Base Class: Wizard
Among the countless wizards who study necromancy, only the rarest few possess the talent — or fate — to walk the path of a Soulspark Necromancer.
This tradition is not learned in academies, nor passed down in grimoires. It manifests in those who can perceive the hidden essence of life itself: the soul. Where others see flesh and bone, you see the flickering spark that animates all living things — the radiant thread that binds mind, memory, and magic together.
To wield such insight is no small thing. Soulspark Necromancers do not simply manipulate death; they work with what lies beyond it. They harvest souls at the moment of passing, trap fragments of fading essence, and use that stolen brilliance to power spells, shield allies, and unravel fate itself. The souls they capture are not mindless fuel, but echoes of lives once lived — whispers of pain, purpose, and potential.
Most spellcasters never meet a true Soulspark. Many believe the ability is a myth, or a curse. But among those who know the truth, one thing is certain:
This gift cannot be taught. It is born into the few who can truly see — and once awakened, it changes them forever.
Level 2: Soulseer Vision
Soul Sight: You can see the souls of living and recently deceased creatures within 30 feet of you, through darkness, or magical obfuscation. This does not reveal creature statistics, but lets you detect:
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Presence of life/sentience (including hidden/invisible creatures)
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The soul’s nature (celestial, fiendish, corrupted, pure, fragmented, etc.)
- The ability to discern the nature of specific souls requires an action.
Soul Harvest
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Soul Spark: When a creature with a soul dies within 30 feet of you, you can use your reaction to attempt to capture its soul. To successfully capture the soul, you must succeed on an intelligence check with a DC 10 + CR (of the creature), on a failure, the Soul Spark is lost. The creature must have a CR of at least 1/2 and must not be mindless. You store the soul fragment in an invisible, ethereal mote called a Soul Spark, which orbits you like an invisible will-o'-wisp.
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You can hold a number of Soul Sparks equal to your Intelligence modifier +1 (minimum 1).
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Using Soul Sparks: As a part of casting a spell or making an ability check, you may consume a Soul Spark to:
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Regain a spell slot of 1st level.
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Add +1d6 to a spell's damage roll. (only applies once, spells that deal damage more than once only get one instance of this per Soul Spark used)
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Gain advantage on an Intelligence, Arcana, or Investigation check.
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Soul Anchor
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Anchor the Living:
When a creature within 60 feet of you would drop to 0 hit points, you may use your reaction to anchor its soul to its body. That creature instead drops to 1 hit point and gains temporary hit points equal to your wizard level. Until the end of your next turn, it cannot be reduced below 1 hit point.You can use this feature once per long rest.
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Anchor the Dying:
Alternatively, when a creature within 60 feet of you dies, you may use your reaction to snare the last pulse of its soul before it departs. If the creature had a soul and a CR of 1/2 or higher, you immediately gain one Unstable Soul Spark, which does not count against your normal Soul Spark limit and lasts for 1 minute.While you hold this Unstable Soul Spark, you can expend it as a bonus action using a level one spell slot to choose one of the following effects:
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Soulfire Surge (Self-heal): You regain hit points equal to 2d6 + your Intelligence modifier.
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Spiritual Transfer (Heal an ally): A creature you can see within 30 feet regains hit points equal to 1d8 + your Intelligence modifier.
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Soulshield (Protective boost): You or a creature you can see within 30 feet gains +2 to AC until the start of your next turn.
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Force Echo (Offensive option): Deal 10 necrotic damage to a creature within 60 feet. No attack roll is needed; the target must succeed on a Charisma saving throw against your spell save DC or take full damage (half on a success).
Once the Unstable Soul Spark is used or its duration expires, it dissipates.
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Soul Vault
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Soul Reservoir: You can now store up to double your Intelligence modifier in Soul Sparks.
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Arcane Fuel: When you cast a spell of 1st–5th level, you may spend a number of Soul Sparks equal to the spell's level to cast it without expending a spell slot. You may do this a number of times per long rest equal to your proficiency bonus.
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Echo Casting: When you cast a spell using a Soul Spark as fuel, choose one:
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The spell does not require verbal or somatic components.
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The spell cannot be counterspelled or identified via Counterspell or Identify.
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Apotheosis of Spark
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Soulforge Body
As long as you have at least one Soul Spark:-
You gain resistance to necrotic damage.
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Your natural aging is halved, and you are immune to magical aging.
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You are immune to possession.
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Soul Overload
You may now hold a number of Soul Sparks equal to 3 times your intelligence modifier (minimum 1).
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Soul Echoes
When you expend a Soul Spark, you may choose to draw on a faint echo of the soul it once belonged to. The echo grants you one of the following minor effects. You can only use one Soul Echo per turn, even if you spend multiple Soul Sparks.Choose one when the Soul Spark is expended:
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Echo of Vigor: You or an ally within 30 feet gains temporary hit points equal to your Intelligence modifier.
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Echo of Swiftness: You may move up to 10 feet immediately without provoking opportunity attacks.
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Echo of Harm: Add 1d6 necrotic damage to a spell or cantrip within 60 feet of you that is cast before the beginning of your next turn.
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Echo of Foresight: Add a +1 bonus to your next attack roll or saving throw made before the end of your next turn.
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You can only use Soul Echoes once per turn, regardless of how many Soul Sparks you spend.
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Posted Oct 12, 2025Hey, this is my first time making a custom subclass and it isn't perfect, if anyone has notes, I'd be happy to hear them.