Ethereal Sight. The Abberant Soul Mage can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
Incorporeal Movement. The Abberant Soul Mage can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Spellcasting. The soul mage is an 18th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The soul mage can cast detect thoughts at will and has the following sorcerer spells prepared:
Cantrips (at will): mind sliver, blade ward, dancing lights mage hand, message, minor illusion, presdigitation,
1st level (4 slots): arms of hadar, dissonant whispers, color spray, magic missile, shield, sleep
2nd level (3 slots): calm emotions, crown of madness, hold person, mind spike
3rd level (3 slots): hunger of hadar, sending, catnap, fear, major image
4th level (3 slots): evard's black tentacles, summon abberation, charm monster, confusion, Raulothim's psychic lance
5th level (3 slots): rary's telepathic bond, telekinesis, dominate person, hold monster, seeming
6th level (1 slot): eyebite
7th level (1 slot): reverse gravity
8th level (1 slot): dominate monster
9th level (1 slot): psychic scream
psionic blast. Ranged Spell Attack: +9 to hit, range 150 ft., one target. Hit: 22 (4d10) force damage. The creature must succeed on a DC 16 strength saving throw or be pushed back 10 feet and knocked prone.
Etherealness. The soul mage enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.
Warping Implosion (recharge 5-6). The soul mage teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. Immediately after teleporting, all creatures within 30 feet of the original position of the soul mage must make a DC 16 strength saving throw. On a failed save, they take takes 3d10 force damage and are pulled straight toward the space you left, ending in an unoccupied space as close to your former space as possible. On a successful save, the creatures take half as much damage and aren't pulled.
Description
A high level sorcerer may sacrifice their life in the attempt to protect a place or person. Doing so ties their soul to the material plane, causing the sorcerer to linger as a soul mage, existing only to continue whatever is left of the place or person.
Previous Versions
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