplay purposes. Unlike Necromancy, the newly reanimated lifeforms do not gain benefits from having new souls within their bodies. Also, depending in your DM, you may be able to reflavour your vessel for housing souls.
Essence Drain
As an introduction to being exposed to spiritual planes; you now are able to absorb the life force booming from those caught in your arcane invocations.
Starting at 2nd level, whenever you cast a damage dealing spell that affects a group of creatures, you can regain hit points relative to half your wizard level, rounded down.
Spiritual Intervention
Starting at 6th level, you gain the ability to channel spiritual energy from both the souls of the living and of the beyond to interfere with the material plane
As a bonus action, you can choose one creature within 60 feet that you can see. Until the beginning of your next turn, you can either impose advantage or disadvantage on the next ability check, saving throw, or attack roll it makes. You can only use this ability on one creature at a time.
You can only use this up to your Intelligence modifier per Long Rest.
Lure of Vitality
Beginning at 10th level, you gain the ability to create spiritual lures around your body to protect yourself from harm.
As a bonus action, you summon a spiritual lure around your body that boosts your vitality and protects you from harm. For the next minute, any kills you or an ally within 60 ft of you makes gives an extra +1 to your AC and saving throws to a maximum equal to your Intelligence modifier.
You can only use this ability once per short rest.
Split Anima Guardian
Beginning at 14th level, you have mastered the secrets of Soul Magic to the point that you can split your soul to defend yourself.
As a bonus action, you create an ethereal form of yourself and use them as a guardian. The spirit has hit points equal to half your health, rounded down; and it cannot regain health in any way, shape, or form. For the next minute or until dismissal (no action required), if you are hit with any attack, you can use your reaction to designate the spirit to take the damage for you. As part of your reaction, you can also cast a cantrip against the opponent as a form of retaliation against the enemy.
Once this ability diminishes, you cannot use it again until you complete a long rest.
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