Base Class: Wizard
Most souls leave the mortal coil when they pass away, but it's possible to keep them tethered to it, this is what a Soul's Guide takes care of, they keep souls with them that they can call to assist them when needed.
Origins
As a Soul's Guide, you must have acquired your souls in some way, some guide their deceased friends in a mutual agreement, others enslave the souls of their victims and others are just contacted by distressed souls who come asking the guide's help. While there are various methods of keeping the souls thethered, the main method is to carry a magical object that can keep them linked to you.
When you start at 1st level with the intention of taking this subclass, you can choose to have a non-functional magical item of any kind (the DM can impose limits)
Aiding Spirits
Starting at 2nd level, you have allied spirits that work in tandem with you when their aid is requested. As a bonus action you can cause one of the following effects on an enemy:
- Stop: the target looses 10 ft. of movement, cannot go below 20 ft. At 10th level, the movement is reduced by 15 ft. and it can go down to 10 ft.
- Hex: the target suffers a penalty to attack rolls equal to your proficiency modifier.
- Torment: the target suffers disadvantage to concentration checks.
- Attack: the spirits will attack the target for 1d4 necrotic damage at any point during each of your turns, this increases to a 2d4 at 6th level, 3d4 at 10th level and 5d4 at 14th level.
Only one of the effects may be active at any time and only on one target, the effects can be dispelled as a free action during your turn and will end if you are knocked unconscious.
Rise of the Warriors
At 6th level, the bond with your spirits strengthens and allows you to manifest them into battle with greater power. You gain access to the "Spirit Guardians" and "Animate Dead" spells, allowing you learn one of these for free, you may learn "Spirit Guardians" at a later time with a cost of 80 gp, 30 gp more than usual.
Additionally, Whenever you create an undead using a necromancy spell, it has additional benefits:
- The creature can be raised with a weapon in his possession which it will be proficient with, this weapon vanishes once the undead does or if it leaves his possession.
- The creature's hit point maximum is increased by an amount equal to half your wizard level.
- If the creature is a skeleton or a zombie, their hit point maximum is increased by an amout equal to your wizard level.
- The creature adds your proficiency bonus to its attack rolls and half of said bonus (rounded up) to saving throws.
Learn Animate Dead
You gain access to the "Animate Dead" spell, allowing you learn it for free.
Learn Spirit Guardian
You gain access to the "Spirit Guardians" and "Animate Dead" spells, allowing you learn one of these for free, you may learn "Spirit Guardians" at a later time with a cost of 80 gp, 30 gp more
Direct Connection
At 10th level your bind to the souls you guide stengthens and allows you to grant them more potential, the undead you summon gain the next benefits:
- Their summoned weapons deal magic damage.
- Skeletons and Zombies gain an extra attack.
Additionally, you can change one of the current effects of the "Aiding Spirits" class feature as a reaction.
Beacon of Souls
At 14th level you can have 2 effects from the "Aiding Spirits" class feature active at the same time
Additionaly, the "Animate Dead" and "Spirit Guardians" spells don't require any components and you automatically succeed your third death save if you succeeded the first or the second one.
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