I am sorry for any grammar mistakes or contradictions I still haven't managed to find when I finally finished this it was roughly 2:00 AM.
Feel free to use this in your campaigns and also please leave any balance recommendations. (I can already hear the Soulfont complaints)
This whole thing took me over 7 hours including the revamping, rewriting and redoing everything--and I'm probably underselling the actual time spent--so I hope you enjoy this.
Main class
Level 1 – Soul Wells & Spirit Attunement
Soul Points: You begin with a Spirit well of 4 Soul Points. These replenish on a long rest. Soul Points fuel your Echoes and Soulbinder features.
Spirit Attunement: You gain the ability to sense and communicate with lingering spirits. You also learn the Spare the Dying cantrip. Additionally, you can speak to remnants of souls around you (DM's discretion), often giving cryptic insights, emotional impressions, or fragments of memory.
Soul Channel Techniques
These are supernatural abilities fueled by Soul Points. You may choose from the list below at the levels indicated. Some have prerequisites, such as minimum level or subclass.
You learn additional Soul Channel Technique at the following levels: Level 2, 5, 8, 11, and 14 (6 total). You may retrain one on a long rest.
Combat Channel Techniques
Soulfire Burst Prerequisite: Level 2 Unleash a 15-ft cone of fire and radiant damage. Dex save or take 1d6 fire + 1d6 radiant damage (half on save). Costs 2.
+1d6 fire and radiant at levels 6, 11, 17.
Phantom Lash Prerequisite: Level 3 Make a melee spell attack (15 ft). On hit, deal 2d8 force and pull target 10 ft. +1d8 at levels 7 and 13. Costs 2.
Echo Detonation Prerequisite: Level 5 Cause one active Echo to explode (10-ft radius). Dex save or take 3d6 force, pushed 10 ft. +1d6 force damage and 5 ft radius at level 11.
Soul Blade Barrage Prerequisite: Soulforged Subclass Summon twin spectral weapons and hurl them at up to two creatures. Ranged spell attacks for 2d6 force each. 1d6 extra damage on levels 7, 11, and 17, Costs 1.
Wail of the Bound
Prerequisite: Phantom host Subclass and level 9.
You unleash a pulse of tormented wails from the bound souls in your well. Each enemy in a 20 ft radius of the point you choose within 60ft must make a Wisdom saving throw or take 6d8 psychic damage and be frightened until the end of their next turn. On a success, they take half damage and are not frightened.
If any creature fails by 8 or more, they are also stunned until the end of their next turn, as the voices overwhelm their mind.
Support Channel Techniques
Warding Spirits Prerequisite: Level 3 Three guardian spirits orbit a creature. Each blocks 1 necrotic/psychic damage instance and gives +1 AC while active. Costs 1 per each.
Lingering Echoes Prerequisite: Level 10 Maintain two versions of one Echo simultaneously for 1 round.
Veil of Memory Prerequisite: Level 7 Force up to two creatures be unable to detect you temporarily (Int save or lose targeting capability for 1 round).
Soulmender's Grace Prerequisite: Gravekeeper Subclass Spend 1 Soul Point to heal an ally within 30 ft for 2d6 + Wis mod.
Control Channel Techniques
Shackles of Regret Prerequisite: Level 8 Target must make Cha save or suffer -10 speed for 2 rounds. Cost 2 soul points.
Echo Lock Prerequisite: Level 12 Reaction: Block a spell or attack unless the target makes a Wis save. Consumes 1 Soul Point.
Brand of the Departed Prerequisite: Level 6 Mark a foe with a spectral brand. Allies gain +1d6 radiant against that target. Lasts 1 minute or until dismissed. Consumes one soul point.
Spirit Eruption Prerequisite: Soulflame Subclass When an enemy dies within 30 ft, spend 1 Soul Point to cause a small flame eruption (10 ft, 2d6 fire, Dex save for half).
Level 2 – Echo Channel
Choose 2 Echoes to learn.
You may activate an Echo by spending 1 Soul Point. Echoes last 1 minute and grant a passive benefit and a once-per-round trigger effect.
You may only have one Echo active at a time. Switching requires spending another Soul Point.
Echoes:
General Rules:
Activating an Echo costs 1 Soul Point.
You can have a limited number active depending on your level.
Only one Echo's trigger effect can activate per round unless a subclass says otherwise.
Echoes last 1 minute
Echo of the Forgotten Tyrant (Phantom host exclusive.)
A soul too powerful to rest — a monarch, a conqueror, or a warlord whose dominance extended even into death.
When this Echo is active:
Presence of Dominion: All creatures of your choice within 30 feet at the start of your turn must make a Wisdom saving throw (DC = 8 + prof + Wis) or suffer disadvantage on attack rolls and saving throws until the start of your next turn.
Aura of Subjugation: Whenever you reduce a creature to 0 HP, you can choose to enslave its soul instead of releasing it. You gain 1 temporary Soul Point (max once per turn).
Tyrant’s Rebuke (Reaction): When a creature hits you or an ally within 10 feet, you can spend 1 Soul Point to lash out with a psychic backlash. The attacker takes 2d10 psychic damage and must succeed a Charisma save or be silenced (unable to speak, cast verbal spells, or use command effects) until the end of their next turn.
Echo of the Hollow Choir (Phantom Host Exclusive)
Passive Effect: While active, ghostly murmurs swirl around you in a harmonic resonance. You gain advantage on Intimidation and Insight checks, and enemies within 10 feet suffer disadvantage on saving throws against being frightened, charmed or on melee attacks if suffering from the frightened or charmed status.
Trigger Effect (1 use per round): When a creature within 30 feet takes psychic or necrotic damage, you may cause the Hollow Choir to echo that pain. Choose one:
Another enemy within 15 feet of the original target takes psychic damage equal to your Wisdom modifier + proficiency bonus.
An ally within 15 feet of the target regains 1d6 HP, whispered to calm by the spirits.
Consume 4 soul points force one of the creatures to be either charmed or frightened for two rounds (no save), charm will break if the creature takes damage.
Echo of the Martyr
Passive: When you take damage from an enemy, one ally within 30 ft regains HP equal to ½ your Soulbinder level. At level 11, the passive heal increases to Soulbinder level.
Trigger: Once per round, when you are below half HP, all allies regain 1d6 + your Wisdom modifier HP
Echo of the Warden
Passive: Gain advantage on saving throws against being frightened or charmed.
Trigger: When you pass a saving throw, you can let one ally within 30 ft reroll a failed save. At level 11 you the reroll effect can effect two allies at once.
Echo of the Predator/warrior
Passive: Gain a bonus to weapon and unarmed damage equal to ½ your proficiency bonus. At level 11, your crit range expands by +1 (e.g., crit on 19–20) while this Echo is active.
Trigger: When you reduce a creature to 0 HP, gain temporary HP equal to your Wisdom modifier
Echo of the Guardian
Passive:When an enemy hits you or an ally within 10 ft, you can impose disadvantage on that enemy’s next attack once per long rest. At level 11 uses change to twice per long rest.
Trigger: If hit you can use a reaction to gain a bonus to AC equal to ½ your proficiency bonus (rounded down). Until the start of your turn.
Level 3 – Soulbinding Path
Choose a subclass:
Gravekeeper – spirit anchor and special item.
Soulflame – vengeance and fiery spectral release.
Phantom Host – echo swarm manipulator.
Soulforged – weapon enhancement.
Soulfont – upgrades channels objectively broken. (Your DM should probably ban this subclass)
Level 5 – Dual Channel
You may now swap between two Echoes while outside of combat.
You can now memorize one channel from each category to count as always ready( levels 5 and under)
Level 6 – Soul Meld
You may combine two active Echoes into a Meld for 2 Soul Points.
Melds grant the passive benefits of both Echoes.
You may trigger only one of the two Echoes per turn unless otherwise stated.
Level 7 – Spectral Resilience
When you take damage, you may use your reaction to spend 1 Soul Point and gain resistance to the damage type until the end of your next turn.
Level 9 – Echo Mastery I
Learn two more Echoes.
You may choose to extend Echo active durations to 3 minutes for an additional 2 Soul Points.
Level 10 – Ancestral Surge
If you roll initiative with 0 Soul Points, you immediately regain 2.
You can cast Speak with Dead at will, with a 1-minute duration, without using a spell slot or components. This allows short, vague, and often emotionally tinged communication.
Level 11 – Triune Channel (Revised)
You now know one additional Echo, increasing your total known Echoes to five. You may have one more Echo active at a time.
Additionally, when using Soul Meld, you may now draw from either of your original Echoes (the two chosen at 2nd level), even if they are not currently active.
Level 13 – Soul Barrier
When an ally within 30 feet is hit, you can use your reaction to spend 2 Soul Points and reduce the damage by 3d10 + your Wisdom modifier. (must have defender or martyr as echo to activate.)
Usable a number of times per long rest equal to your Wisdom modifier.
Level 14 – Greater Meld
Melds can now trigger both Echo effects per turn (once each).
Still costs 2 Soul Points to initiate.
Level 15 – Soul Overflow
A number of times equal to WIS modifier per long rest, you may spend HP instead of Soul Points to activate Soulbinder features.
1 point=5hp
You can spend a maximum number of points equal to your Wisdom modifier*5 in this way.
Level 17 – Subclass Capstone
Each subclass gains a powerful defining ability...(In advance I am sorry for how ridiculously unbalanced these are going to be)
Level 18 – Echo Mastery II
Learn 1 additional Echo.
Your Melds can now draw from any known Echo, not just active ones.
Level 20-Soul ascendant
Unyielding Spirit :
When reduced to 0 HP, you instead drop to 1 HP.
Drawback: You immediately lose all Soul Points, dismiss all Echoes, and cannot use any Soul abilities until the end of your next turn.
Usable once per long rest.
Flavor additions:
🌬️ Whispers of the Departed (Base Class Flavor Mechanic)
Whenever you gain a Soul Fragment (via subclass features, defeating an enemy, or ritual attunement), you receive brief flashes of memory, emotion, or instinct from the spirit.
These memories are not mechanically advantageous (for most subclasses), but they create RP opportunities and deepen immersion.
For the Soulflame, these flashes also serve to alleviate mental and spiritual strain:
When gaining a Soul Fragment, you may remove 1 level of exhaustion caused by class features or mental duress (DM discretion).
Vengeful or wrathful spirits burn hotter, which accelerates your power but causes psychic headaches and emotional overload.
Mechanically, this is flavor — but you could homebrew costs if you wanted to reinforce it narratively.
“Your temple aches as you draw in the hatred of a knight who died betrayed. But as the fire burns, clarity returns.”
Memory-Stilled Offering
The Gravekeeper can perform a spiritual rite to release a full spirit into the afterlife. This requires:
A full Soul Fragment (a more complete echo of a soul — granted via subclass ability, a long ritual, or DM fiat)
10 minutes of uninterrupted focus and a suitable environment (grave site, relic, quiet solitude)
The player narrates or asks the DM for insight into the spirit’s final moment or regret — closing the narrative loop
🎲 Boons of Release
When the spirit is released, roll 1d8 or DM's choice and gain a Blessing of the Departed, a temporary but notable buff:
d8
Blessing (Lasts until next long rest)
1
+1 AC
2
+10 ft. movement speed
3
+1 to STR-based checks and saves
4
+1 to DEX-based checks and saves
5
+1 to WIS or CHA saves (your choice)
6
+1 to INT-based skill checks
7
Gain temp HP = 2 × your Soulbinder level
8
Once, ignore the effects of Exhaustion for 1 hour
Optional: You may only have 1 such blessing active at a time — if you gain a new one, choose which to keep.
🎭 Narrative Hook(not neccesary but greatly enhances feel of gameplay)
Every blessing should come with a flavor line, either whispered to the Soulbinder or felt internally:
“Run, child, before the fire reaches the gates…” “Steel flows in your limbs like mine once did…” “Remember me.”
🎉Subclass time 🎉
Path of the Gravekeeper
“We are not meant to linger. Let the dead sleep, and the living breathe.” --Edieth Frosteye, Exorcist.
Gravekeepers are wardens of sacred thresholds, maintaining the balance between the living and the dead. They safeguard burial grounds, cleanse places of lingering corruption, and rebuke spirits that defy the natural order. Unlike clerics who revere gods of death, Gravekeepers speak for the silence of the grave — a power deeper and older than any divine edict.
Grave Tools (Expanded Scaling Feature)
At 3rd level, choose one Grave Tool. The tool gains additional effects at 6th, 10th, and 14th levels. You may switch your chosen Tool at the end of a long rest.
3rd Level — Keeper's Vigil
You can sanctify the ground using your grave tools to repel the undead and anchor wayward souls. Each vigil gains bonuses depending on the grave tool chosen.
As an action, you can designate a 10-foot-radius area centered on yourself or a visible point within 30 feet. This is your Vigil Zone, lasting for 1 minute or until you dismiss it (no concentration).
While in this area:
Undead enemies CR's 12 and under have disadvantage on attack rolls
Undead enemies cannot regain hit points.
You and your allies have advantage on saving throws against fear, possession, and necrotic effects.
You can use this ability a number of times equal to your Wisdom modifier per long rest.
Grave tool bonuses
Soulbrand Mark (Offense / Debuff Tool)
3rd level: As a bonus action, mark a creature within the vigil for 1 minute. The next time they take Echo or Soul related damage, they take extra psychic damage equal to your Wisdom modifier.
6th level: Once per turn, if you hit a marked enemy, reduce their speed by 10 ft until the start of your next turn.
10th level: The mark causes disadvantage on saving throws against your Soul Channel abilities. Enemies within the vigil that are branded take an additional 2d4 radiant damage every time they receive damage from soulbinder related abilities.
14th level: When the mark is consumed, the enemy must make a Constitution saving throw or become blinded until the end of their next turn.
Warding Sigil (Support / Utility Tool)
3rd level: As an action, inscribe a glowing sigil. Allies within 10 ft gain +1 to saving throws for 1 minute.
6th level: Allies also gain resistance to necrotic and psychic damage while within the aura.
10th level: You may inscribe the sigil as a bonus action, and its radius increases to 15 ft.
14th level: When an ally in the vigil’s aura would take damage that would reduce them to zero reduce that damage by 2d6 plus their wisdom modifier. This feature can be used twice per long rest.
3rd level: As an action, you may attempt to settle the soul of an undead or recently slain creature (within 1 minute of death, CR ≤ your Soulbinder level). If successful, you gain a Rested Fragment. Alternatively, you may expend 2 Soul Points to force a Rested Fragment into your reservoir from a willing or neutral spirit.
While holding a Rested Fragment, you may expend it as a bonus action to gain one of the following benefits until the end of your next turn:
Gain resistance to all damage except force.
Gain advantage on death saving throws and Constitution saves.
Heal an ally within 30 feet for 2d6 + your Wisdom modifier.
6th level: When you expend a Rested Fragment, choose two of the listed benefits instead of one.
10th level: You may now hold two Rested Fragments at once. Additionally, using a Fragment no longer requires a bonus action—it may be used as part of another Soul Channel or Echo activation.
14th level: Whenever you gain a Rested Fragment, you regain 1 Soul Point (limit once per turn). When you expend a Fragment, you may choose the same benefit twice (e.g., heal two allies, double resistance duration, etc.).
3rd Level — Soul-Sense
Your connection to the dead allows you to feel their presence.
You can cast detect undead at will, without expending a spell slot or components.
As a bonus action, you can open your senses for 1 minute:
You can see invisible undead and spirits within 60 feet.
You can tell if a corpse is restless or bound, even if disguised.
6th Level — Expulsion Rites
You learn how to force spirits from bodies and banish them from the living world.
You gain a new Spirit Channel option: Exorcising Blast (2 Soul Points):
Each creature of your choice in a 20-ft cone must make a Charisma saving throw (DC = 8 + prof + Wis).
On a failure, creatures are pushed 10 feet and take 3d6 radiant or force damage (your choice).
Undead and possessed creatures have disadvantage on this saving throw.
Possessed creatures are freed if the possessing spirit fails the save.
You can also attempt a special exorcism (once per long rest) as a 1-minute ritual that forces a ghost or fiend from a target if it fails a contested check (your Wisdom vs. its Charisma).
10th Level — Binding Circle
You can create a zone that binds incorporeal and undead entities in place.
As an action, you may expend 3 Soul Points to create a 30-foot-wide circle of spectral runes for 1 minute:
Undead and spirits in the area have their movement speed halved.
They cannot teleport or go incorporeal while inside it.
Once per turn when an enemy in the circle takes damage, they take an additional 1d8 radiant damage from the binding.
You can move the circle up to 20 feet as a bonus action.
14th Level — Death Denied
You become a true guardian of the boundary between life and death.
When a creature within 60 feet would be reduced to 0 HP, you may use your reaction and spend 4 Soul Points and an echo to instead:
Cause them to drop to 1 HP+your wisdom modifier and become surrounded by ghostly wards until the start of your next turn.
While warded, they are resistant to all damage and become immune to nonmagical and necrotic damage.
You can use this reaction once per long rest.
(arson incoming)
Path of the Soulflame
“All things burn — even memory. Even spirit.”
Where others honor souls, you consume them. Soulflame Binders ignite the essence of the dead as power, casting forth trails of spectral fire and fury. Some call them heretics, others call them walking pyres — but the truth is simpler: they believe the spirit is fuel, and the strongest flames are forged in the afterlife.
This path is powerful but volatile, often burning your own resources — or spiritual fragments — to deal massive damage.
3rd Level — Burning Soul
Whenever you expend Soul Points, you can choose to ignite them, causing a fiery backlash of spirit flame.
When you use a Spirit Channel or Echo effect, choose to ignite it. If you do:
Each creature within 5 feet of you takes soulflame (choose between fire or necrotic or split) damage equal to the Soul Points spent.
If you hit with an attack that turn, add +1d6 soulflame damage.
Your soul burst channel now deals soulflame damage instead.
You can use this feature a number of times equal to your proficiency bonus per long rest.
3rd Level — Soul Combustion
You can immolate bound echoes for unstable power.
As a bonus action, you may consume your active Echo to trigger one of the following combustion effects (your choice): (I geniunely cannot find the Seer's echo anywhere and I removed the revenant(wraith) a while back. Sorry for the bad table.)
Echo Type
Combustion Effect
Martyr
Heal all creatures within 10 ft for 1d6 + Wis
Wraith
Become invisible until end of your next turn
Warrior
Deal 2d8 bonus soulflame damage on next attack
Seer
Gain advantage on all saves and checks until start of your next turn
The Echo is lost until your next short rest.
6th Level — Ashbound Aura
Your body flickers with lingering spiritual heat.
When a creature hits you with a melee attack, they take soulflame damage equal to your Wisdom modifier plus half your soulbinder level. (recharges upon every turn)
Once per turn, when you deal soulflame damage, you may cause it to cling — the creature takes 1d4 fire damage at the start of its next turn unless it uses an action to extinguish the spiritual fire. (this feature does not activate itself)
10th Level — Pyre Spiral
When you reduce a creature to 0 HP, you may cause their soul to erupt.
You may use your reaction to create a 10-ft explosion centered on the fallen creature:
All creatures within range must make a Dexterity saving throw (DC = 8 + prof + Wis).
On failure, they take 6d6 soulflame damage, or half on a success.
You can do this once per turn, up to Wisdom modifier times per long rest.
14th Level — Soulflame Ascendant
You become a walking conflagration of spirit fire.
All Soul Points you spend deal bonus 1d8 soulflame damage in a 10-ft radius.
Once per long rest your Soul Points regenerate at the start of each turn for two turns (1d4/turn).
Enemies reduced to 0 HP by you leave behind burning soulflame orbs, which you may absorb as a bonus action to regain 1 Soul Point or 10 HP.
Path of the Phantom Host
“I no longer speak with the dead. I speak as them.”
Your body is a haunted temple — a sanctuary for voices long gone. The Phantom Host doesn’t just call on individual echoes, but acts as a medium for multiple spirits at once, drawing conflicting memories and instincts into a web of echoing power.
This subclass excels at versatility, battlefield manipulation, and stacking spiritual effects.
3rd Level — Split Echo
You can bind two Echoes simultaneously.
You may have two different Echoes active at the same time.
If both would apply to the same trigger (e.g., "when you take damage"), only one triggers, but you choose which.
You can switch one of your active Echoes as a bonus action.
3rd Level — Flickerstep
Your body exists between states.
When you take the Dash, Disengage, or Dodge action, you become partially incorporeal until the start of your next turn.
While incorporeal:
You can move through creatures and objects (as long as you end your turn outside them).
You have resistance to non-magical bludgeoning, piercing, and slashing damage.
6th Level — Host Surge
You can expend Soul Points to trigger both Echoes at once.
When you would trigger an Echo ability (either passive or activated), you may spend 2 Soul Points to activate another Echo as if they were separate effects.
You gain an additional Echo slot, allowing you to select an extra Echo known at this level.
10th Level — Ghostswarm
You briefly release the host of spirits bound inside you.
As an action, spend 4 Soul Points to summon a swarm of phantoms that orbit you for 5 rounds:
You take 2d8 psychic damage from the strain of having to control the spirits outside of your body per turn you choose to maintain this.
All creatures within 10 feet are frightened unless they succeed a DC 13 Wisdom save.
At the start of your turn, choose one: deal psychic damage (3d6) to all frightened creatures in the aura or grant temp HP (equal to 2d6 + Wis) to non frightened creatures within.
You may use this ability once per short rest.
14th Level — Vessel Unchained
You become a perfect medium for spiritual forces.
You can have three Echoes active at once, but no more than one of each "type" (e.g., defensive, offensive, support).
When you roll initiative and have no Soul Points, you regain half your Soul Well immediately.
Once per long rest, you may fully surrender your body to the Hostof spirits for 3 rounds:
You are possessed by a legion, gaining advantage on all attack rolls, saving throws, and skill checks.
You automatically trigger all Echo passive effects once per round.
After the effect ends, you gain one level of exhaustion.
Path of the Soulforged
“My blade remembers. My strike carries the weight of a thousand restless hands.”
You are a weaponmaster bound not just by discipline, but by soulcraft. Your spiritual power takes shape in orbiting soul orbs — semi-visible fragments of essence you’ve honed into martial tools. As you fight, you bind these spirits into your weapons, turning each attack into a manifestation of ancestral wrath, decay, or control.
🌀 3rd Level — Soul Orbs
You can manifest Soul Orbs, spiritual motes that float around you and can be spent to empower your attacks.
You may summon up to 3 Soul Orbs as a bonus action, which orbit you until expended or dismissed (1 minute duration).
You gain 1 free use of this per short rest, and may resummon them by expending Soul Points (1 per orb).
Each orb can be spent (no action) when you hit with a melee weapon or unarmed strike to apply an Infusion Effect:
Infusion Name
Effect
Venom Fang
Target takes 1d6 poison damage and must succeed a Con save or be poisoned until end of their next turn.
Cleave Echo
You may make a second melee attack against a different creature within 5 ft of the first.
Disrupting Pulse
Target makes a Str or Dex save or is pushed 10 feet and can't take reactions until the start of your next turn. immunity to electric attacks negates the loss of a reaction.
Gravebind Slash
The target's movement is halved until your next turn, and they cannot regain HP for 1 round.
You can only apply one infusion per hit. Orbs disappear if unused after 1 minute or if you're incapacitated.
3rd Level — Weapon of the Bound
Your weapons are conduits for soul energy.
You can choose to make any weapon you wield a soulbound weapon, causing it to shimmer with spiritual traces.
Soulbound weapons count as magical, and when you activate an Echo, the next attack with your bound weapon deals +1d6 force damage.
While a soulbound weapon is drawn, you have advantage on checks to resist disarming or being stunned.
6th Level — Echo Arsenal
You gain a unique Spirit Channel option that lets you form ethereal weapon constructs:
Soul Armory (2 Soul Points): As a bonus action, create one spectral weapon that hovers around you (floating scimitar, axe, spear, etc.). It mimics a melee weapon you're proficient with and lasts for 1 minute or until dismissed.
Once per turn when you make a melee attack, the spectral weapon may strike as well (1d8 force damage).
It counts as magical and benefits from Soul Orbs. (you can still only use one infusion per turn)
You can have only one Soul Armory weapon at a time. If destroyed, it can be reformed as a bonus action.
10th Level — Soul Shard Conductor
You now generate and manipulate orbs more freely.
At the start of each combat, you gain 2 free Soul Orbs.
Whenever you score a critical hit or reduce a creature to 0 HP, you regain 1 Soul Orb (max 3 active).
You may now spend 2 orbs at once to apply two different infusion effects on the same hit.
If at threeSoul orbs gain an additional attack with soulbonded weapons.
14th Level — Spiritforge Overdrive
You become a living forge of weaponized memory.
Once per long rest, you can enter a Spiritforge state for 5 rounds as an action:
You generate 3 Soul Orbs immediately, and regain 1 orb per turn.
Soul Orbs now grant +2d6 damage when spent, and you may infuse ranged attacks.
Your soulbound weapon deals +2 bonus force damage passively while active.
Additionally, you may maintain two spectral weapons with Soul Armory during this time.
Now comes the subclass that even when compared to the rest of this abomination of an overly complicated and overpowered class takes the cake by a large margin: The Soulfont
Path of the Soulfont
"Where others draw from a well, I am the spring."
You are a Soulbinder who embodies pure essence — not merely binding spirits, but becoming a source of power they are drawn to. Your body channels souls like lightning in a rod, and your will shapes it into destructive bursts or restorative pulses.
Offense & Utility
Grasping Echoes(Level 3+) Spectral arms erupt in a 10-ft radius. Enemies must make a Strength save or be grappled (escape DC = 8 + Prof + Wis mod) and cannot Dash until the end of your next turn. (1 Soul Point)
Soulbolt Lance(Level 5+) Fire a bolt of sharpened soul energy in a 30-ft line, 5 ft wide. Targets must make a Dex save or take 4d8 force damage. Half on success. (2 Soul Points)
Piercing Wail(Level 5+) A spiritual scream shreds focus. Creatures in a 15-ft cone must make a Con save or take 2d8 psychic damage, be deafened, and lose reactions for 1 round. (2 Soul Points)
Radiant Chains(Level 9+) Target within 60 ft must succeed a Dex save or be restrained by chains of light (repeat save at end of turn). Lasts 1 minute. (3 Soul Points)
Soulflare Devastation(Level 15+) Channel a cascade of soul energy in a 60-ft line, 10 ft wide. Each creature must make a Con save. On fail: 8d8 force damage and pushed 15 ft. On success: half damage. (5 Soul Points)
Defense & Control
Soulshield Pulse(Level 5+) As a reaction when hit, spend 1 Soul Point: gain +3 AC for the attack and reduce damage by 1d6 + Wisdom modifier.
Haunting Reflection(Level 9+) A spectral afterimage imposes disadvantage on the next attack against you. If it misses, attacker takes 2d6 psychic damage. (2 Soul Points)
Sanctum of Silence(Level 13+) Create a 10-ft-radius silence aura for 1 minute. Spells cast inside require a DC 10 Concentration check or fizzle (fail). (3 Soul Points)
Eclipse Barrier(Level 15+) Surround yourself in a whirling veil of fading spirits. For 1 minute, you gain resistance to all damage from one source (choose: spells, weapons, or abilities) and +2 AC. (5 Soul Points)
Restoration & Utility
Soulweave Mend(Level 5+) Touch a creature and spend 1 Soul Point to end charmed, frightened, or paralyzed. (+1 point to remove a second)
Manifest Echo of the Healer(Level 9+) Send a spirit to heal an ally within 30 ft. Restore 3d8 + Wis mod HP. (2 Soul Points)
Memory Seal(Level 13+) Target fails a Wis save: they forget the past minute and can’t acknowledge anything regarding a chosen subject for one minute after unless directly interacted with, in which case the spell breaks and the caster takes 1d10 psychic damage. Memory returns after 10 minutes unless reapplied. (3 Soul Points)
Spirit Font Surge(Level 15+) Unleash healing in a 20-ft radius around you. All allies restore 6d6 HP and may immediately end one condition (blinded, frightened, or stunned). (5 Soul Points)
Level 3 – Soul Overflow
Increase your maximum Soul Points by 2.
When you reduce an enemy to 0 HP, regain 1 Soul Point (once per turn).
Choose one additional Soul Channel Technique to add to your known list.
Level 6 – Font of the Endless
When you expend 1 Soul Point on a Channel ability, you may roll a d6:
On a 6, the point is not spent.
You may now maintain two Lingering Effects from Channel Techniques that would normally end at the start or end of your turn (e.g., Brand of the Departed, Veil of Memory).
Level 10 – Surge Conductor
You can manipulate raw soul energy into refined patterns:
Once per short rest, choose one:
Empower: The next Channel ability you use gains +1d6 damage or healing per die(e.g 3d8→3d8+3d6).
Efficiency: While at max soul points channels cost 3 fewer Soul Point (minimum 1).
Split: Once per combat you may target a second creature with the same Channel if applicable (must be within 10 ft of the first).
Also, increase your maximum Soul Points by 3 (total +5).
Level 14 – Soulstorm
You have become a maelstrom of spiritual potential. You cannot use this ability if you have a Cruxif as a learned channel.
As a bonus action (1/long rest), activate the Soulstorm for 3 rounds:
All Channel Techniques cost 1 less Soul Point (minimum 1).
You may use two different Soul Channel Techniques per turn (one action, one bonus action).
You regain 2 Soul Points at the start of each of your turns during this state.
When Soulstorm ends, you cannot use Channel Techniques until you complete a short or long rest.
🎉 Capstone Features 🎉
Soulfont--Divine Cruxif
"The strain of controlling souls comes not from their burdens, but from their strength when truly unleashed."
You invoke a dreadful rite, conjuring a mass of spectral chains from your stored soul fragments that lash out at all enemies in a 30-foot radius centered on a point within 60 feet. Each affected creature must succeed on a Strength saving throw (DC = 8 + proficiency + Wisdom mod) or be subjected to the following:
Pulled 30 feet toward the center of the effect.
Restrained until the end of your next turn.
Take 6d10 force damage, as soul energy crushes inward like a gravitational vice.
On a successful save, a creature is pulled only 15 feet and takes half damage, but is not restrained.
Additional Effect: You can choose up to 3 creatures within the radius to instead be protected by the spirits — they are unaffected and gain resistance to force damage until the start of your next turn.
Soul Drain: After the effect resolves, you lose all additional Soul Points if at least three creatures failed their saving throws, as the feedback overloads your spiritual reserves.
You unleash a cataclysmic burst of unstable soul energy, drawing on every echo and fragment bound to your will. Choose a point within 60 feet. All creatures in a 30-foot radius sphere must make a Constitution saving throw (DC = 8 + your proficiency + Wisdom modifier).
On a failed save, creatures take 12d10 force damage, are blinded, and cannot regain hit points until the start of your next turn.
On a successful save, they take half damage and suffer no additional effects.
Special: You may choose a number of creatures equal to your Wisdom modifier to take half damage (or none on successful saving throw) from this detonation’s effects.
If any dice on the attack roll rolls numbers under t reroll them and take the highest result.
Backlash: After casting, you lose all remaining Soul Points, and cannot regain soul points or use another Soul Channel until 4 rounds have passed. In addition, you gain 1 level of exhaustion.
You bend the river of time, creating a shimmering veil that envelops you and your nearby allies in a zone of temporal dissonance.
Until the start of your next turn, additional features (everything excluding invulnerability) last for two rounds:
You take no damage from any source.
All attacks targeting you or allies within 10 feet of you are made with disadvantage.
Saving throws made by allies within 10 feet gain advantage.
You and allies within the veil leave only blurred afterimages, making ranged attacks against them have additional disadvantage, and movement does not provoke opportunity attacks during this time.
You can use this feature once per long rest, or recharge it by expending 8 Soul Points.
You tear open a breach between the material plane and the afterlife at a point within 60 feet, creating a 30-foot radius spectral rift that lasts 1 minute (concentration). The area becomes suffused with whirling echoes and chained spirits.
Effects While in the Rift:
Enemies treat the area as difficult terrain and must succeed on a Wisdom saving throw when entering or starting their turn inside or take 4d8 psychic damage and have disadvantage on attack rolls until the start of their next turn.
Friendly creatures gain resistance to necrotic damage and may reroll one failed saving throw while within the area (once per creature per casting).
While you stand within the rift, you regain 1 Soul Point at the start of each of your turns, up to a maximum of 3 regained during the duration.
Echowell Synergy: If any Echo is active while you are within the rift, its passive effect is doubled, and its Soul Point cost is reduced by 1 (minimum 0).
Backlash: Once the rift ends, you lose access to all Echo activation for 1 round and cannot regain Soul Points from other sources until your next turn.
You reach across the Veil and call a soul back from the brink, knitting body and spirit into one with searing, binding energy. You can target a creature that has died within the past 10 minutes, as long as their body remains mostly intact.
The creature is revived with half their maximum HP and no exhaustion or long-term revival penalties.
They gain 1d4 Soulfire Charges, ghostly embers that last until the next long rest. Whenever they drop to 0 HP, they may expend 1 charge to instead drop to 1 HP.
For the next hour, they gain resistance to necrotic and psychic damage and add your Wisdom modifier to all death saving throws.
They also gain access to one Channel effect and echo you know (DM's discretion or chosen by you), which they may use once without cost before the effect fades.
Aftershock: You cannot regain Soul Points or use Echoes for 1 minute after casting. Using this ability again before finishing a long rest causes 2 levels of exhaustion and requires a successful DC 18 Constitution saving throw or fall unconscious for 1 hour.
You call upon the full strength of your spirit network, channeling soul energy into your allies in spectral chains of unifying power. Up to six creatures of your choice within 60 feet gain the following benefits for 1 minute:
Restore 4d10 + your Wisdom modifier HP immediately and an additional 1d10+wisdom modifier health every turn that the tether is active.
Remove one of the following conditions: blinded, deafened, frightened, paralyzed, poisoned, or charmed.
While affected, the target gains resistance to necrotic and psychic damage.
If a creature under this effect is reduced to 0 HP, it instead drops to 1 HP once during the duration (no reaction required) but loses the tether.
Soul Tether: If you are reduced to 0 HP while this effect is active, one target of your choice within range can spend their reaction to sacrifice 3d8 HP to restore you to 1 HP, maintaining the bond. If they do, you regain 2 Soul Points.
Backlash: After Spiritweld ends, you cannot regain Soul Points by any means until you finish a long rest.
Path of the Gravekeeper — Shackles of Eternity
“Some things were never meant to move again.”
You can now chain not just spirits — but time itself.
As an action, you may choose up to 3 creatures within 60 feet and attempt to bind them outside the flow of time.
Each must make a Wisdom saving throw or become chained in time for 1 round (on a success) or 3 rounds (on a failure).
While chained:
They can't take actions, reactions, or movement.
They are immune to damage from sources other than the caster, but also cannot affect the world in any way.
You and your allies may still move freely around them — it's as if they've been frozen in death’s waiting room.
Once per long rest. You may spend 6 Soul Points to use this again.
This effect ignores legendary resistance the first time it’s used against a creature.
Path of the Phantom Host — Dominion of the Bound
“I no longer walk alone. I am the legion.”
At 17th level, you can now house even more spirits and use their swarm as a reactive weapon.
You gain a sixth Echo slot (total of 6 known) and may have up to 4 active Echoes at once.
You gain access to the Echo of the Forgotten Tyrant & the Echo of the Hollow Choir echoes.
When a creature hits you with an attack, you may use your reaction to deflect the attack by consuming 2 soul points, causing the damage to be halved and the attacker to take 2d6 psychic damage and make a Wisdom save or be blinded until the end of their next turn.
You may use this reaction a number of times equal to your Wisdom modifier per long rest.
Path of the Soulflame — Infernal Avatar
“They tried to burn me. I became the fire.”
You can now unleash your inner flame and become a Fiery Avatar, a towering beast formed of soulflame and rage.
As an action, spend 6 Soul Points to transform for 1 minute:
Your size increases to Large. Your attacks deal an additional 2d10 soulflame damage.
You gain temporary HP = twice your Soulbinder level.
As a bonus action each turn, you can command the flame beast’s claws (15-ft cone, Dex save or take 6d6 fire).
You are immune to fire and necrotic damage, and resistant to bludgeoning, piercing, and slashing from magical/nonmagical weapons.
Path of the Soulforged — Reapers Elegy
“I have forged the perfect blade — and it remembers every soul it has touched.”
You forge the ultimate soulbound weapon: a Spectral Scythe.
As a bonus action, you may manifest the Reapers Elegy, a massive spiritual scythe glowing with spectral fire and trailing ghostlight. It counts as a heavy two-handed weapon that deals 3d10 slashing + 1d10 force damage. It has a range of 15ft and while holding it you gain flight speed equal to double your move speed.
It bypasses all resistances and immunities to damage from non magical or silvered weapons.
You can spend Soul Orbs to add special effects per strike:
Orbs Spent
Additional Effect
1 Orb
Echo Cleave: Strike passes through up to 3 enemies in a line. Make an additional attak if only one enemy is hit.
2 Orbs
Soul Rend: Target must succeed a Con save or be stunned until end of your next turn.
3 Orbs
Harvest: Deal an additional 2d10 force damage and heal all allies for the additional damage dealt
The scythe lasts for 1 minute or until dismissed.
Once per long rest, or by spending 6 Soul Points to refresh.
That's all. If you have anything to say or any suggestions to make I'd greatly appreciate it.
"The Biggest problem D&D player face is their own bad decisions." "What doesn't kill you makes you more likely to die."- Thauraeln_The_Bol "Well, hey, if it ain't broke, then break it!"Former_Queen_Yvonne See my homebrew spells, monsters, and this thread part of the cult of science, and the Cult of the Nothic, and plays on Tenbrae Sine Fine Please help us!!! (Link) Nickname is Colton. PM ME THE WORD TOMATO. The best name for the mad gibber
Hit Die: 1d8 Proficiencies: Simple weapons, Light armour, Shields, Wisdom & Charisma Saving throws, Two Skills from: Insight, Perception, Deception, Intimidation, Investigation, History, Sleight of Hand, Acrobatics.
1st Level: Soul Channeling
When you choose this subclass at level 1, you can reach out and touch the spirit world enabling you to channel their abilities into this world. Choose your Wisdom or Charisma as your Soulbinder ability for your Soul Channeling.
Soulbinder Attack modifier: your Soul Channeling ability modifier + your proficiency bonus.
You gain three methods to channel these souls as a Magic Action, and two Soul Points which you can use to enhance these abilities, you regain all expended Soul Points when you finish a long rest.
Soul Fire. Choose one target within 30 ft of you, the target must succeed on a Dexterity saving throw, Fail: take 1d6 fire and 1d6 radiant damage. Enhance (1 Soul Point): You target instead all creatures in a 15 ft cone from yourself. At higher levels: Increase the fire and radiant damage dealt by 1d6 at level 5, 11, and 17.
Warding. Choose one willing target within 30 ft of you that you can see. The target gains +2 AC until the end of their next turn. Enhance(1 Soul Point) : This effect lasts until you use this feature again, or until 1 minute has elapsed. At higher levels: Increase the number of targets by 1 at level 5, 11, and 17.
Regret. Choose one target within 60 ft of you. The target must succeed on a Charisma saving throw, Fail: take 1d8 cold damage, and their movement speed is reduced by 10 ft until the start of your next turn. Enhance(1 Soul Point) : Target each creature in a 10 ft radius from a point within range instead of a single creature. At higher levels: Increase the cold damage dealt by 1d8 at level 5, 11, and 17.
1st Level: Spirit Attunement
Starting at 1st level, You gain the ability to sense and communicate with lingering spirits. You also learn the Spare the Dying cantrip. Additionally, you can speak to remnants of souls around you (DM's discretion), often giving cryptic insights, emotional impressions, or fragments of memory.
2nd Level: Evoke Echoes
At 2nd level, you learn to evoke the echoes of those passed which fuse with your body, granting you special abilities. You learn 2 echoes of your choice, but you can only have one echo active at a time. You can use a Bonus Action to swap out one Echo for another. You learn 1 additional Echo at level 6, and level 18.
Echo of the Martyr
Each time you take damage, one creature of your choice other than you within 30 ft of you, regains hit points equal to half your Soulbinder level (rounded down).
Sacrifice. When you start your turn with less than half your maximum HP, you can use your Reaction to cause you and each creature of your choice within 60 ft of you to regain 1d6 + your Soulbinder Ability modifier HP.
Echo of the Warden
You have advantage on saving throws against being charmed or frightened.
Inspire. When you succeed on a saving throw, you can use your Reaction to grant advantage on the same saving throw to another creature within 60 ft of you.
Echo of the Warrior
You can use your Soulbinder ability modifier for attacks and damage of your unarmed strikes, your unarmed strikes deal 1d8 bludgeoning damage rather than their normal damage die.
Adrenaline. When you reduce a creature to 0 hp, you can use your Reaction to gain 1d10+your Soulbinder ability modifier temporary hit points.
Echo of the Guardian
You gain proficiency in Medium and Heavy armour and can use your Soulbinder ability modifier to fulfill any Strength requirements of that armour.
Deflect. When you or a creature within 10 ft of you is targeted by an attack, you can use your Reaction to impose disadvantage on that attack.
3rd Level: Subclass
4th Level: ASI
5th Level: Advanced Channeling
You learn 1 additional channeling ability from the list below each can be used by using the Magic Action:
Phantom Grasp. Make a melee attack using your Soulbinder attack bonus, on a hit deal 2d8 force damage and pull the target 10 ft in a direction of your choice. Enhance (1 Soul Point): The target must succeed on a Strength saving throw, Fail: grappled & restrained for 1 minute (escape DC = your Soulbinder DC), Success: their movement speed is reduced to 0 until the end of your next turn. At higher levels: Increase the force damage dealt by 1d8 at 11th and 17th level.
Necrotic Burst. Each creature of your choice within 15ft of you must make a Constitution saving throw, Fail: 2d8 necrotic damage. Enhance (2 Soul Points): Increase the radius to 30 ft and the damage by 4d8, and you regain hit points equal to the necrotic damage taken by one of the targets of this ability. At higher levels: Increase the necrotic damage dealt by 1d8 at 11th and 17th level.
Veil of Memory.Choose 1 creature within 60 ft of you that you can see. The target must succeed on an Intelligence saving throw, Fail. The target is blinded until the end of its next turn. Enhance(1+ Soul Points) Increase the number of targets by 1 for each Soul Point spent.
6th Level: Echo Melding
Starting at 6th level, you can use a Bonus Action to meld two echoes together instead of swapping between them. You must expend 2 Soul Points to meld the echoes together and the meld is unstable. The meld ends after 10 minutes or if you swap to a different echo.
7th Level: Spectral Resilience
You gain resistance to one damage type of your choice. You can change which damage type you are resistance to whenever you spend Soul Points.
8th Level: ASI
9th Level: Voice of the Dead
You can cast Speak with Dead at will, with a 1-minute duration, without using a spell slot or components.
10th Level: Subclass Feature
11th Level: Expert Channeling
You learn 1 additional channeling ability from the list below:
Brand of the Departed. As a Magic Action, choose 1 creature within 60 ft of you. The target takes 2d8 radiant damage the next time it is hit by an attack before the start of your next turn. Enhance(3 Soul Points) The target takes the additional damage each time it is hit by an attack until the start of your next turn. At higher levels: Increase the radiant damage dealt by 1d8 at 17th level.
Echo Block. When you are hit by an attack, you can use a Reaction, that you can only take while you have at least one active Echo, you can attempt to cause an attack against you to instead hit your Echo. Roll a 1d20 on an 11 or higher the triggering attack instead hits the Echo, you lose your Echo and all associated benefits you cannot evoke that same echo again until you finish a short or long rest. Enhance(1 Soul Point) The attack automatically hits your Echo instead of you.
12th Level: ASI
13th Level: Echo Triune
Starting at 13th level, you can use a Bonus Action to meld three echoes together instead of swapping between them. You must expend 3 Soul Points to meld the echoes together and the meld is unstable. The meld ends after 10 minutes or if you swap to a different echo.
14th Level: Subclass Feature
15th Level: Master Channeling
You learn 1 additional channeling ability from the list below each can be used by using the Magic Action:
16th Level: ASI
17th Level: Subclass Feature
19th Level: Epic Boon
20th Level: Immortal Soul
At 20th level, your soul has so intermingled with the spirits that walk the world, that it will refuse to depart. When you are reduced to 0 hp, you instead remain at 1 hp and you cannot use this ability again until you finish a long rest. You can regain additional uses of this ability by spending 1 Soul Point (no action required).
Subclass: Gravedigger
3rd Level: Keeper's Vigil
You can cast Protection from Evil and Good, and Gentle Repose. You can cast each of these spells a number of times equal to your Soulbinder ability modifier, regaining all uses when you finish a long rest.
3rd Level: Soul Sense
You automatically notice any undead creature within 60 ft of you that you can see, you have advantage on Wisdom (Perception) checks to locate hidden or invisible undead.
6th Level: Warding Sigil
You and creatures within 10 ft of you have resistance to necrotic and psychic damage. When you take Necrotic damage from an enemy creature, you regain 1 Soul Point.
6th Level: Rest Boon
As a Reaction when a creature dies within 60 ft of you, you can perform a rite to put that creature's soul to rest and gain one boon from the list below:
Advantage on the next d20 Test you make
Regain hit points equal to 2d6 + your Soulbinder ability modifier.
Alternatively, you can use a Bonus action to expend one Soul Point to gain either boon.
10th Level: Exorcizing Blast
You gain an additional Soul Channel ability:
Exorcising Blast. Each creature in a 15 ft cone must succeed on a Charisma saving throw, Fail: take 3d6 radiant damage and be pushed 10 ft away. Undead have disadvantage on this saving throw, if a target of this ability is possessed that possession is broken. Enhance (1 Soul Point): You target instead all creatures in a 60 ft cone from yourself. At higher levels: Increase the radiant damage dealt by 1d6 at level 11, and 17.
10th Level: Containment
You can cast Magic Circle as an Action, you can move the circle up to 20 ft as an Action on subsequent turns. You can cast this spell once, and you regain the ability to cast it when you finish a long rest.
14th Level: Death Denied
When a creature within 60 feet would be reduced to 0 hp, you can use a reaction to cause them to instead be restored to half of their hit point maximum. Once you have used this ability you cannot use it again until you finish a long rest.
17th Level: Shackles of Eternity
As a Magic Action, choose up to 3 creatures you can see within 60 ft of you. Each target makes a Charisma saving throw, Fail: they are frozen outside of time becoming incapacitated, their movement speed becomes 0, and immune to all damage for 1 minute. Affected creatures repeat the save at the end of each turn ending the effect on a success.
You can use this ability once, regaining the ability to use it when you finish a long rest, or by spending 3 Soul Points to use it again.
Subclass: Soulflame
3rd Level: Burning Soul
Each time you use a Soulbinder ability to deal damage, add an extra 1d6 fire damage to the total damage dealt or cause one creature that took damage from the ability to gain the Burning condition.
6th Level: Soul Combustion
As a bonus action, you may consume you active Echo(es) to trigger the respective effects below:
Martyr : All creatures within 10 ft of you regain 1d6+your Soulbinder ability modifier hit points.
Warrior : Deal an 2d6 fire damage to one creature you can see within 30 ft of you.
Warden : Gain advantage on all saving throws until the end of your next turn.
Guardian : Gain resistance to one damage type of your choice from: fire, radiant, force, or necrotic until the end of your next turn.
10th Level: Pyre Spiral
When a creature you can see within 60 ft of you is reduced to 0 hp, you can use your Reaction to cause it to explode. Each creature within 10 ft of the target must make a Dexterity saving throw, Fail: 6d6 fire damage, Success: half as much.
14th Level: Fuel the Fire
You regain 2 Soul Points whenever you finish a short rest and when you use your Pyre Spiral ability.
17th Level: Flaming Avatar
As a bonus action, you transform into a being of pure soulflame for 1 minute gaining the following abilities:
Avatar: Size increases to Large, 30 ft fly speed (hover),
Fire Form: can move through the space of other creatures, each creature that you move through takes 2d10 fire damage (a creature can only take this damage once per turn).
Heart of Fire: gain temporary hit points equal to 3x your Soulbinder level, and immunity to Fire damage
Once you have used this ability you cannot use it again until you finish a long rest, or spend 4 Soul Points to activate it again.
Subclass: Soulfont
Subclass: Soulforged
3rd Level: Soul Bound Weapon
You gain proficiency in martial weapons. When you finish a long rest, you can choose one weapon in your possession to be your Soul Bound weapon, you use your Soulbinder modifier for attack and damage rolls with your Soul Bound weapon. In addition, when you use a bonus action to activate or change your Echo, each weapon attack you make deals an extra 1d6 force damage on a hit until the end of your turn.
3rd Level: Spirit Strike
When you hit with an attack with your Soul Bound Weapon you can cause one of the following effects:
Disrupt Mind. The target takes 1d6 psychic damage and must succeed on a Wisdom saving throw or be frightened of you until the end of its next turn.
Ravage Body. The target takes 1d6 slashing damage and its movement speed is halved until the end of its next turn.
Poison Soul. The target takes 1d6 poison damage and must succeed on a Constitution saving throw or be poisoned until the end of its next turn.
Vitality Drain. The target takes 1d6 necrotic damage, and you or a creature of your choice within 10 ft of you regains hit points equal to the necrotic damage dealt.
You can use this ability a number of times equal to your Soulbinder ability modifier, regaining all uses when you finish a long rest. You can also spend 1 Soul Point to regain a use of this ability (no action required).
6th Level: Extra Attack
When you take the Attack Action on your turn you can make two attacks with your Soul Bound weapon.
10th Level: Soul Capture
You regain 2 expended uses of your Spirit Strike when you roll Initiative, and when score a critical hit or reduce a creature to 0 hp with your Soul Bound weapon. In addition, the damage from your Spirit Strikes increases to 2d6.
14th Level: Diverse Arsenal
You can Soul Bind two different weapons at the same time, and your Soul Bound weapons score a critical hit on a 19 or 20 on the d20.
17th Level: Reapers Elegy
You can infuse your Soul Bound weapons with even more spirit energy causing them to become even more powerful. As a Bonus Action you manifest spectral blades over your Soul Bound weapons that grant the following benefits:
Reach of melee weapons increases to 15 ft.
Attacks with the weapon deals an additional 3d10 magical slashing and 1d10 force damage
Your weapons remain in this form for 1 minute, once you have used this ability you cannot use it again until you finish a long rest, or spend 4 Soul Points to activate it again.
Subclass: Phantom Host
3rd Level: Echo of the Choir
You gain an additional option for your Echoes, you know this echo in addition to your other known echoes:
Echo of the Hollow Choir
You gain advantage on Intimidation and Insight checks.
Chorus. When a creature within 30 ft of you takes psychic or necrotic damage, you can use your Reaction to deal 1d10+your Soulbinding ability modifier damage of the same type to a different creature within range.
3rd Level: Flickering Steps
When you use your Action to Dash, Disengage, or Dodge, you become partially incorporeal until the start of your next turn. While Incorporeal, you gain resistance to slashing, piercing or bludgeoning damage until the start of your next turn. You can spend 1 Soul Point to take one of these actions and activate this ability as a Bonus Action.
6th Level: Host Surge
When you use one of the Reaction abilities of one of your Echoes, you can spend 1 Soul Point to not expend your Reaction to use that ability. You can do this only once per round.
10th Level: Ghostswarm
You can use the Magic Action to summon a swarm of phantoms in a 15 ft emanation around yourself. These phantoms cause the following effects:
You and each frightened creature in the emanation take 2d8 psychic damage at the start of each of your turns.
Each creature that starts its turn in the emanation (other than you) must succeed on a Wisdom saving throw against your Soulbinder DC or become frightened of you until the start of its next turn.
These phantoms last for 1 minute, once you use this ability you cannot use it again until you finish a short or long rest.
14th Level: Infinite Vessel
When you roll initiative, you regain 3 Soul Points up to your Soul Point maximum.
Legion in One. You can spend 3 Soul Points as a Bonus Action to surrender to a legion of phantoms which grant you advantage on all attack rolls, ability checks and saving throws for 1 minute, you gain 1 point of exhaustion when this effect ends.
17th Level: Dominion of the Bound
You gain learn one additional echo option:
When you meld this echo with any other echo reduce the Soul Point cost of this meld by 1. You can spend 4 Soul Points to meld up to 4 echoes at once.
Echo of the Forgotten Tyrant
You do not take damage or exhaustion from using your Ghostswarm ability. In addition, whenever you reduce a creature to 0 hp, you subjugate its soul and regain 1 Soul Point.
Revenge. When you or an allied creature within 15 ft of you is hit by an attack, you can use your Reaction to deal 2d10 psychic damage to the attacker, in addition, the attack must succeed on a Charisma saving throw or be silenced (unable to speak or cast spells with a verbal component) until the end of its next turn.
I am sorry for any grammar mistakes or contradictions I still haven't managed to find when I finally finished this it was roughly 2:00 AM.
Feel free to use this in your campaigns and also please leave any balance recommendations. (I can already hear the Soulfont complaints)
This whole thing took me over 7 hours including the revamping, rewriting and redoing everything--and I'm probably underselling the actual time spent--so I hope you enjoy this.
Main class
Level 1 – Soul Wells & Spirit Attunement
Soul Points:
You begin with a Spirit well of 4 Soul Points. These replenish on a long rest. Soul Points fuel your Echoes and Soulbinder features.
Spirit Attunement: You gain the ability to sense and communicate with lingering spirits. You also learn the Spare the Dying cantrip. Additionally, you can speak to remnants of souls around you (DM's discretion), often giving cryptic insights, emotional impressions, or fragments of memory.
Soul Channel Techniques
These are supernatural abilities fueled by Soul Points. You may choose from the list below at the levels indicated. Some have prerequisites, such as minimum level or subclass.
You learn additional Soul Channel Technique at the following levels:
Level 2, 5, 8, 11, and 14 (6 total).
You may retrain one on a long rest.
Combat Channel Techniques
Soulfire Burst
Prerequisite: Level 2
Unleash a 15-ft cone of fire and radiant damage. Dex save or take 1d6 fire + 1d6 radiant damage (half on save). Costs 2.
Phantom Lash
Prerequisite: Level 3
Make a melee spell attack (15 ft). On hit, deal 2d8 force and pull target 10 ft. +1d8 at levels 7 and 13. Costs 2.
Echo Detonation
Prerequisite: Level 5
Cause one active Echo to explode (10-ft radius). Dex save or take 3d6 force, pushed 10 ft. +1d6 force damage and 5 ft radius at level 11.
Soul Blade Barrage
Prerequisite: Soulforged Subclass
Summon twin spectral weapons and hurl them at up to two creatures. Ranged spell attacks for 2d6 force each. 1d6 extra damage on levels 7, 11, and 17, Costs 1.
Wail of the Bound
Prerequisite: Phantom host Subclass and level 9.
You unleash a pulse of tormented wails from the bound souls in your well. Each enemy in a 20 ft radius of the point you choose within 60ft must make a Wisdom saving throw or take 6d8 psychic damage and be frightened until the end of their next turn. On a success, they take half damage and are not frightened.
If any creature fails by 8 or more, they are also stunned until the end of their next turn, as the voices overwhelm their mind.
Support Channel Techniques
Warding Spirits
Prerequisite: Level 3
Three guardian spirits orbit a creature. Each blocks 1 necrotic/psychic damage instance and gives +1 AC while active. Costs 1 per each.
Lingering Echoes
Prerequisite: Level 10
Maintain two versions of one Echo simultaneously for 1 round.
Veil of Memory
Prerequisite: Level 7
Force up to two creatures be unable to detect you temporarily (Int save or lose targeting capability for 1 round).
Soulmender's Grace
Prerequisite: Gravekeeper Subclass
Spend 1 Soul Point to heal an ally within 30 ft for 2d6 + Wis mod.
Control Channel Techniques
Shackles of Regret
Prerequisite: Level 8
Target must make Cha save or suffer -10 speed for 2 rounds. Cost 2 soul points.
Echo Lock
Prerequisite: Level 12
Reaction: Block a spell or attack unless the target makes a Wis save. Consumes 1 Soul Point.
Brand of the Departed
Prerequisite: Level 6
Mark a foe with a spectral brand. Allies gain +1d6 radiant against that target. Lasts 1 minute or until dismissed. Consumes one soul point.
Spirit Eruption
Prerequisite: Soulflame Subclass
When an enemy dies within 30 ft, spend 1 Soul Point to cause a small flame eruption (10 ft, 2d6 fire, Dex save for half).
Level 2 – Echo Channel
Choose 2 Echoes to learn.
You may activate an Echo by spending 1 Soul Point. Echoes last 1 minute and grant a passive benefit and a once-per-round trigger effect.
You may only have one Echo active at a time. Switching requires spending another Soul Point.
Echoes:
General Rules:
Activating an Echo costs 1 Soul Point.
You can have a limited number active depending on your level.
Only one Echo's trigger effect can activate per round unless a subclass says otherwise.
Echoes last 1 minute
Echo of the Forgotten Tyrant (Phantom host exclusive.)
A soul too powerful to rest — a monarch, a conqueror, or a warlord whose dominance extended even into death.
When this Echo is active:
Echo of the Hollow Choir (Phantom Host Exclusive)
Passive Effect:
While active, ghostly murmurs swirl around you in a harmonic resonance. You gain advantage on Intimidation and Insight checks, and enemies within 10 feet suffer disadvantage on saving throws against being frightened, charmed or on melee attacks if suffering from the frightened or charmed status.
Trigger Effect (1 use per round):
When a creature within 30 feet takes psychic or necrotic damage, you may cause the Hollow Choir to echo that pain. Choose one:
Echo of the Martyr
Passive: When you take damage from an enemy, one ally within 30 ft regains HP equal to ½ your Soulbinder level. At level 11, the passive heal increases to Soulbinder level.
Trigger: Once per round, when you are below half HP, all allies regain 1d6 + your Wisdom modifier HP
Echo of the Warden
Passive: Gain advantage on saving throws against being frightened or charmed.
Trigger: When you pass a saving throw, you can let one ally within 30 ft reroll a failed save. At level 11 you the reroll effect can effect two allies at once.
Echo of the Predator/warrior
Passive: Gain a bonus to weapon and unarmed damage equal to ½ your proficiency bonus. At level 11, your crit range expands by +1 (e.g., crit on 19–20) while this Echo is active.
Trigger: When you reduce a creature to 0 HP, gain temporary HP equal to your Wisdom modifier
Echo of the Guardian
Passive:When an enemy hits you or an ally within 10 ft, you can impose disadvantage on that enemy’s next attack once per long rest. At level 11 uses change to twice per long rest.
Trigger: If hit you can use a reaction to gain a bonus to AC equal to ½ your proficiency bonus (rounded down). Until the start of your turn.
Level 3 – Soulbinding Path
Choose a subclass:
Gravekeeper – spirit anchor and special item.
Soulflame – vengeance and fiery spectral release.
Phantom Host – echo swarm manipulator.
Soulforged – weapon enhancement.
Soulfont – upgrades channels objectively broken. (Your DM should probably ban this subclass)
Level 5 – Dual Channel
You can now memorize one channel from each category to count as always ready( levels 5 and under)
Level 6 – Soul Meld
You may combine two active Echoes into a Meld for 2 Soul Points.
Melds grant the passive benefits of both Echoes.
You may trigger only one of the two Echoes per turn unless otherwise stated.
Level 7 – Spectral Resilience
When you take damage, you may use your reaction to spend 1 Soul Point and gain resistance to the damage type until the end of your next turn.
Level 9 – Echo Mastery I
Learn two more Echoes.
You may choose to extend Echo active durations to 3 minutes for an additional 2 Soul Points.
Level 10 – Ancestral Surge
If you roll initiative with 0 Soul Points, you immediately regain 2.
You can cast Speak with Dead at will, with a 1-minute duration, without using a spell slot or components. This allows short, vague, and often emotionally tinged communication.
Level 11 – Triune Channel (Revised)
You now know one additional Echo, increasing your total known Echoes to five. You may have one more Echo active at a time.
Additionally, when using Soul Meld, you may now draw from either of your original Echoes (the two chosen at 2nd level), even if they are not currently active.
Level 13 – Soul Barrier
When an ally within 30 feet is hit, you can use your reaction to spend 2 Soul Points and reduce the damage by 3d10 + your Wisdom modifier. (must have defender or martyr as echo to activate.)
Usable a number of times per long rest equal to your Wisdom modifier.
Level 14 – Greater Meld
Melds can now trigger both Echo effects per turn (once each).
Still costs 2 Soul Points to initiate.
Level 15 – Soul Overflow
A number of times equal to WIS modifier per long rest, you may spend HP instead of Soul Points to activate Soulbinder features.
You can spend a maximum number of points equal to your Wisdom modifier*5 in this way.
Level 17 – Subclass Capstone
Each subclass gains a powerful defining ability...(In advance I am sorry for how ridiculously unbalanced these are going to be)
Level 18 – Echo Mastery II
Learn 1 additional Echo.
Your Melds can now draw from any known Echo, not just active ones.
Level 20-Soul ascendant
Unyielding Spirit :
When reduced to 0 HP, you instead drop to 1 HP.
Drawback: You immediately lose all Soul Points, dismiss all Echoes, and cannot use any Soul abilities until the end of your next turn.
Usable once per long rest.
Flavor additions:
🌬️ Whispers of the Departed (Base Class Flavor Mechanic)
Whenever you gain a Soul Fragment (via subclass features, defeating an enemy, or ritual attunement), you receive brief flashes of memory, emotion, or instinct from the spirit.
“Your temple aches as you draw in the hatred of a knight who died betrayed. But as the fire burns, clarity returns.”
Memory-Stilled Offering
The Gravekeeper can perform a spiritual rite to release a full spirit into the afterlife. This requires:
🎲 Boons of Release
When the spirit is released, roll 1d8 or DM's choice and gain a Blessing of the Departed, a temporary but notable buff:
d8
Blessing (Lasts until next long rest)
1
+1 AC
2
+10 ft. movement speed
3
+1 to STR-based checks and saves
4
+1 to DEX-based checks and saves
5
+1 to WIS or CHA saves (your choice)
6
+1 to INT-based skill checks
7
Gain temp HP = 2 × your Soulbinder level
8
Once, ignore the effects of Exhaustion for 1 hour
Optional: You may only have 1 such blessing active at a time — if you gain a new one, choose which to keep.
🎭 Narrative Hook(not neccesary but greatly enhances feel of gameplay)
Every blessing should come with a flavor line, either whispered to the Soulbinder or felt internally:
“Run, child, before the fire reaches the gates…”
“Steel flows in your limbs like mine once did…”
“Remember me.”
🎉Subclass time 🎉
Path of the Gravekeeper
“We are not meant to linger. Let the dead sleep, and the living breathe.” --Edieth Frosteye, Exorcist.
Gravekeepers are wardens of sacred thresholds, maintaining the balance between the living and the dead. They safeguard burial grounds, cleanse places of lingering corruption, and rebuke spirits that defy the natural order. Unlike clerics who revere gods of death, Gravekeepers speak for the silence of the grave — a power deeper and older than any divine edict.
Grave Tools (Expanded Scaling Feature)
At 3rd level, choose one Grave Tool. The tool gains additional effects at 6th, 10th, and 14th levels. You may switch your chosen Tool at the end of a long rest.
3rd Level — Keeper's Vigil
You can sanctify the ground using your grave tools to repel the undead and anchor wayward souls. Each vigil gains bonuses depending on the grave tool chosen.
You can use this ability a number of times equal to your Wisdom modifier per long rest.
Grave tool bonuses
Soulbrand Mark (Offense / Debuff Tool)
As a bonus action, mark a creature within the vigil for 1 minute. The next time they take Echo or Soul related damage, they take extra psychic damage equal to your Wisdom modifier.
Once per turn, if you hit a marked enemy, reduce their speed by 10 ft until the start of your next turn.
The mark causes disadvantage on saving throws against your Soul Channel abilities. Enemies within the vigil that are branded take an additional 2d4 radiant damage every time they receive damage from soulbinder related abilities.
When the mark is consumed, the enemy must make a Constitution saving throw or become blinded until the end of their next turn.
Warding Sigil (Support / Utility Tool)
As an action, inscribe a glowing sigil. Allies within 10 ft gain +1 to saving throws for 1 minute.
Allies also gain resistance to necrotic and psychic damage while within the aura.
You may inscribe the sigil as a bonus action, and its radius increases to 15 ft.
When an ally in the vigil’s aura would take damage that would reduce them to zero reduce that damage by 2d6 plus their wisdom modifier. This feature can be used twice per long rest.
Restbinder’s Whisper (Support / Soul Utility Tool)
3rd level:
As an action, you may attempt to settle the soul of an undead or recently slain creature (within 1 minute of death, CR ≤ your Soulbinder level). If successful, you gain a Rested Fragment. Alternatively, you may expend 2 Soul Points to force a Rested Fragment into your reservoir from a willing or neutral spirit.
While holding a Rested Fragment, you may expend it as a bonus action to gain one of the following benefits until the end of your next turn:
6th level:
When you expend a Rested Fragment, choose two of the listed benefits instead of one.
10th level:
You may now hold two Rested Fragments at once. Additionally, using a Fragment no longer requires a bonus action—it may be used as part of another Soul Channel or Echo activation.
14th level:
Whenever you gain a Rested Fragment, you regain 1 Soul Point (limit once per turn). When you expend a Fragment, you may choose the same benefit twice (e.g., heal two allies, double resistance duration, etc.).
3rd Level — Soul-Sense
Your connection to the dead allows you to feel their presence.
You can tell if a corpse is restless or bound, even if disguised.
6th Level — Expulsion Rites
You learn how to force spirits from bodies and banish them from the living world.
Exorcising Blast (2 Soul Points):
You can also attempt a special exorcism (once per long rest) as a 1-minute ritual that forces a ghost or fiend from a target if it fails a contested check (your Wisdom vs. its Charisma).
10th Level — Binding Circle
You can create a zone that binds incorporeal and undead entities in place.
You can move the circle up to 20 feet as a bonus action.
14th Level — Death Denied
You become a true guardian of the boundary between life and death.
You can use this reaction once per long rest.
(arson incoming)
Path of the Soulflame
“All things burn — even memory. Even spirit.”
Where others honor souls, you consume them. Soulflame Binders ignite the essence of the dead as power, casting forth trails of spectral fire and fury. Some call them heretics, others call them walking pyres — but the truth is simpler: they believe the spirit is fuel, and the strongest flames are forged in the afterlife.
This path is powerful but volatile, often burning your own resources — or spiritual fragments — to deal massive damage.
3rd Level — Burning Soul
Whenever you expend Soul Points, you can choose to ignite them, causing a fiery backlash of spirit flame.
You can use this feature a number of times equal to your proficiency bonus per long rest.
3rd Level — Soul Combustion
You can immolate bound echoes for unstable power.
(I geniunely cannot find the Seer's echo anywhere and I removed the revenant(wraith) a while back. Sorry for the bad table.)
Echo Type
Combustion Effect
Martyr
Heal all creatures within 10 ft for 1d6 + Wis
Wraith
Become invisible until end of your next turn
Warrior
Deal 2d8 bonus soulflame damage on next attack
Seer
Gain advantage on all saves and checks until start of your next turn
The Echo is lost until your next short rest.
6th Level — Ashbound Aura
Your body flickers with lingering spiritual heat.
Once per turn, when you deal soulflame damage, you may cause it to cling — the creature takes 1d4 fire damage at the start of its next turn unless it uses an action to extinguish the spiritual fire. (this feature does not activate itself)
10th Level — Pyre Spiral
When you reduce a creature to 0 HP, you may cause their soul to erupt.
You can do this once per turn, up to Wisdom modifier times per long rest.
14th Level — Soulflame Ascendant
You become a walking conflagration of spirit fire.
Path of the Phantom Host
“I no longer speak with the dead. I speak as them.”
Your body is a haunted temple — a sanctuary for voices long gone. The Phantom Host doesn’t just call on individual echoes, but acts as a medium for multiple spirits at once, drawing conflicting memories and instincts into a web of echoing power.
This subclass excels at versatility, battlefield manipulation, and stacking spiritual effects.
3rd Level — Split Echo
You can bind two Echoes simultaneously.
You can switch one of your active Echoes as a bonus action.
3rd Level — Flickerstep
Your body exists between states.
6th Level — Host Surge
You can expend Soul Points to trigger both Echoes at once.
You gain an additional Echo slot, allowing you to select an extra Echo known at this level.
10th Level — Ghostswarm
You briefly release the host of spirits bound inside you.
You may use this ability once per short rest.
14th Level — Vessel Unchained
You become a perfect medium for spiritual forces.
Path of the Soulforged
“My blade remembers. My strike carries the weight of a thousand restless hands.”
You are a weaponmaster bound not just by discipline, but by soulcraft. Your spiritual power takes shape in orbiting soul orbs — semi-visible fragments of essence you’ve honed into martial tools. As you fight, you bind these spirits into your weapons, turning each attack into a manifestation of ancestral wrath, decay, or control.
🌀 3rd Level — Soul Orbs
You can manifest Soul Orbs, spiritual motes that float around you and can be spent to empower your attacks.
Each orb can be spent (no action) when you hit with a melee weapon or unarmed strike to apply an Infusion Effect:
Infusion Name
Effect
Venom Fang
Target takes 1d6 poison damage and must succeed a Con save or be poisoned until end of their next turn.
Cleave Echo
You may make a second melee attack against a different creature within 5 ft of the first.
Disrupting Pulse
Target makes a Str or Dex save or is pushed 10 feet and can't take reactions until the start of your next turn. immunity to electric attacks negates the loss of a reaction.
Gravebind Slash
The target's movement is halved until your next turn, and they cannot regain HP for 1 round.
You can only apply one infusion per hit. Orbs disappear if unused after 1 minute or if you're incapacitated.
3rd Level — Weapon of the Bound
Your weapons are conduits for soul energy.
While a soulbound weapon is drawn, you have advantage on checks to resist disarming or being stunned.
6th Level — Echo Arsenal
You gain a unique Spirit Channel option that lets you form ethereal weapon constructs:
Soul Armory (2 Soul Points):
As a bonus action, create one spectral weapon that hovers around you (floating scimitar, axe, spear, etc.).
It mimics a melee weapon you're proficient with and lasts for 1 minute or until dismissed.
You can have only one Soul Armory weapon at a time. If destroyed, it can be reformed as a bonus action.
10th Level — Soul Shard Conductor
You now generate and manipulate orbs more freely.
If at three Soul orbs gain an additional attack with soulbonded weapons.
14th Level — Spiritforge Overdrive
You become a living forge of weaponized memory.
Additionally, you may maintain two spectral weapons with Soul Armory during this time.
Now comes the subclass that even when compared to the rest of this abomination of an overly complicated and overpowered class takes the cake by a large margin: The Soulfont
Path of the Soulfont
"Where others draw from a well, I am the spring."
You are a Soulbinder who embodies pure essence — not merely binding spirits, but becoming a source of power they are drawn to. Your body channels souls like lightning in a rod, and your will shapes it into destructive bursts or restorative pulses.
Offense & Utility
Grasping Echoes (Level 3+)
Spectral arms erupt in a 10-ft radius. Enemies must make a Strength save or be grappled (escape DC = 8 + Prof + Wis mod) and cannot Dash until the end of your next turn. (1 Soul Point)
Soulbolt Lance (Level 5+)
Fire a bolt of sharpened soul energy in a 30-ft line, 5 ft wide. Targets must make a Dex save or take 4d8 force damage. Half on success. (2 Soul Points)
Piercing Wail (Level 5+)
A spiritual scream shreds focus. Creatures in a 15-ft cone must make a Con save or take 2d8 psychic damage, be deafened, and lose reactions for 1 round. (2 Soul Points)
Radiant Chains (Level 9+)
Target within 60 ft must succeed a Dex save or be restrained by chains of light (repeat save at end of turn). Lasts 1 minute. (3 Soul Points)
Soulflare Devastation (Level 15+)
Channel a cascade of soul energy in a 60-ft line, 10 ft wide. Each creature must make a Con save. On fail: 8d8 force damage and pushed 15 ft. On success: half damage. (5 Soul Points)
Defense & Control
Soulshield Pulse (Level 5+)
As a reaction when hit, spend 1 Soul Point: gain +3 AC for the attack and reduce damage by 1d6 + Wisdom modifier.
Haunting Reflection (Level 9+)
A spectral afterimage imposes disadvantage on the next attack against you. If it misses, attacker takes 2d6 psychic damage. (2 Soul Points)
Sanctum of Silence (Level 13+)
Create a 10-ft-radius silence aura for 1 minute. Spells cast inside require a DC 10 Concentration check or fizzle (fail). (3 Soul Points)
Eclipse Barrier (Level 15+)
Surround yourself in a whirling veil of fading spirits. For 1 minute, you gain resistance to all damage from one source (choose: spells, weapons, or abilities) and +2 AC. (5 Soul Points)
Restoration & Utility
Soulweave Mend (Level 5+)
Touch a creature and spend 1 Soul Point to end charmed, frightened, or paralyzed. (+1 point to remove a second)
Manifest Echo of the Healer (Level 9+)
Send a spirit to heal an ally within 30 ft. Restore 3d8 + Wis mod HP. (2 Soul Points)
Memory Seal (Level 13+)
Target fails a Wis save: they forget the past minute and can’t acknowledge anything regarding a chosen subject for one minute after unless directly interacted with, in which case the spell breaks and the caster takes 1d10 psychic damage. Memory returns after 10 minutes unless reapplied. (3 Soul Points)
Spirit Font Surge (Level 15+)
Unleash healing in a 20-ft radius around you. All allies restore 6d6 HP and may immediately end one condition (blinded, frightened, or stunned). (5 Soul Points)
Level 3 – Soul Overflow
Level 6 – Font of the Endless
You may now maintain two Lingering Effects from Channel Techniques that would normally end at the start or end of your turn (e.g., Brand of the Departed, Veil of Memory).
Level 10 – Surge Conductor
You can manipulate raw soul energy into refined patterns:
Also, increase your maximum Soul Points by 3 (total +5).
Level 14 – Soulstorm
You have become a maelstrom of spiritual potential. You cannot use this ability if you have a Cruxif as a learned channel.
When Soulstorm ends, you cannot use Channel Techniques until you complete a short or long rest.
🎉 Capstone Features 🎉
Soulfont--Divine Cruxif
"The strain of controlling souls comes not from their burdens, but from their strength when truly unleashed."
Offense & Utility
Cruxif: Writhe of the Bound
Level 17+ | Soulfont Exclusive Channel
Cost: 7 Soul Points | 1 Action
You invoke a dreadful rite, conjuring a mass of spectral chains from your stored soul fragments that lash out at all enemies in a 30-foot radius centered on a point within 60 feet. Each affected creature must succeed on a Strength saving throw (DC = 8 + proficiency + Wisdom mod) or be subjected to the following:
On a successful save, a creature is pulled only 15 feet and takes half damage, but is not restrained.
Additional Effect: You can choose up to 3 creatures within the radius to instead be protected by the spirits — they are unaffected and gain resistance to force damage until the start of your next turn.
Soul Drain: After the effect resolves, you lose all additional Soul Points if at least three creatures failed their saving throws, as the feedback overloads your spiritual reserves.
Cruxif: Lichflare Detonation
Level 17+ | Soulfont Exclusive Channel
Cost: 9 Soul Points | 2 Actions
You unleash a cataclysmic burst of unstable soul energy, drawing on every echo and fragment bound to your will. Choose a point within 60 feet. All creatures in a 30-foot radius sphere must make a Constitution saving throw (DC = 8 + your proficiency + Wisdom modifier).
Special: You may choose a number of creatures equal to your Wisdom modifier to take half damage (or none on successful saving throw) from this detonation’s effects.
If any dice on the attack roll rolls numbers under t reroll them and take the highest result.
Backlash: After casting, you lose all remaining Soul Points, and cannot regain soul points or use another Soul Channel until 4 rounds have passed. In addition, you gain 1 level of exhaustion.
Defense & Control
Cruxif: Chrono Veil
Level 17+ | Soulfont Exclusive Channel
Cost: 8 Soul Points | Duration: 1 round
You bend the river of time, creating a shimmering veil that envelops you and your nearby allies in a zone of temporal dissonance.
You can use this feature once per long rest, or recharge it by expending 8 Soul Points.
Cruxif: Rift of the Forgotten
Level 17+ | Soulfont Exclusive Channel
Cost: 7 Soul Points | Action
You tear open a breach between the material plane and the afterlife at a point within 60 feet, creating a 30-foot radius spectral rift that lasts 1 minute (concentration). The area becomes suffused with whirling echoes and chained spirits.
Effects While in the Rift:
Echowell Synergy: If any Echo is active while you are within the rift, its passive effect is doubled, and its Soul Point cost is reduced by 1 (minimum 0).
Backlash: Once the rift ends, you lose access to all Echo activation for 1 round and cannot regain Soul Points from other sources until your next turn.
Restoration & Utility
Cruxif: Soul Rebirth
Level 17+ | Soulfont Exclusive Channel
Cost: 6 Soul Points | 2 round Casting Time (ritual-style, uninterrupted)
You reach across the Veil and call a soul back from the brink, knitting body and spirit into one with searing, binding energy. You can target a creature that has died within the past 10 minutes, as long as their body remains mostly intact.
Aftershock: You cannot regain Soul Points or use Echoes for 1 minute after casting. Using this ability again before finishing a long rest causes 2 levels of exhaustion and requires a successful DC 18 Constitution saving throw or fall unconscious for 1 hour.
Cruxif: Spiritweld Convergence
Level 17+ | Soulfont Exclusive Channel
Cost: 5 Soul Points | Action
You call upon the full strength of your spirit network, channeling soul energy into your allies in spectral chains of unifying power. Up to six creatures of your choice within 60 feet gain the following benefits for 1 minute:
Soul Tether: If you are reduced to 0 HP while this effect is active, one target of your choice within range can spend their reaction to sacrifice 3d8 HP to restore you to 1 HP, maintaining the bond. If they do, you regain 2 Soul Points.
Backlash: After Spiritweld ends, you cannot regain Soul Points by any means until you finish a long rest.
Path of the Gravekeeper — Shackles of Eternity
“Some things were never meant to move again.”
You can now chain not just spirits — but time itself.
Once per long rest. You may spend 6 Soul Points to use this again.
This effect ignores legendary resistance the first time it’s used against a creature.
Path of the Phantom Host — Dominion of the Bound
“I no longer walk alone. I am the legion.”
At 17th level, you can now house even more spirits and use their swarm as a reactive weapon.
You may use this reaction a number of times equal to your Wisdom modifier per long rest.
Path of the Soulflame — Infernal Avatar
“They tried to burn me. I became the fire.”
You can now unleash your inner flame and become a Fiery Avatar, a towering beast formed of soulflame and rage.
You are immune to fire and necrotic damage, and resistant to bludgeoning, piercing, and slashing from magical/nonmagical weapons.
Path of the Soulforged — Reapers Elegy
“I have forged the perfect blade — and it remembers every soul it has touched.”
You forge the ultimate soulbound weapon: a Spectral Scythe.
Orbs Spent
Additional Effect
1 Orb
Echo Cleave: Strike passes through up to 3 enemies in a line. Make an additional attak if only one enemy is hit.
2 Orbs
Soul Rend: Target must succeed a Con save or be stunned until end of your next turn.
3 Orbs
Harvest: Deal an additional 2d10 force damage and heal all allies for the additional damage dealt
The scythe lasts for 1 minute or until dismissed.
Once per long rest, or by spending 6 Soul Points to refresh.
That's all. If you have anything to say or any suggestions to make I'd greatly appreciate it.
jeez
"The Biggest problem D&D player face is their own bad decisions." "What doesn't kill you makes you more likely to die."- Thauraeln_The_Bol "Well, hey, if it ain't broke, then break it!"Former_Queen_Yvonne
See my homebrew spells, monsters, and this thread
part of the cult of science, and the Cult of the Nothic, and plays on Tenbrae Sine Fine
Please help us!!! (Link) Nickname is Colton. PM ME THE WORD TOMATO.
The best name for the mad gibber
Ok I'm going to reorganize this a bit:
Main Class
Level --- Soul Points --- Features
1 ---- 2 ---- Soul Channeling, Spirit Attunement
2 ---- 2 ---- Evoke Echoes
3 ---- 3 ---- Subclass Ability
4 ---- 3 ---- ASI
5 ---- 3 ---- Advanced Channeling
6 ---- 4 ---- Echo Melding
7 ---- 4 ---- Spectral Resilience
8 ---- 4 ---- ASI
9 ---- 5 ---- Voice of the Dead
10 ---- 5 --- Subclass Feature
11 ---- 5 --- Expert Channeling
12 ---- 6 --- ASI
13 ---- 6 --- Echo Triune
14 ---- 6 --- Subclass Feature
15 ---- 7 --- Master Channeling
16 ---- 7 --- ASI
17 ---- 7 --- Subclass Feature
18 ---- 8 ---
19 ---- 8 --- Epic Boon
10 ---- 8 --- Immortal Soul
Hit Die: 1d8
Proficiencies: Simple weapons, Light armour, Shields, Wisdom & Charisma Saving throws, Two Skills from: Insight, Perception, Deception, Intimidation, Investigation, History, Sleight of Hand, Acrobatics.
1st Level: Soul Channeling
When you choose this subclass at level 1, you can reach out and touch the spirit world enabling you to channel their abilities into this world. Choose your Wisdom or Charisma as your Soulbinder ability for your Soul Channeling.
Soulbinder DC: 8+your Soul Channeling ability modifier + your proficiency bonus.
Soulbinder Attack modifier: your Soul Channeling ability modifier + your proficiency bonus.
You gain three methods to channel these souls as a Magic Action, and two Soul Points which you can use to enhance these abilities, you regain all expended Soul Points when you finish a long rest.
Soul Fire. Choose one target within 30 ft of you, the target must succeed on a Dexterity saving throw, Fail: take 1d6 fire and 1d6 radiant damage. Enhance (1 Soul Point): You target instead all creatures in a 15 ft cone from yourself. At higher levels: Increase the fire and radiant damage dealt by 1d6 at level 5, 11, and 17.
Warding. Choose one willing target within 30 ft of you that you can see. The target gains +2 AC until the end of their next turn. Enhance(1 Soul Point) : This effect lasts until you use this feature again, or until 1 minute has elapsed. At higher levels: Increase the number of targets by 1 at level 5, 11, and 17.
Regret. Choose one target within 60 ft of you. The target must succeed on a Charisma saving throw, Fail: take 1d8 cold damage, and their movement speed is reduced by 10 ft until the start of your next turn. Enhance(1 Soul Point) : Target each creature in a 10 ft radius from a point within range instead of a single creature. At higher levels: Increase the cold damage dealt by 1d8 at level 5, 11, and 17.
1st Level: Spirit Attunement
Starting at 1st level, You gain the ability to sense and communicate with lingering spirits. You also learn the Spare the Dying cantrip. Additionally, you can speak to remnants of souls around you (DM's discretion), often giving cryptic insights, emotional impressions, or fragments of memory.
2nd Level: Evoke Echoes
At 2nd level, you learn to evoke the echoes of those passed which fuse with your body, granting you special abilities. You learn 2 echoes of your choice, but you can only have one echo active at a time. You can use a Bonus Action to swap out one Echo for another. You learn 1 additional Echo at level 6, and level 18.
Echo of the Martyr
Each time you take damage, one creature of your choice other than you within 30 ft of you, regains hit points equal to half your Soulbinder level (rounded down).
Sacrifice. When you start your turn with less than half your maximum HP, you can use your Reaction to cause you and each creature of your choice within 60 ft of you to regain 1d6 + your Soulbinder Ability modifier HP.
Echo of the Warden
You have advantage on saving throws against being charmed or frightened.
Inspire. When you succeed on a saving throw, you can use your Reaction to grant advantage on the same saving throw to another creature within 60 ft of you.
Echo of the Warrior
You can use your Soulbinder ability modifier for attacks and damage of your unarmed strikes, your unarmed strikes deal 1d8 bludgeoning damage rather than their normal damage die.
Adrenaline. When you reduce a creature to 0 hp, you can use your Reaction to gain 1d10+your Soulbinder ability modifier temporary hit points.
Echo of the Guardian
You gain proficiency in Medium and Heavy armour and can use your Soulbinder ability modifier to fulfill any Strength requirements of that armour.
Deflect. When you or a creature within 10 ft of you is targeted by an attack, you can use your Reaction to impose disadvantage on that attack.
3rd Level: Subclass
4th Level: ASI
5th Level: Advanced Channeling
You learn 1 additional channeling ability from the list below each can be used by using the Magic Action:
Phantom Grasp. Make a melee attack using your Soulbinder attack bonus, on a hit deal 2d8 force damage and pull the target 10 ft in a direction of your choice. Enhance (1 Soul Point): The target must succeed on a Strength saving throw, Fail: grappled & restrained for 1 minute (escape DC = your Soulbinder DC), Success: their movement speed is reduced to 0 until the end of your next turn. At higher levels: Increase the force damage dealt by 1d8 at 11th and 17th level.
Necrotic Burst. Each creature of your choice within 15ft of you must make a Constitution saving throw, Fail: 2d8 necrotic damage. Enhance (2 Soul Points): Increase the radius to 30 ft and the damage by 4d8, and you regain hit points equal to the necrotic damage taken by one of the targets of this ability. At higher levels: Increase the necrotic damage dealt by 1d8 at 11th and 17th level.
Veil of Memory. Choose 1 creature within 60 ft of you that you can see. The target must succeed on an Intelligence saving throw, Fail. The target is blinded until the end of its next turn. Enhance(1+ Soul Points) Increase the number of targets by 1 for each Soul Point spent.
6th Level: Echo Melding
Starting at 6th level, you can use a Bonus Action to meld two echoes together instead of swapping between them. You must expend 2 Soul Points to meld the echoes together and the meld is unstable. The meld ends after 10 minutes or if you swap to a different echo.
7th Level: Spectral Resilience
You gain resistance to one damage type of your choice. You can change which damage type you are resistance to whenever you spend Soul Points.
8th Level: ASI
9th Level: Voice of the Dead
You can cast Speak with Dead at will, with a 1-minute duration, without using a spell slot or components.
10th Level: Subclass Feature
11th Level: Expert Channeling
You learn 1 additional channeling ability from the list below:
Brand of the Departed. As a Magic Action, choose 1 creature within 60 ft of you. The target takes 2d8 radiant damage the next time it is hit by an attack before the start of your next turn. Enhance(3 Soul Points) The target takes the additional damage each time it is hit by an attack until the start of your next turn. At higher levels: Increase the radiant damage dealt by 1d8 at 17th level.
Echo Block. When you are hit by an attack, you can use a Reaction, that you can only take while you have at least one active Echo, you can attempt to cause an attack against you to instead hit your Echo. Roll a 1d20 on an 11 or higher the triggering attack instead hits the Echo, you lose your Echo and all associated benefits you cannot evoke that same echo again until you finish a short or long rest. Enhance(1 Soul Point) The attack automatically hits your Echo instead of you.
12th Level: ASI
13th Level: Echo Triune
Starting at 13th level, you can use a Bonus Action to meld three echoes together instead of swapping between them. You must expend 3 Soul Points to meld the echoes together and the meld is unstable. The meld ends after 10 minutes or if you swap to a different echo.
14th Level: Subclass Feature
15th Level: Master Channeling
You learn 1 additional channeling ability from the list below each can be used by using the Magic Action:
16th Level: ASI
17th Level: Subclass Feature
19th Level: Epic Boon
20th Level: Immortal Soul
At 20th level, your soul has so intermingled with the spirits that walk the world, that it will refuse to depart. When you are reduced to 0 hp, you instead remain at 1 hp and you cannot use this ability again until you finish a long rest. You can regain additional uses of this ability by spending 1 Soul Point (no action required).
Subclass: Gravedigger
3rd Level: Keeper's Vigil
You can cast Protection from Evil and Good, and Gentle Repose. You can cast each of these spells a number of times equal to your Soulbinder ability modifier, regaining all uses when you finish a long rest.
3rd Level: Soul Sense
You automatically notice any undead creature within 60 ft of you that you can see, you have advantage on Wisdom (Perception) checks to locate hidden or invisible undead.
6th Level: Warding Sigil
You and creatures within 10 ft of you have resistance to necrotic and psychic damage. When you take Necrotic damage from an enemy creature, you regain 1 Soul Point.
6th Level: Rest Boon
As a Reaction when a creature dies within 60 ft of you, you can perform a rite to put that creature's soul to rest and gain one boon from the list below:
Alternatively, you can use a Bonus action to expend one Soul Point to gain either boon.
10th Level: Exorcizing Blast
You gain an additional Soul Channel ability:
Exorcising Blast. Each creature in a 15 ft cone must succeed on a Charisma saving throw, Fail: take 3d6 radiant damage and be pushed 10 ft away. Undead have disadvantage on this saving throw, if a target of this ability is possessed that possession is broken. Enhance (1 Soul Point): You target instead all creatures in a 60 ft cone from yourself. At higher levels: Increase the radiant damage dealt by 1d6 at level 11, and 17.
10th Level: Containment
You can cast Magic Circle as an Action, you can move the circle up to 20 ft as an Action on subsequent turns. You can cast this spell once, and you regain the ability to cast it when you finish a long rest.
14th Level: Death Denied
When a creature within 60 feet would be reduced to 0 hp, you can use a reaction to cause them to instead be restored to half of their hit point maximum. Once you have used this ability you cannot use it again until you finish a long rest.
17th Level: Shackles of Eternity
As a Magic Action, choose up to 3 creatures you can see within 60 ft of you. Each target makes a Charisma saving throw, Fail: they are frozen outside of time becoming incapacitated, their movement speed becomes 0, and immune to all damage for 1 minute. Affected creatures repeat the save at the end of each turn ending the effect on a success.
You can use this ability once, regaining the ability to use it when you finish a long rest, or by spending 3 Soul Points to use it again.
Subclass: Soulflame
3rd Level: Burning Soul
Each time you use a Soulbinder ability to deal damage, add an extra 1d6 fire damage to the total damage dealt or cause one creature that took damage from the ability to gain the Burning condition.
6th Level: Soul Combustion
As a bonus action, you may consume you active Echo(es) to trigger the respective effects below:
Martyr : All creatures within 10 ft of you regain 1d6+your Soulbinder ability modifier hit points.
Warrior : Deal an 2d6 fire damage to one creature you can see within 30 ft of you.
Warden : Gain advantage on all saving throws until the end of your next turn.
Guardian : Gain resistance to one damage type of your choice from: fire, radiant, force, or necrotic until the end of your next turn.
10th Level: Pyre Spiral
When a creature you can see within 60 ft of you is reduced to 0 hp, you can use your Reaction to cause it to explode. Each creature within 10 ft of the target must make a Dexterity saving throw, Fail: 6d6 fire damage, Success: half as much.
14th Level: Fuel the Fire
You regain 2 Soul Points whenever you finish a short rest and when you use your Pyre Spiral ability.
17th Level: Flaming Avatar
As a bonus action, you transform into a being of pure soulflame for 1 minute gaining the following abilities:
Once you have used this ability you cannot use it again until you finish a long rest, or spend 4 Soul Points to activate it again.
Subclass: Soulfont
Subclass: Soulforged
3rd Level: Soul Bound Weapon
You gain proficiency in martial weapons. When you finish a long rest, you can choose one weapon in your possession to be your Soul Bound weapon, you use your Soulbinder modifier for attack and damage rolls with your Soul Bound weapon. In addition, when you use a bonus action to activate or change your Echo, each weapon attack you make deals an extra 1d6 force damage on a hit until the end of your turn.
3rd Level: Spirit Strike
When you hit with an attack with your Soul Bound Weapon you can cause one of the following effects:
Disrupt Mind. The target takes 1d6 psychic damage and must succeed on a Wisdom saving throw or be frightened of you until the end of its next turn.
Ravage Body. The target takes 1d6 slashing damage and its movement speed is halved until the end of its next turn.
Poison Soul. The target takes 1d6 poison damage and must succeed on a Constitution saving throw or be poisoned until the end of its next turn.
Vitality Drain. The target takes 1d6 necrotic damage, and you or a creature of your choice within 10 ft of you regains hit points equal to the necrotic damage dealt.
You can use this ability a number of times equal to your Soulbinder ability modifier, regaining all uses when you finish a long rest. You can also spend 1 Soul Point to regain a use of this ability (no action required).
6th Level: Extra Attack
When you take the Attack Action on your turn you can make two attacks with your Soul Bound weapon.
10th Level: Soul Capture
You regain 2 expended uses of your Spirit Strike when you roll Initiative, and when score a critical hit or reduce a creature to 0 hp with your Soul Bound weapon. In addition, the damage from your Spirit Strikes increases to 2d6.
14th Level: Diverse Arsenal
You can Soul Bind two different weapons at the same time, and your Soul Bound weapons score a critical hit on a 19 or 20 on the d20.
17th Level: Reapers Elegy
You can infuse your Soul Bound weapons with even more spirit energy causing them to become even more powerful. As a Bonus Action you manifest spectral blades over your Soul Bound weapons that grant the following benefits:
Your weapons remain in this form for 1 minute, once you have used this ability you cannot use it again until you finish a long rest, or spend 4 Soul Points to activate it again.
Subclass: Phantom Host
3rd Level: Echo of the Choir
You gain an additional option for your Echoes, you know this echo in addition to your other known echoes:
Echo of the Hollow Choir
You gain advantage on Intimidation and Insight checks.
Chorus. When a creature within 30 ft of you takes psychic or necrotic damage, you can use your Reaction to deal 1d10+your Soulbinding ability modifier damage of the same type to a different creature within range.
3rd Level: Flickering Steps
When you use your Action to Dash, Disengage, or Dodge, you become partially incorporeal until the start of your next turn. While Incorporeal, you gain resistance to slashing, piercing or bludgeoning damage until the start of your next turn. You can spend 1 Soul Point to take one of these actions and activate this ability as a Bonus Action.
6th Level: Host Surge
When you use one of the Reaction abilities of one of your Echoes, you can spend 1 Soul Point to not expend your Reaction to use that ability. You can do this only once per round.
10th Level: Ghostswarm
You can use the Magic Action to summon a swarm of phantoms in a 15 ft emanation around yourself. These phantoms cause the following effects:
These phantoms last for 1 minute, once you use this ability you cannot use it again until you finish a short or long rest.
14th Level: Infinite Vessel
When you roll initiative, you regain 3 Soul Points up to your Soul Point maximum.
Legion in One. You can spend 3 Soul Points as a Bonus Action to surrender to a legion of phantoms which grant you advantage on all attack rolls, ability checks and saving throws for 1 minute, you gain 1 point of exhaustion when this effect ends.
17th Level: Dominion of the Bound
You gain learn one additional echo option:
When you meld this echo with any other echo reduce the Soul Point cost of this meld by 1. You can spend 4 Soul Points to meld up to 4 echoes at once.
Echo of the Forgotten Tyrant
You do not take damage or exhaustion from using your Ghostswarm ability. In addition, whenever you reduce a creature to 0 hp, you subjugate its soul and regain 1 Soul Point.
Revenge. When you or an allied creature within 15 ft of you is hit by an attack, you can use your Reaction to deal 2d10 psychic damage to the attacker, in addition, the attack must succeed on a Charisma saving throw or be silenced (unable to speak or cast spells with a verbal component) until the end of its next turn.