Base Class: Artificer
As a Soul Tinkerer, you find yourself entranced by the ethereal tapestry of the multiverse, the threads of reality converging and diverging around you. Your journey begins as a quest for knowledge, mastery, and the ultimate expression of your artifice, but it's also driven by a profound sense of purpose.
For you, the souls of your vanquished foes hold boundless potential, not just as trophies of conquest but as a means to imbue your creations with extraordinary powers. Channeling the energies of Limbo, you breathe life into ordinary equipment, elevating them into artifacts of arcane potency. The resonance of each soul you harness infuses your work with a unique signature, bestowing them with abilities beyond mortal comprehension.
Beyond the allure of unlocking new dimensions of power through soul-binding, the Soul Tinkerer's journey is also marked by a sense of responsibility. In the realm of Limbo, balance teeters on the precipice, and your careful craftsmanship acts as a stabilizing force. By imbuing your allies' gear and weapons with the strength of fallen adversaries, you fortify their resolve, enabling them to stand resolute against the ever-encroaching darkness.
However, the manipulation of souls carries an inherent risk. The harmonious dance of life and death demands vigilance and mindfulness. Without control, the chaos of Limbo can overtake even the most steadfast minds. As a Soul Tinkerer, you must constantly wrestle with the moral dilemmas of your craft, ensuring your actions remain guided by justice, empathy, and the greater good.
In your relentless pursuit of the ethereal forge, you explore uncharted territories, seeking the secrets of ancient spirits, and unearthing the mysteries of arcane attunement. Your bond with your artificer's tools deepens as you learn to wield the energies of life and death responsibly, and in so doing, you become a true master of the Soul Tinkerer's craft.
Embrace the Soul Tinkerer's path, and you shall traverse the ethereal plane like a celestial conductor, orchestrating the symphony of souls and matter, weaving destiny's threads to forge a legacy that reverberates through time and space. The realm of Limbo calls to those who dare to seek balance amidst chaos, and you, as a Soul Tinkerer, are destined to leave an indelible mark on the tapestry of existence.
You May learn a third cantrip from one of the following options
Soul Curse
Casting Time: 1 action
Range: Touch
Target: A creature
Components. None
Duration: 1 minuet
You may touch an enemy cursing their soul, the creature makes a constitution saving throw against your spell DC. If it fails apply one of the following effects. The effect ends early if the cantrip is used again on a different enemy or when the enemy dies.
- The enemy gets disadvantage on saving throws/ Ability checks of your choice.
- The enemy feels tired and may fall asleep.
- The enemy takes a temporary maddening effect from the Dungeon Masters Guide page 259
Empower Soul
Casting Time: 1 action
Range: Self/Touch
Target: Self or target
Components. None
Duration: 1 minuet
You are able to empower the soul of a willing creature of your choice to gain one of the following effects. You may only empower 1 creature at a time and if the cantrip is used before the duration has ended or the creature dies the effect ends.
- The creature gains haste
- The creature is resistant to one damage type (roll a D4 to determine effect) 1. Poison 2.Magic 3.Piercing 4.Blunt
- You gain advantage on ability checks of the casters choice
Soul Crafting
Starting at 3rd level your magical tinkering ability effects change to.
- Smoke screen 10ft only i can see through
- Soul touch an object and apply one of my senses through it
- Minor soul steal take a small piece of there soul after they touch an item I imbue, you can use the piece of the soul to recharge 1D4 weapon ammo or track the individual (constitution saving throw against your spell DC)
- Soul siphon during combat drain part of the enemy's soul during combat to recharge soul tools (constitution save against your spell DC) 2/day
The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.
You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.
Thinaun Metal creation
Starting at 5th level you gain the ability to create Thinaun metal usually found in Stygian Marsh of Limbo. Recipe- 1 pound of steel and 1 pound of Ectoplasm. Your DM/GM may tweak the recipe or make the metal purchasable in the realm your playing in. Here is a general table if the metal is able to be purchased.
Item Type Cost Modifier
Ammunition +1000 gp
Light weapon +1000 gp per pound
One-handed weapon +1000 gp per pound
Two-handed weapon +1000 gp per pound
Ring, amulet, etc. +1000 gp
Raw Metal 1000 GP per pound
Additional Tools
An Object made from Thinaun Metal that must be augmented to your body (EX- A Thinaun metal eye/Hand) acts as your spell casting focus and is required for the abilities used by this subclass. The player at level 3 may craft the item and must augment it onto their body by sacrificing a piece of themselves.
You have access to the Following Spell
Soul Knowledge
Casting Time: 10 minutes
Range: Self/Touch
Target: Self
Components. 1 Soul
Duration: Permanent
You're able to sacrifice a soul to gain knowledge the soul had prior to its death. Using this Spell allows you to see a memory of the creature the soul originally belonged to.
Souls bargain
2/Day
You can sacrifice a stored soul to cast the spell Bestow Curse on a target.
Soul Storage
Starting at 3rd level you gain the ability to store souls of defeated foes into items you've created.
LV 3 Small-Example Eye Can store up to 4 small souls. Components -1/2 pound of Thinaun Metal and a common material.
LV 4 Medium-Example Jar Can store up to 2 medium souls. Components -1 pound of Thinaun Metal and an uncommon/clear material
LV 8 Large-Example Bag/Satchel Can store 1 large soul. Components -5 pounds Thinaun metal and 1 magical rare item/material.
LV 10 Huge- Must use All-Purpose Tools Can Store 1 Huge soul. Components- 10 pounds of Thinaun Metal and an All-Purpose Tool -You Coat the tool in Thinaun metal, it does not destroy the effect of the base item.
LV 14 Gargantuan- Must build an altar at your home base and use a Korolnor Scepter to send a soul to the alter (only works on Gargantuan). Can store 1 gargantuan soul. Components- 25 Pounds of Thinaun Metal, 1 Totem/Statue of the Raven Queen, 1 Black Pearl, and 4 Blood Stones.
The soul size is based on the size of the creature and each soul grants a unique ability you can enchant into an item, armor piece, or weapon. The enchanted item, armor, or weapon must be recharged using a small soul which gives 1D4 worth of charges up to the maximum charges that enchanted item, armor, or weapon can hold. The effect on an item is based on the creatures (GM discretion)
EXAMPLE- Vampire
Armor effect- The enchanted armor grants the wearer the ability to transform into a mist for 1 minute. 2-4 charges
Weapon effect- The weapon attack damage lowers the targets maximum hit points by the damage amount. Melee- 2-4 charges Range- 1D4 worth of ammo has the effect.
Item- You can expend a charge to call forth 2d4 swarms of bats or rats to fight by your side, the effect lasts 1 hour or until the PC dies. You may only use this ability 1/Day and the item must be recharged with a small soul.
That is just a general example of the abilities you could enchant into a piece of equipment if a vampire soul were to be used. You could also create equipment that would curse the wearer with an effect based on the soul used. Talk to your GM/DM to determine the effects on equipment the creature's soul would apply.
Soul Gem Companion
Starting at 5th level the Homunculus Servant infusion changes, instead you can take any gem worth 50 gp or more and infuse it with a soul you've acquired, allowing you to have that creature as a companion. The power of the companion depends on the Gem value used. Only Medium or Smaller souls can be used and Gargantuan or Legendary creatures can not be used. The Gem acts like a heart for the companion.
Gem Value Power Percentage
50 GP 10%
100 GP 20%
500 GP 30%
1000 GP 40% and 1 ability determined by the Soul of the creature used
5000 GP 50% and 2 abilities determined by the Soul of the creature used
You may only have 1 Soul gem companion at a time.
EXAMPLE- Azer
Power Percentage AC Hit points Abilities Damage
10% 2 4 None Same as Stat Block
20% 4 8 None Same as Stat Block
30% 6 12 None Same as Stat Block
40% 8 16 1 Same as Stat Block
50% 10 20 2 Same as Stat Block
If the companion drops to 0 Hit Points the Gem explodes dealing (Small-1D4, Medium 2D6, Large 3D8, Huge- 4D10) force damage and knocks creatures Medium size or smaller 10 feet away from the center in a 5 foot radius..
Soul Focus
Starting at 9th level as a reaction you may use a soul you've collected to Curse or heal the target. The curse is determined by the soul used and so is the healing. Only Large or smaller souls may be used and legendary creatures may not be used. If a curse is used the target must make a constitution saving throw against your spell DC, on a failure the target may only deal damage to you equal to the minimum damage the spent soul used when it was alive (Duration- 1 Minute) the ability only affects damage dealt to you. If you choose to heal the target it gains hit points equal to the maximum damage the soul dealt when it was alive. The heal ability has a cool down of 1 minute.
Soul Vessel
Starting at 15th level you're able to create a permanent vessel to store a Gargantuan (or smaller) Soul into. The Vessel can be any shape matching the original size of the Soul used or smaller (Medium-MotorCycle, Bear, griffon, Large-Tank, Boat, Car. Small- Dog, owl, Goblin, Bike, etc. A Soul smaller than the vessel you create can not be used to operate a vessel larger than its Size) Your companion has 100% of the stats the original creatures Soul had. A vessel enchanted with a basilisk would have stats equal to that creature and all its abilities. You may only have 1 Soul Vessel active at a time but you may create multiple. If the Vessel reaches 0 Hit Points the vessel shuts down and you must use a soul of similar size to recharge it back to its max hit points. Crafting a Vessel- To create a vessel you need Thinaun metal equal to the following table ( Small- 10 lbs, Medium-20lbs, Large-50lbs, Huge- 100lbs, Gargantuan- 500lbs) You also need to incorporate items related to the original Soul used (EX- Basilisk, you would need 2 body parts from the creature, Teeth, Skin, Claws, ETC) Here is a timetable as a general guide for the DM/GM and the player, feel free to alter the times. Small-1 Day of work, Medium-1 Week of work, Large- 2 Weeks of Work, Huge- 1 Month of work, Gargantuan- 3 Months of Work) Progress on the vessel is determined by a D20 roll + INT modifier with anything above 10 counting as progress and anything below not counting. A NAT 20 Counts as 2 successes and a NAT 1 resets your progress by 1. DM/GM can determine the amount of roles needed before your successful with the creation.
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