General Feat (Prerequisite: Level 4+, A Soulcrest Artist has performed a ritual targeting you or your soul becomes marked by a powerful display strength)
Your soul was laid bare and manifested an image of itself somewhere on your body in the form of artwork, somewhat similar to a tattoo. When you gain this feat, you decide what form the soulcrest artwork takes and where it is on your body. If that part of your body is ever removed, such as a substantial injury or the loss of a limb, you can move the artwork to another part of your body at the end of a Long Rest.
Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 20.
Soulcrest Ability. When you gain this feat, choose an ability from the Soulcrest Abilities Table or work with your DM to create an ability suiting your character. As a Magic action, you may manifest or hide your soulcrest. While the soulcrest is manifested, you gain access to any Soulcrest Abilities you have gained. While hidden, you cannot use these abilities, but the artwork fades beneath the surface layer of your skin.
1 of 1. Your soulcrest is unique to you in the fact that it cannot be copied by shapeshifters. If a creature would transform into your image, even if it would become a perfect copy, it lacks your soulcrest. The same is true for any time an effect would create a copy of you, such as with the Simulacrum spell. If your soul inhabits a copy of yourself, that copy may manifest your soulcrest for as long as your soul remains within that copy.
Repeatable. You can take this feat more than once, but if you do, you do not gain a second soulcrest. Instead, you unlock or add to your existing soulcrest as you have taken time to invest into its strength. When you take this feat again, you gain another Soulcrest Ability from the Soulcrest Abilities Table.
| Soulcrest Abilities | |
| Name | Description |
| Soul Stronghold | If a being would try to invade your mind or soul, it will have a hard time doing so. You cannot unwillingly be bound to external forces such as gods or archfey without your explicit consent. You are also effective in avoiding fey contracts or bargains when implicit terms unknown to you may otherwise be acceptable. In addition, you have Advantage on saving throws and ability checks to avoid or end the Charmed and Frightened conditions, to having your mind read, or getting possessed. |
| True Guardian | Your protective spirit fuels you and your allies. You may use your Reaction when an attack misses you or you succeed a saving throw to avoid taking damage from an effect to grant yourself or an ally within 15 feet of you a number of Temporary Hit Points equal to your Proficiency Bonus. Alternatively, if you or an ally within 15 feet of you would succeed on a saving throw to take only half damage, you may use your Reaction to allow you or that ally to take no damage instead. Once you have used this ability a number of times equal to twice your Proficiency Bonus, you may not do so again until after a Long Rest. |
| Hunter's Spirit | When you or an ally you can see reduce a creature to 0 hit points, you may use your Reaction to have that creature succeed a DC 17 Constitution saving throw or instantaneously die. If that creature fails, you or that ally gain Heroic Inspiration. If you would gain Heroic Inspiration in this way but you already have Heroic Inspiration, you may gain Temporary Hit Points equal to the number of Hit Dice that creature had. Once you have used this ability a number of times equal to twice your Proficiency Bonus, you may not do so again until after a Long Rest. |
| Magician's Will | Your soul is sensitive to magic and its power assists you in controlling it. You have Advantage on Constitution saving throws to maintain Concentration on a spell. When you succeed this saving throw after you were hit by an attack or damaged by a spell not cast by you or an ally, you may use your Reaction to cast any Cantrip with the casting time of an Action. In addition, you do not lose Concentration because of the Incapacitated condition. If you would fail your third Death Saving Throw while you maintain Concentration on a spell, you do not mark that failure. |
| Deft Capability | As an Action, you may choose a skill or tool you have Proficiency with and gain a Deft Proficiency with it, which grants Expertise in the chosen skill or tool and lasts for 24 hours after it is gained or until you gain another Deft Proficiency. Once you use an Action to gain a Deft Proficiency, you may not do so again until after you have finished a Short or Long Rest When you fail a D20 Test using your Deft Proficiency, you can channel your soul into your capabilities by turning your failure into a success. When you succeed a check in this way, you lose your Deft Proficiency and cannot gain another until after a Long Rest. |
| Survivor's Conviction | When you would be reduced to 0 hit points but not killed outright, you may instead drop to 1 Hit Point and cause a spectral echo of your soul to erupt in a 20-foot Emanation. Any creatures of your choice in that radius must succeed a DC 17 Wisdom saving throw or take 2d8 Force damage. On a failed save, the creature is pushed up to 10 feet away from you and is also Deafened and Frightened until the end of their next. On a successful save, the creature takes half as much damage. Once you use this ability, you may not do so again until the end of your next Long Rest. |
| Empathic Bond | Your soulcrest enhances your ability to connect with others on an empathic level. When you have been in a conversation with a creature for 5 minutes or longer and given that creature can understand you, you may touch that creature and cast Charm Person on them without the use of a spell slot, and that creature must make the saving throw at Disadvantage. The DC for this saving throw is equal to 8 + your bonus to Wisdom (Insight) ability checks. For as long as that creature is Charmed by you, you may cast Detect Thoughts without the use of a spell slot or any spell components, but you are limited to sensing and reading the Charmed creatures' thoughts. If the target succeeds the Intelligence (Arcana) check to end Detect Thoughts, Charm Person ends as well. Once you use this ability and a creature fails the saving throw, you may not cast Charm Person on them again until after the end of a Long Rest. |
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