Sorcerer
Base Class: Sorcerer

While the souls of most beings are hard and rigid like pottery, those with amorphous souls are akin to wet clay, retaining their ability to be molded and shaped even after birth. The body is intrinsically linked to the soul, and if the soul shifts and changes the body does as well. Those few beings lucky enough to discover they can manipulate their souls usually die soon after this revelation- succumbing to their own hubris, inexperience, or curiosity. Some beings will go a lifetime without realizing the potential of their soul without consequence while others may unwittingly shift their soul ever so slightly, ending their existence without ever intending to. Therefore, the beings who have this potential and realize the ever present danger use existing properties of other beings' souls to aid in this process, acting as a template for the sorcerer to follow in order to replicate abilities both magical and mundane. This unfortunately restricts your soul to only copying what you've experienced first-hand, as well as limiting your own personal innate power and spell casting potential.

These sorcerers vary wildly from each other, some being strictly utilitarian while others are more dangerous than the most foul beasts. One thing all Amorphous Soul Sorcerers do have in common, is that they are all true reflections of the battles they've fought and the experiences they've accumulated.

Soul Craft

1st-level Amorphous Soul feature

Your unique physiology and connection to the weave has allowed you to control the very form you soul takes, meaning both your body and magic is extremely flexible. Your innate magic is in constant flux with the weave and can attune itself to almost anything you may find across your travels, but feels most comfortable channeling the magic of abjuration and transmutation spells. Unfortunately, this nigh limitless potential extracts a heavy price on your ability as a sorcerer to grow more powerful on your own. These unique traits lead to a few quirks Amorphous Soul Sorcerers do not share with other sorcerer subclasses:

  • Your spells known per level on The Sorcerer Table is halved, rounded up.
  • You must roll on the Wild Magic Surge table whenever you reach zero sorcery points for the first time each day.
  • You gain proficiency in arcana, or expertise if already proficient.
  • You have advantage on skill checks relating to identifying a creatures' abilities, strengths, and weaknesses.

You learn additional spells when you reach certain levels in this class, as shown on the Soul Magic table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. Any spell gained this way must be cast only as a self target.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or transmutation spell from any spell list and must be able to target yourself.

Sorcerer Level Spells
1st longstrider , shield of faith
3rd alter self , spider climb
5th haste , gaseous form
7th freedom of movement , stoneskin
9th greater restoration , telekinesis

Soul Shaping

1st-level Amorphous Soul feature

Your mastery over your soul allows you to recreate spells and copy abilities from the creatures you encounter by shaping the correlated portion of your soul appropriately. When you are targeted by a spell, ability, or weapon attack (at DM discretion, it's meant for natural weapons and not held weapons) you may spend a sorcery point and use your reaction to attempt to learn it permanently by dangerously bringing your soul to the surface of your being, exposing it to the raw magic. When you spend a sorcery point and use your reaction this way, make a Concentration check. If the ability doesn't deal damage the DC equals 7 + the attacker's proficiency bonus. You may not learn another ability if the attacker's CR or Class Level + Proficiency Bonus is greater than your Sorcerer level + Constitution Modifier.

On a fail, the attack succeeds without needing a saving throw or rolling to hit, whichever is applicable. On a success, you etch the ability into your Malleable Soul allowing you to reproduce the effect. You can not use this ability again until a long rest. You can only successfully shape your soul a number of times equal to half your sorcerer level, rounded up. If you attempt to use Active Absorption while at the limit, without any sorcery points, on a Legendary Action, or on a Lair Action it will count as a critical failure. Metamagic may be used on Soul Shaped spells once you have access and no material components are needed for the spell, unless they exceed 1,000 GP in total cost.

You may cast any spell molded into your being by Soul Shape as if it were a sorcerer spell of the corresponding level. Any natural weapon attacks gained will use your ability scores and your body will change to accommodate this new attack. Optional Rule: The DM will decide if this causes any further benefits and/or detriments. Example: large demon-like claws could give advantage to intimidation but disadvantage to sleight of hand.

Any ability learned that is not a weapon attack or spell can be cast using a spell slot of the appropriate level as shown in the Challenge Rating Conversion table below:

Challenge Rating of Creature

Corresponding Spell Slot Level

< 1

cantrip

1 – 3

1st

4 – 5

2nd

6 – 7

3rd

8 – 9

4th

10 – 11

5th

12 – 13

6th

14 – 16

7th

17 – 19

8th

> 20

9th

 

Abilities 'cast' this way may be flavored as spell-based recreations of the ability or a genuine recreation of the ability, however you choose the latter option your physical form must also change to accommodate this new ability. The DM may use the same optional rule written above.

Soul Siphoning

6th-level Amorphous Soul feature

You gain the ability to copy the intrinsic passive abilities and features of another being through siphoning a small portion of acquired knowledge and hereditary memory from the target's soul. You may spend a sorcery point and use your action to use the Soul Siphon ability. Roll a constitution saving throw + your Charisma Modifier with a DC equal to 7 + the Proficiency Bonus + the Charisma Modifier of the target creature. You may only use this ability once per long rest regardless of success. This ability automatically succeeds if the target is dead, however if the target has been dead for more than three full rounds of combat the ability automatically fails. The longer it takes to use Soul Siphon after the creature's initial death, the less likely the portion of the soul that connects to the specific ability you wish to copy remains as it quickly leaves its former vessel. If three full rounds or more has elapsed the creature's soul has already completely passed on from its body, leaving only unusable vestiges. If the creature is willing you have advantage on the saving throw and the target creature does not add their charisma modifier.

On a failure the action is wasted and your turn immediately ends. Trying to breach through the ethereal borders that define each being and their personal soul takes every ounce of your fortitude and strength of will in that moment. If you do not successfully siphon off some of your target's essence and reintegrate it along with your own magical probe, all the power you are putting into this ability is abruptly severed. You regain your spent sorcery point as normal on a long rest on a failure.

On a success you siphon the passive ability of the creature and permanently store that sorcery point, unable to regain it for as long as you retain the passive ability. Passive abilities can not be turned 'on and off'. During a long rest you may regain a stored sorcery point and revert your body to its previous form from an ability you've siphoned. This is a slow and painful process that won't stop for the full 8 hours of a long rest, causing 1 level of exhaustion as a consequence once the process has finally finished. The process of undoing a soul siphon ability can only be done once a month.  You can not use Soul Siphon on immunities, hit points, and ability scores. You may have copied passives gained through the Soul Siphon ability up to a max of half your sorcery points rounded up.

Examples of passive abilities are including but not limited to: Natural Armor, Cold Resistance, Waterbreathing, proficiencies, Darkvision, fly speed, a known language, etc. Always speak to your DM before using the Soul Siphon action to explain the passive trait you are trying to acquire in order to get approval. The DM reserves every right to offer a weaker alternative or deny any passive ability outright to preserve game and party balance. Example: Instead of gaining a fly speed of 120 ft. as stated on the Monster's stat block, you gain a fly speed equal to your character's walking speed.

Expert Soulcraft

14th-level Amorphous Soul feature

Your ability to form and mold your soul has become much more refined due to practical experience and application of various acquired knowledge. The Soul Shape and Soul Siphon abilities have become much stronger and more precise from repeated use:

  • You now have advantage on the rolls made for Soul Shape and Soul Siphon.
  • A natural 20 on the Soul Shape roll now prevents the creature from using the copied ability for three full rounds of combat if it is not a weapon attack.
  • A natural 20 on the Soul Siphon roll now  prevents the creature from using the copied passive for three full rounds of combat if applicable, the DM may alter the outcome.

You add soulchange to your spell list. This spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. You may only cast this spell once per tenday. It requires a 6th & 7th level spell slot to cast. Your ability to manipulate souls has gotten so great that you can take any imprint left from soul shaping and soul siphoning and extrapolate the rest of the creature, changing your body to match in turn. This is an extremely quick and volatile procedure that puts immense strain on the soul. This spell is usually saved as a last resort due to its steep penalties and chance to only make things worse.

Master Soulcraft

18th-level Amorphous Soul feature

 You have reached the pinnacle of soul manipulation, being able to recreate legendary effects and perform mythical feats others can only dream of. Your Soul Shape and Soul Siphon abilities have been empowered even further, your mastery over the very essence that makes up nigh every being in existence:

  • Soul Shape and Soul Siphon no longer requires sorcery points to activate.
  • Soul Shape no longer restricts the copying of Legendary Actions. The weapon attack rules still apply.
  • Soul Shape is no longer limited by CR or Class Level.
  • Soul Siphon no longer stores your sorcery points allowing them to be used again. The limit still applies.
  • Soul Siphon no longer restricts the copying of Immunity.

You replace soulchange with shapechange in your spell list. This spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. You can not cast this spell using a spell slot, but you may cast it once per tenday as a bonus action. Having fully mastered the art of bending your soul to your will, you can finally perform with confidence what no other Amorphous Soul Sorcerer can attempt without greatly endangering their own life. Once ever tenday you can alter the being of your very soul to take on the form of creatures you have seen without worry of inflicting damage on yourself.

Comments

Posts Quoted:
Reply
Clear All Quotes