Artificer
Base Class: Artificer

An Artificer who has found ways to extract the souls from fallen creatures, using their power to enhance objects with effects depending on the creature the soul came from. 

Soul Infusionist Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Soul Infusionist Spells
Artificer Level Soul Infusionist Spells

3rd

False Life, Cause Fear

5th

Beast Sense, Calm Emotions

9th

Bestow CurseEnemies Abound

13th

Phantasmal KillerDeath Ward

17th

Negative Energy FloodEnervation

Tool Proficiency

When choosing this class, you gain proficiency with Glassblower's supplies. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Soul Extraction

Starting at 3rd level, you gain the ability to extract the soul of a fallen creature. As an action, when a creature you can see is dead, or has been dead within the past 5 minutes, and is within 90 feet from you, you can extract their soul and put it in a container of your choice. The Soul will stay in that container indefinitely unless the container is opened, broken, or if the soul is used for any purpose.

You can carry as many souls equal to 1 + your intelligence modifier, this number changes depending on your level in this class.

*Note: It is important that the stat block of the creature that the soul belongs to is kept, the other features of this subclass uses the creatures size, hit points, stats, etc.*

These souls can be consumed like a health potion, regaining hit points based on the hit points of the creature the soul originated from divided by a number determined by the creature's size:

Soul's creature hit points / number based on soul creature's size

Tiny = 1d2

Small = 1d6

Medium = 1d6 + 1

Large = 1d6 + 2

Huge = 1d6 + 3

Gargantuan = 1d6 + 5

Example:

The soul of a small creature with 22 hit points would heal 22 / 1d6 hit points

 

Soul Infusion

Starting at 3rd level, you gain the ability to infuse collected souls into objects. These infusions follow the same rules as regular artificer infusions, the amount of infusions you can have is the same as your artificer infusions, but they do not count towards the number of regular infusions you have. However, multiple of these infusions can be put on the same item combining their effects, although each infusion on a single item still counts towards your total limit. (Ex. if you can only have 2 infused items for Soul Infusion, and put two soul infusions on one sword, then you can no longer add soul infusions to any item, or the oldest infusion will be removed and the new one will be applied.) The effect depends on the type of soul used and the item the soul was used on. Using a soul for Soul Infusion will use the captured soul, which cannot be recovered even if the infusion is removed. 

When infusing a weapon (can be a ranged, or melee weapon), for every attack you make with that weapon, you deal additional damage based on the challenge rating of the creature the soul belonged to. The type of damage dealt is the element (Cold, Fire, Lightning, Thunder, Poison, Acid, Psychic, Radiant, or Necrotic) that creature resists or is immune to, if the creature resists, or is immune to multiple elements, then, during infusion, you choose which one is used.

When infusing a piece of armor or a shield, when that piece of gear is equipped, you gain AC depending on the AC of the creature the soul belonged to. In addition, you gain resistance in what the creature is resistant and immune to. 

When infusing a piece of jewelry, when that piece is equipped, you gain resistance in what the creature the soul belongs to is resistant and immune to. 

When infusing any other object, you and your DM can decide on the effect. 

Creature Challenge Rating Weapon Creature AC Armor/Shield
0 - 1/4 1d8 - 1 (Min1) 10-13 AC (+1)
1/2 - 1 1d8 14-19 AC (+2)
2 - 3 2d8 + 1 20+ AC (+3)
4 - 5 2d8 + 2    
6 - 10 3d8 + 3    
11 - 16 3d8 + 4    
17+ 4d8 + 5    

Soul Switcher

Starting at level 5, you have experimented with the power of souls and have developed a way to alter a creature's capabilities. By using a contained soul you can target one creature you can see that is within 60 feet of you. The targeted must succeed on a Wisdom saving throw, or one of their stats, chosen by you, will be replaced by the corresponding stat of the creature the soul belonged to for 1d10 minutes if out of combat, and 1d4 + 1 turns in combat, returning to what the score was originally after the rolled time has passed. 

*The turns in combat is every turn after the turn you used this feature.

Example:

Using the soul from a raven with an intelligence score of 2, on a wizard with an intelligence score of 17, if the wizard fails the saving throw, then the wizard's intelligence score will be set to 2 for 1d10 minutes, going back to 17 after the time is up. 

Spectral Rebirth

At 9th level, you found that the souls you have captured can be used to fight along side you. As an action, you can use one of your captured souls to form a spirit creature whose appearance, stats, personality, etc. is exactly the same as the creature the soul belonged to. This creature does not have an initiative, but on your turn, as a bonus action, you can verbally command the creature. This spirit creature will obey your every command, and the spirit creature will disappear after 10 minutes. The spirit creature can attack using any of the attacks the creature the soul belonged to knew. 

 You can only form a spirit creature using a soul when the creature the soul belonged to, has a challenge level less than or equal to your class level - (5 - your intelligence modifier)

Examples:

A 9th level artificer with a +3 intelligence modifier will be able to summon a spirit creature this way whose challenge level is less than or equal to 7

A 12th level artificer with a +2 intelligence modifier will be able to summon a spirit creature this way whose challenge level is less than or equal to 9

A 19th level artificer with a +5 intelligence modifier will be able to summon a spirit creature this way whose challenge level is less than or equal to 19

Spirit Guardians

Starting at 15th level, the souls you have captured work to protect you. On any attack roll, ability check, and saving throw you make, you can use a captured soul to gain both advantage on that roll and you add to the roll the modifier of the highest ability score of the creature the soul belonged to. This feature can only be used if the highest ability score of the creature the soul belongs to is the same ability as the one you need for the roll.

Example:

For an ability check using intelligence, when you use a soul that belonged to a creature with the following ability scores and modifiers:

STR 12(+1)     DEX 13(+1)      CON 10(+0)      INT 17(+3)      WIS 9(-1)      CHA 4(-3)

You get advantage on that ability check, and you get to add the intelligence modifier (+3) to the ability check on top of your own modifier.

Using the soul from the previous example for an ability check of strength would fail, since the highest stat is intelligence, not strength.

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