Base Class: Wizard
The School of Soulkeeping teaches their students how to manipulate the vital energy of their foes for their advantage. Masters of the afterlife, they can either delay or accelerate the process of ones final breath should they wish. Not all students of this schools are pure Necromancers and Scholars, some prefer on using the soul energy they collect to create unique items for their allies and constantly search for unique ways to preserve their friends and loved ones. Being allies with one Soulkeeper can guarantee you a ticket for a safer afterlife or even a second chance in life.
Soul Lantern
Beginning when you select this school at 2nd level, you gain the ability to collect a portion of a creatures vitality and store it for your own use. you learn the Toll the Dead cantrip. It counts as an wizard cantrips for you, it deals psychic damage instead of necrotic and it doesn’t count against your number of cantrips known. Whenever you deal psychic damage to an already damaged humanoid creature, that isn´t an undead or construct, you collect one Soul Shard, once you collected a Soul Shard this way, you cannot collect it this way again on the same creature for the next 24 hours.
You can store your Soul Shards in a Soul Lantern. The lantern has an appereance of your choice, can be used as an spellcasting focus, produces a greenish dim-light in a 5-feet radius and can hold a maximum amount of shards equal to five times your Wizard level. You can use an action to collect nearby Soul Shards (120 ft. radius centered on you) with it, storing them on the lantern (DMs choice on how many Soul Shards it collects based on the scenario, but in combat you often collect only the ones you can see and sense within the radius). You can also store Soul Shards outside of the lantern, using a spellbook or other type of spellcasting focus, the amount of Soul Shards you can store this way is equal to twice your proficiency bonus. Soul Shards stored outiside the lantern become a pool of d4s that can be used to empower your abilities. The die increases to a d6 at level 4, a d8 at level 8, a d10 at level 12 and a d12 at level 16. Whenever you collect a Soul Shard, they will be added to either the lantern or your pool (your choice), during a short rest you can either harvest more Soul Shards from your lantern, up to your maximum amount, or store them inside the lantern. Upon completing a long rest you recover a number of Soul Shards equal to your proficiency bonus, you can distribute any amount of Soul Shards between your pool or Soul Lantern.
Soul Weaving
At 2nd level, you gain the ability to manipulate your Soul Shards in order to empower your spells, abilities and attacks. While within 10 ft. of your Soul Lantern, you can expend Soul Shards to enchance your actions being limited to only one Soul Weaving ability per turn:
- When making an attack roll, being it from a weapon attack or spell, you can expend one Soul Shard to increase your accuracy, roll one Soul Shard die and add the number rolled to attack rolled, hit or miss the shard is consumed.
- When casting a spell that forces a creature to make an saving throw, you can expend one Soul Shard to affect their senses, roll one Soul Shard die and subtract the number rolled on the creatures result.
- When making an ability check or saving throw, as a reaction, you can expend one Soul Shard to empower your mind and body, roll one Soul Shard die and add the number rolled to the check, potentially turning failure into success. Success or failure the shard is consumed.
- When making an death saving throw, you can expend one Soul Shard to guarantee one success.
- When a creature uses a feature, a spell or consumes something to recover hitpoints, you can expend one Soul Shard to empower the healing energy, roll one Soul Shard die and add the number rolled to the amount of hitpoints gained plus your Intelligence modifier.
- When casting a spell or cantrip that deals damage other than piercing, slashing or bludgeoning, you can change its damage type to psychic. This effect does not consume a Soul Shard.
You can also craft Empyrean Coins using your Soul Shards. You gain proficiency with Tinker's tools, if you already have proficiency with them, choose another set of tools of your choice, and you can add your Intelligence modifier as an bonus to ability checks made with it. During a long rest you can produce a number of Empyrean Coins equal to your Wizard level using Soul Shards stored in your Soul Lantern. Each Empyrean Coin consumes one Soul Shard in order to be produced and have a value in gold equal to your Wizard level times three. They can be used as currency and also be converted to gold coins over the course of 1 hour of work with your Tinker´s tools, producing a amount of gold coins equal to twice your Wizard level. Empyrean Coins can be kept inside your Soul Lantern for safety and don´t have a limit amount for their storage.
*Empyrean Coins are far more valuable with extraplanar creatures, such as fiends and celestials, their value is five times greater when offered as an Empyrean Coin.
*If the DM sees as fitting, a Soulkeeper can store the soul of a valueable target, such as an high evil priest or an elder dragon, souls with this high value can be worth additional gold.
Ethereal Knowledge
At 6th level, the gold and time you must spend to copy a Necromancy or Divination spell into your spellbook is halved. You can also copy spells from the Necromancy and Illusion schools from other spell lists, they will count a wizard spells for you.
Additionally, you also learn how to manipulate and create Soul Fire. When casting a spell or cantrip that deals fire or radiant damage, you can use your Soul Weaving to change it´s damage to force instead, force damage dealt this way will also collect Soul Shards for you. You also learn new uses of your Soul Weaving abilities:
- You can expend one Soul Shard to empower your melee weapon attacks with Soul Fire for the next minute. Roll the Soul Shard die and add the number rolled as bonus force damage to your melee weapon attacks. Your range with them also increases to 60 ft. and when making an attack outside of the traditional 5 ft., the damage becomes force.
- When casting a spell that deals fire, radiant, force or psychic damage, you can further empower them using souls. Expend one Soul Shard and roll it´s die, add the number rolled to one damage die of the spell, you can also freely change it´s damage to one of the mentioned types and it´s range is doubled for this cast.
- You can expend two Soul Shard to cast the Eldritch Blast cantrip, roll one Soul Shard die and add the number rolled plus your Intelligence modifier as bonus damage to the cantrip. Upon hitting a target they are shackled to your, having their speed reduced to 0 until the start of your next turn and vulnerability to psychic and force damage for the next minute.
Spiritual Recovery
Beginning at 10th level, when you have a number of Soul Shards equal to at least half of your pool maximum amount, you´ll gain the following benefits:
- You gain advantage on all death saving throws.
- Whenever you cast a spell of 2nd level or higher from the Necromancy or Divination schools, they are cast as if one level higher.
- You can change any damage type to force damage at will.
- You ignore resistance and immunity to psychic damage.
- You can cast Spirit Guardians using your spell slots with no concentration required but only lasting for 1 minute, the spell will be cast as if two levels higher and will always deal force damage.
When you use your Arcane Recovery feature, you can expend one Soul Shard from your Soul Lantern to regain more spell slots. Roll the Soul Shard die, you can regain spell slots with a combined level equal to or less than the number rolled (none of the slots can be 6th level or higher). Once you use this feature you cannot use it again until you complete a long rest.
Soul Tinkering
When you reach 14th level, you gain the ability to further manipulate your Soul Shards, crafting magical goods using them. During the course of a short rest, you can craft one simple item that has a value equal to the gold value of your current number of Empyrean Coins times five. The item can be a non-magical gem, a trinket to be used in a spell and so on. Items created this way can be used as spell components.
Alternatively, you can over the course of a long rest, craft a lesser magic item, the item must be a weapon or armor with minimal magical effects (such as only +1, +2) and with a rarity no higher than Very Rare by expending an amount of Empyrean Coins based on the item rarity, being 10 for Common, 35 for Uncommon and so on (+25 for every tier). You can empower this crafting by expending spell slots of 5th level or higher during the crafting and succeeding in a Arcana check (DC 15 + the spell slot level) in order to grant the weapon greater effects based on the spell slot level:
- 5th level: The weapon can have the conscience of one humanoid that we knew and passed away, the spirit must be willing to possess the weapon. If they are, they will maintain their mental scores and have a hearing and normal vision out to a range of 30 ft. and will communicate by transmitting emotion to the creature carrying or wielding the weapon. If they are against the idea, nothing will happen and the spell slot will be expended.
- 6th level: The weapon can instead be a magic item with Uncommon or lower quality, such as a Wand of Magic Missiles or a Adamantine Armor. If you don´t create a magic item and just maintain the simple weapon structure, the weapon can either have the conscience effect or have the ability to cast one 2nd level or lower spell of your choice once on a long rest. Requires at least 35 Empyrean Coins to be made.
- 7th level: The weapon can instead be a magic item with Rare or lower quality, such as a Wand of Fireballs or a Sun Blade. The item can also have the conscience effect or have the ability to cast one 3rd level or lower spell of your choice once on a long rest. Requires at least 60 Empyrean Coins to be made.
- 8th level: The weapon can instead be a magic item with Very Rare or lower quality, such as a Helm of Devil Command or a Hunter´s Coat. The item can also have the conscience effect and the ability to cast one 3rd level or lower spell of your choice twice on a long rest. Requires at least 85 Empyrean Coins to be made.
- 9th level: The weapon can instead be a magic item with Legendary or lower quality, such as a Vorpal Sword or a Crystal Ball. The item can also have the conscience effect and the ability to cast one 4th level or lower spell of your choice twice on a long rest. Requires at least 275 Empyrean Coins to be made.
If an item created has a conscience and you decide to add another conscience, the one you chose to be placing will stay, since you are creating the item from scratch not taking it. Once using the lesser magic item production feature, you become unable to use it again for the next 1d4 days, if you successfully made a greater magic item with this feature, you must wait 2d6 days to use it again.
*Upon failing the Arcana check, you must wait until your next long rest to try and make it again.
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