Base Class: Wizard
The Soul Mask subclass allows wizards to tap into the deepest recesses of their souls, manifesting their innermost emotions and spiritual essence through powerful masks. Each mask reflects a different aspect of the soul, granting the wizard unique abilities and spells. By donning these masks, the wizard channels extreme emotions and mythical creatures' powers, allowing them to alter the battlefield and themselves in profound ways.
Arcane Tradition: Soul Mask
Overview:
The Mask of the Soul arcane tradition allows wizards to harness the power of their innermost soul, manifesting it as a mystical mask. The mask reflects the wizard's chosen aspects—mythical creatures or powerful forces—which grant unique spells and abilities. As the wizard progresses, they unlock additional aspects, each further enhancing their power and versatility.
Level 2: Soul Mask and Aspect Selection
Upon choosing the Mask of the Hollow Soul arcane tradition at level 2, you gain the ability to don a Soul Mask as a bonus action, activating one of the three aspects you will choose over the course of your journey. The mask's appearance is a reflection of the wizard’s soul, and its design and color are customizable to the player’s preference. The only visible changes to the mask occur when its duration is nearing expiration; it begins to chip, crack, and shatter, adding a visual cue for roleplay purposes.
Soul Mask Features:
- AC Increase: The mask grants an increase to AC equal to your Intelligence modifier but imposes a disadvantage on Wisdom checks and saving throws.
- Temporary Hit Points: Upon activation, the mask grants temporary hit points equal to 2d8 + your Intelligence modifier.
- Duration and Activation: The mask can be worn and activated for a duration equal to 1 minute per point of your Proficiency Bonus. You can activate the mask a number of times equal to your Proficiency Bonus.
As the duration of the mask nears its end, it begins to visually degrade (cracks, chips), providing a dynamic roleplaying element. When the aspect is changed, the mask’s color or glow alters according to the player's or GM's intentions, reflecting the new power being channeled.
Choosing Your First Aspect (Level 2)
At level 2, you select your first aspect, which defines part of your magical identity. The aspects represent different mythical creatures or powerful forces, each offering unique spells, feats, and abilities. You will select additional aspects at levels 6 and 9.
New Subclasses Feats
1. Masked Mastery (Level 6):
You can cast any spell gained from your chosen mask and aspect twice per long rest without expending a spell slot. This feature allows you to use the power of your chosen aspects more freely, enabling potent magical strikes or support actions without worrying about depleting your spell slots.
2. Dual Concentration (Level 10):
You can maintain concentration on one additional spell within your Soul Mask. This means that by level 10, when you have three aspects, you can maintain concentration on up to two spells simultaneously. Whilst maintaining concentration on two spells, you cannot cast another spell until relinquishing one of the previously concentrated spells. This feat significantly enhances your ability to control the battlefield and maintain multiple ongoing effects
Aspect Selection and Progression
At levels 2, 6, and 9, you will select an aspect from the following list. Each aspect provides unique spells and feats, enhancing your abilities and expanding your spellcasting repertoire.
Aspect of the Phoenix (Resurrection and Flame)
Spells:
- 1st Level: Phoenix’s Flame - A fiery burst that damages enemies and also heals allies for half the damage dealt within its radius.
- 3rd Level: Resurgent Shield - Grants temporary immunity to one type of damage (fire, cold, lightning, etc.).
- 5th Level: Phoenix’s Rebirth - Revive an ally with a portion of their hit points, encased in flames.
- 7th Level: Immolation of the Phoenix - 20-foot radius of massive fire damage in an area; allies in the area are healed instead.
- 9th Level: Phoenix Ascendant - Transform into a Phoenix, gaining flight, fire immunity, and powerful attacks.
Feats:
- Flaming Rebirth (Level 4): When you drop to 0 hit points but are not killed outright, you can use your reaction to burst into flames, dealing 2d10 fire damage to all creatures within 10 feet and regaining hit points equal to half the damage dealt. Usable once per long rest.
- Emberwing Summon (level 6): Description: Upon choosing the Aspect of the Phoenix, you gain the ability to summon an Emberwing Phoenix, a small, fiery bird that embodies the spirit of rebirth and flame. This creature aids you in battle and can unleash powerful fire-based magic.
- Phoenix’s Benediction (Level 9): When you cast a healing spell, you can deal 1d10 fire damage to an enemy within 10 feet of the healed ally. This damage increases to 2d10 at the 14th level and 3d10 at the 18th level.
Aspect of the Leviathan (Tidal and Pressure)
Spells:
- 1st Level: Leviathan’s Grasp - Summon a tendril of water to ensnare and restrain a creature, dealing 1d8 cold damage per turn.
- 3rd Level: Tide’s Domination - Gain control over water within a large area, using it to attack or defend.
- 5th Level: Crushing Depths - Summon the deep sea to crush enemies under immense pressure and reduce movement speed.
- 7th Level: Maelstrom Control - Create a massive 30-foot radius whirlpool that draws in and damages enemies.
- 9th Level: Leviathan’s Sovereignty - Transform into a colossal Leviathan, gaining control over water and the power to dominate the battlefield.
Feats:
- Tidal Surge (Level 4): Create a wave of water, pushing enemies in a 20-foot radius 15 feet away and knocking them prone. Usable once per short or long rest.
- Abyssal Depths Summon (Level 6): When you embrace the Aspect of the Leviathan, you gain the power to summon an Abyssal Serpent, a sleek, water-bound creature that navigates through air and water alike, channeling the crushing depths of the ocean in its attacks.
- Depths of the Leviathan (Level 9): Depths Cube:
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Activation: As an action, summon a 50 by 50-foot cube of water centered on you, lasting for 1d10 rounds or until dismissed. Allies can swim freely within, while hostile creatures have their flight speed halved. Usage: Can be used several times equal to your Proficiency Bonus per long rest.
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Aspect of the Hollow Soul (Neutrality and Void)
Description: The Hollow Soul aspect represents neutrality and void, focusing on balance, emptiness, and the ability to split oneself into different aspects.
Spells:
- 1st Level: Hollow Step - You briefly channel the emptiness within you, becoming insubstantial.
- 2nd Level: Nullify - Cancel a spell or effect targeting you, making a Charisma saving throw against the caster’s spell save DC.
- 3rd Level: Void Sphere - You conjure a small 5-foot sphere of void energy to rotate at a chosen point within range surrounding you.
- 5th Level: Wraith Form - You transform into a wraith-like form, becoming incorporeal. While in this form, you have resistance to all damage except force and radiant.
- 7th Level: Nihil Void - You create a 10-foot radius void of magical energy at a point you choose within range.
- 9th Level: Soul Severance - You reach or Slash into the core of a creature's being, severing a portion of its soul.
Feats:
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- Embrace of the Hollow (Level 4): Summon an ethereal figure within 15 feet, of a mask not currently in use as an action, armed with your chosen weapon. The figure can fight alongside you for 1 minute with a hit point maximum of 15 and an AC of 13, dealing damage equal to your spellcasting ability modifier + 1d8 for each attack it makes and being able to cast spells from the figure's position expending spell slots from your Wizards pool. It shares all of your saving throws and ability checks. This figure can be summoned three times per long rest.
- Wyrmdeer Summon (Level 6): As part of the Hollow Soul Aspect, you as a bonus action summon a unique, ethereal creature that embodies the haunting beauty and enigmatic nature of your soul. This creature, known as a Wyrmdeer, is a mystical fusion of a dragon and a reindeer, featuring scales that shimmer in the light and antlers that crackle with arcane energy. You can use this twice per Long Rest.
- Void Split (Level 9): You can split yourself into three parts, manifesting avatars of your chosen aspects with your Chosen Weapon. Each avatar can cast spells using your remaining spell slots, and they share your AC and total equal to half of your hit points. Dealing damage equal to your spellcasting ability modifier + 1d8 for each attack it makes and. It shares all of your saving throws and ability checks. The avatars last for up to 1 minute or until reduced to 0 hit points. This feature can be used once per long rest at the cost of an action.
Aspect of the Raiju (Opportunity and Ambition)
Spells:
- 1st Level: Lightning Orbit: You conjure three orbs of crackling lightning that hover around you, ready to be unleashed.
- 3rd Level: Destello: Transform into a bolt of lightning, dashing in a straight line and dealing damage to enemies in your path.
- 5th Level: Cero: You harness and concentrate raw Arcane energy into a powerful, destructive blast known.
- 7th Level: Lanze De Relampago: Summon a powerful javelin-like weapon made of pure lightning energy.
- 9th Level: Fulmination: Become a being of pure electricity, doubling your speed, gaining an extra action, passing through objects, and damaging enemies by 1d6 when you move through them. In your offhand manifests a Katana that when attacking deals 3d8 Lightning Damage. You are immune to the Paralyzed and Stunned status effects, Lightning and Thunder damage, and exhaustion is suppressed until the duration is over. It lasts for 2 Minutes and its usage is twice per long rest, increasing exhaustion level by 1.
- Sonido (Level 2): As a reaction, teleport up to 30 feet, leaving a burst of Sound that damages enemies at both the starting and ending locations. Usable a number of times equal to your Proficiency Bonus per long rest.
- Chibi Summon (Level 6): Summon an ethereal lightning fox, a lightning-infused creature with the ability to cast Lightning Bolt and take bonus actions. The Fox lasts for 1 minute or until its hit points are depleted— You can use this twice per Long Rest.
- Raiju's Storm Fury (Level 9): As an action, you can conjure a number of Raiju lightning beasts equal to your character level. The Raiju pack rushes to a point you can see within 50 feet of you, creating a powerful storm at the target location.
This subclass offers a wide range of abilities, allowing the wizard to tailor their playstyle to fit their chosen aspects, whether they focus on resilience, destruction, control, or a balanced approach. Each aspect provides unique benefits, making the Mask of the Hollow Soul a versatile and powerful arcane tradition.
Soul Mask Equip
Soul Mask Features:
- Activation: As a bonus action, the wizard can don a Soul Mask, activating one of the three aspects they have chosen during their subclass selection.
- AC Increase: The mask grants an increase to AC equal to your Intelligence modifier but imposes a disadvantage on Wisdom checks and saving throws.
- Temporary Hit Points: Upon activation, the mask grants temporary hit points equal to your 2d10 + your Intel modifier.
- Duration and Activation: The mask can be worn and activated for a duration equal to 1 minute per point of your Proficiency Bonus. You can activate the mask a number of times equal to half your Proficiency Bonus (rounded down).
As the duration of the mask nears its end, it begins to visually degrade (cracks, chips), providing a dynamic roleplaying element. When the aspect is changed, the mask’s color or glow alters according to the player's or GM's intentions, reflecting the new power being channeled.
Soul Aspect
When choosing the Soul Aspect at each designated level, the wizard delves deeper into the potential within their soul, unlocking powerful abilities tied to their emotional and psychological state.
Level 2: The Initial Choice
At 2nd level, the wizard first embraces the Soul Aspect, representing the raw, unfiltered essence of who they are. This initial choice manifests as a mask that embodies the potential within, allowing the wizard to draw on the power of their inner power. The mask grants unique abilities and spells, reflecting the wizard's journey to harness the arcana within and transform it into strength.
Level 6: Second Choice
At the 6th level, the wizard’s connection to their Soul deepens, allowing them to choose an additional aspect. With this aspect, the wizard can unleash devastating spells and abilities, becoming a silent force of inevitable magical power. For example "The Wrath of the Red Dragon reflects the wizard's growing mastery over their emotions, turning their anger into a weapon."
Soul Mask Arcane Tradition: Aspect Summon Feats
At 6th level, as part of the Soul Mask Arcane Tradition, wizards can summon creatures that embody the essence of each chosen aspect. These creatures serve as loyal companions, aiding in combat, spellcasting, and other magical tasks. Each creature's abilities scale with the wizard's level, growing stronger as the wizard progresses.
Level 9: Third/Final Choice
At the 9th level, the wizard selects their final aspect. This aspect allows the wizard to turn their final choice for power into a strategic advantage, gaining spells and becoming a conduit for potent magical energy.
Final Aspect
Together, these aspects—The Initial, Second, and Third—form a complete and multifaceted identity for the wizard. Each aspect reflects a different facet of the wizard’s soul, offering powerful abilities and spells that evolve as they grow stronger. The choice of each aspect is a significant step in the wizard’s journey, marking their progression from a novice spellcaster to a master of their inner power, capable of wielding the forces of their soul with precision and intent.
Aspect of the Leviathan
Choosing the Leviathan Aspect embodies the vast, untamed power of the deep seas. The wizard dons a mask resembling ancient oceanic beasts, channeling immense water-based magic. The Leviathan Aspect offers both tactical advantage and the awe-inspiring presence of a sea lord.
- 1st Level: Leviathan’s Grasp - Summon a tendril of water to ensnare and restrain a creature, dealing 1d8 cold damage per turn.
- 3rd Level: Tide’s Domination - Gain control over water within a large area, using it to attack or defend.
- 5th Level: Crushing Depths - Summon the deep sea to crush enemies under immense pressure and reduce movement speed.
- 7th Level: Maelstrom Control - Create a massive 30-foot radius whirlpool that draws in and damages enemies.
- 9th Level: Leviathan’s Sovereignty - Transform into a colossal Leviathan, gaining control over water and the power to dominate the battlefield.
Feats:
- Tidal Surge (Level 4): As a Bonus Action Create a wave of water, pushing enemies in a 20-foot radius 15 feet away and knocking them prone. Usable once per short or long rest.
- Abyssal Depths Summon (Level 6): When you embrace the Aspect of the Leviathan, you gain the power to as a bonus action summon an Abyssal Serpent, a sleek, water-bound creature that navigates through air and water alike, channeling the crushing depths of the ocean in its attacks.
- Depths of the Leviathan (Level 9): Depths Cube:
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Activation: As an action, summon a 50 by 50-foot cube of water centered on you, lasting for an amount of time equal to your Proficiency Bonus until dismissed. Allies can swim freely within, while hostile creatures have their flight speed halved.
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Usage: Can be used several times equal to your Proficiency Bonus per long rest.
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Aspect Summon Feats
At the 6th level, as part of the Soul Mask Arcane Tradition, wizards can summon creatures that embody the essence of each chosen aspect. These creatures serve as loyal companions, aiding in combat, spellcasting, and other magical tasks. Each creature's abilities scale with the wizard's level, growing stronger as the wizard progresses.
Abyssal Depths Summon (Level 6): When you embrace the Aspect of the Leviathan, you gain the power to twice per Long Rest summon an Abyssal Serpent, a sleek, water-bound creature that navigates through air and water alike, channeling the crushing depths of the ocean in its attacks.
Aspect of the Phoenix
The Phoenix embodies rebirth, renewal, and the power to rise from the ashes. This aspect focuses on fire, healing, and resurrection, making it ideal for wizards who wish to support allies while also unleashing devastating flames.
- 1st Level Spell: Phoenix’s Flame - Evocation - A fiery burst that also heals allies within its radius.
- Function: This spell deals fire damage to enemies in a 10-foot radius while simultaneously healing allies within the same area for half the damage dealt. It’s a dual-purpose spell that provides both offense and support.
- 3rd Level Spell: Resurgent Shield - Abjuration - Grants temporary immunity to one type of damage.
- Function: The target becomes immune to a chosen damage type (fire, cold, lightning, etc.) for 1 minute. This spell is particularly useful for protecting against a known threat.
- 5th Level Spell: Phoenix Rebirth - Transmutation - Revive an ally with a portion of their hit points, encased in flames.
- Function: This spell can revive a fallen ally with half their hit points, surrounding them in protective flames that deal damage to any creature that attempts to attack them for 1 minute.
- 7th Level Spell: Immolation of the Phoenix - Evocation - Massive fire damage in an area; allies in the area are healed instead.
- Function: A 20-foot radius explosion of fire that deals heavy damage to enemies while healing allies within the same area for the total damage dealt.
- 9th Level Spell: Phoenix Ascendant - Transmutation - Transform into a Phoenix, gaining flight, fire immunity, and powerful attacks.
- Function: The caster transforms into a Phoenix, gaining immunity to fire, a flying speed of 60 feet, and the ability to attack with fiery talons. This form lasts for 1 minute.
Aspect Summon Feats
At the 6th level, as part of the Soul Mask Arcane Tradition, wizards can summon creatures that embody the essence of each chosen aspect. These creatures serve as loyal companions, aiding in combat, spellcasting, and other magical tasks. Each creature's abilities scale with the wizard's level, growing stronger as the wizard progresses.
Aspect of the Phoenix: Emberwing Phoenix
Feat Name: Emberwing Summon
Description: Upon choosing the Aspect of the Phoenix, you gain the ability to summon an Emberwing Phoenix, a small, fiery bird that embodies the spirit of rebirth and flame. This creature aids you in battle and can unleash powerful fire-based magic.
Aspect of The Raiju
Aspect of the Raiju (Opportunity and Ambition)
Spells:
- 1st Level: Lightning Orbit: You conjure three orbs of crackling lightning that hover around you, ready to be unleashed.
- 3rd Level: Destello: Transform into a bolt of lightning, dashing in a straight line and dealing damage to enemies in your path.
- 5th Level: Cero: You harness and concentrate raw Arcane energy into a powerful, destructive blast known.
- 7th Level: Lanze De Relampago: Summon a powerful javelin-like weapon made of pure lightning energy.
- 9th Level: Fulmination: Become a being of pure electricity, doubling your speed, gaining an extra action, passing through objects, and damaging enemies by 1d6 when you move through them. In your offhand manifests a Katana that when attacking deals 3d8 Lightning Damage. You are immune to the Paralyzed and Stunned status effects, Lightning and Thunder damage, and exhaustion is suppressed until the duration is over. It lasts for 2 Minutes and its usage is twice per long rest, increasing exhaustion level by 1.
- Sonido (Level 2): As a reaction, teleport up to 30 feet, leaving a burst of Sound that damages enemies at both the starting and ending locations. Usable a number of times equal to your Proficiency Bonus per long rest.
- Chibi Summon (Level 6): Summon an ethereal lightning fox, a lightning-infused creature with the ability to cast Lightning Bolt and take bonus actions. The Fox lasts for 1 minute or until its hit points are depleted— You can use this twice per Long Rest.
- Raiju's Storm Fury (Level 9): As an action, you can conjure a number of Raiju lightning beasts equal to your character level. The Raiju pack rushes to a point you can see within 50 feet of you, creating a powerful storm at the target location.
Hollow Soul
Choosing the Hollow Soul Aspect taps into the void within, reflecting the wizard’s inner emptiness and resilience. The mask, a dark and enigmatic visage, draws power from the hollow depths of the soul. This aspect grants the ability to manifest spectral forms, unleashing powerful, emotion-driven spells. The Hollow Soul offers unmatched versatility, allowing the wizard to adapt and overcome by channeling their deepest fears and desires into formidable magical force.
- 1st Level: Hollow Step - You briefly channel the emptiness within you, becoming insubstantial.
- 2nd Level: Nullify - Cancel a spell or effect targeting you, making a Charisma saving throw against the caster’s spell save DC.
- 3rd Level: Void Sphere - You conjure a small 5-foot sphere of void energy to rotate at a chosen point within range surrounding you.
- 5th Level: Wraith Form - You transform into a wraith-like form, becoming incorporeal. While in this form, you have resistance to all damage except force and radiant.
- 7th Level: Nihil Void - You create a 10-foot radius void of magical energy at a point you choose within range.
- 9th Level: Soul Severance - You reach or Slash into the core of a creature's being, severing a portion of its soul.
Feats:
- Embrace of the Hollow (Level 4): Summon an ethereal figure within 15 feet, of a mask not currently in use as an action, armed with your chosen weapon. The figure can fight alongside you for 1 minute with a hit point maximum of 15 and an AC of 13, dealing damage equal to your spellcasting ability modifier + 1d8 for each attack it makes and being able to cast spells from the figure's position expending spell slots from your Wizards pool. It shares all of your saving throws and ability checks. This figure can be summoned three times per long rest.
- Void Split (Level 9): You can split yourself into three parts, manifesting avatars of your chosen aspects with your Chosen Weapon. Each avatar can cast spells using your remaining spell slots, and they share your AC and total equal to half of your hit points. Dealing damage equal to your spellcasting ability modifier + 1d8 for each attack it makes and. It shares all of your saving throws and ability checks. The avatars last for up to 1 minute or until reduced to 0 hit points. This feature can be used once per long rest at the cost of an action.
Aspect Summon Feats
At the 6th level, as part of the Soul Mask Arcane Tradition, wizards can summon creatures that embody the essence of each chosen aspect. These creatures serve as loyal companions, aiding in combat, spellcasting, and other magical tasks. Each creature's abilities scale with the wizard's level, growing stronger as the wizard progresses.
Wyrmdeer Summon (Level 6): As part of the Hollow Soul Aspect, you as a bonus action summon a unique, ethereal creature that embodies the haunting beauty and enigmatic nature of your soul. This creature, known as a Wyrmdeer, is a mystical fusion of a dragon and a reindeer, featuring scales that shimmer in the light and antlers that crackle with arcane energy. You can use this twice per Long Rest.
Masked Mastery
You can cast any spell gained from your chosen mask and aspect twice per long rest without expending a spell slot. This feature allows you to use the power of your chosen aspects more freely, enabling potent magical strikes or support actions without worrying about depleting your spell slots.
Dual Concentration
You can maintain concentration on one additional spell within your Soul Mask. This means that by level 10, when you have three aspects, you can maintain concentration on up to two spells simultaneously. Whilst maintaining concentration on two spells, you cannot cast another spell until relinquishing one of the previously concentrated spells. This feat significantly enhances your ability to control the battlefield and maintain multiple ongoing effects.
Soul Mask Overcharge
Soul Mask Arcane Tradition: Level 14 Feature
Feature Name: Soul Mask Overcharge
Description:
At 14th level, your connection with your Soul Mask has reached its peak, allowing you to push the limits of your magical power. You gain the following benefits:
**1. Soul Mask Overcharge:
When you cast a spell while wearing your Soul Mask, you can choose to Overcharge the spell. An Overcharged spell deals extra damage (of any specified type in the spell) equal to your Intelligence modifier. Additionally, the spell ignores resistance to its damage type. You can Overcharge a spell a number of times equal to your Proficiency Bonus per long rest.
**2. Overcharge Vulnerability:
When you Overcharge a spell, if used more than twice in a row. The mask automatically shatters afterward, and you can no longer use it until you finish a long rest.
**3. Empowered Aspect Spells:
When you cast a spell that corresponds to one of your chosen Aspects (e.g., a fire spell for the Phoenix Aspect or a water spell for the Leviathan Aspect), you can cast it at one spell level higher than the slot you expended, without using a higher-level slot. You can do this once per aspect per long rest.
Previous Versions
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9/11/2024 10:58:28 PM
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