Base Class: Wizard
Scholars of this arcane tradition are very few in number and shrinking by the generation. This forbidden study is of a mastery of the one thing all aspiring mages wish to control, the soul. Through this tradition is passed the ability to manipulate, control, entrap, or enslave the souls of others and even free the users own soul from certain death. Those who study these practices often lean towards learning necromancy and evocation over most other schools of magic as most Animancy spells are focused around those schools. The "Ultimate Goal" taught to those following the study is Animancy is complete domination over the soul. All efforts are put towards absolute secrecy as many gods strongly dislike this practice and have cursed those who study Animancy. Often living with some form of impairment or disfigurement, the scholars of Animancy shelter themselves from the eyes of others. Frequently called accursed mages, they are seen in the public eye as those who would spit in the faces of the gods.
Accursed Affliction
2nd-level Animancy feature
A portion of your body grows a curse or disfigurement. Roll a 1d6 and take the result seen in the Affliction table below.
1 - Your dominant arm grows slightly larger than normal covered in strange scales, fur. (If you already have scales or fur you instead lose them taking on a sickly human appearance.)
2 - A portion of your face turns sickly pale and deformed.
3 - Your teeth become jagged and sharpened
4 - Your sclera turn red in coloration
5 - You become obsessed with your goal even at the sacrifice of your own moral code.
6 - Your dreams are plagued with all your greatest fears making sleep difficult requiring an extra hour of sleep.
Soul Soothing
2nd-level Animancy feature
Your first lesson is gaining the ability to sooth the souls of yourself and those around you. Once per long rest you can activate one of the following abilities.
Bolster Bravery
You become immune to fear effects for 1 hour
Equalize Emotions
You can cast Calm Emotions without the use of a spell slot and without having it on your spell list.
Fight Fear
As a reaction you can grant yourself and nearby allies within a 10ft radius circle advantage on saving throws against fear effects until the start of your next turn.
Soul Sanctuary
6th-level Animancy feature
Once per long rest, you can use this ability to create a 60ft radius sphere centered on yourself for 10 minutes, any creature(s) slain within this sphere are treated as if under the effects of the gentle repose spell for the duration of this ability. Undead creatures formed from souls such as specters, ghosts, etc. must make a Wisdom saving throw (equal to your spell save DC) or be pacified for the duration of this spell. The creature can reroll the save if attacked or another creature uses its action to free it.
Spiritual Surge
10th-level Animancy feature
You've mastered a way to modify your spells with your own soul. All spells of a 3rd level or lower can be infused with the magic from your own soul. Change the damage type of any spell to necrotic, force, or psychic (your choice). At higher levels, the spell level allowed goes up. 4th level spells at 12th level, 5th at 14th level, 6th at 16th level, 7th at 18th level and 8th at 20th level.
Ethereal Essense
14th-level Animancy feature
Learning to focus your magic through your very soul, you gain the following features.
- You gain Truesight up to 30ft
- Once per long rest you can cast Astral Projection on yourself without the need of material components.
- Your soul cannot be destroyed or altered in any way before or after death. It can be transferred to an object you cared for deeply in life similar to a Lich's phylactery. You cannot be revived or move on as long as you possess this object. You can choose to leave it when you wish to move on or be revived. If the object is destroyed while possessed, your soul is forced out with nowhere to go.







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