Base Class: Sorcerer
Master of Soul and Spirit
Your innate magic comes from a deep connection to the essence of life itself—the soul. Perhaps your powers awakened in the Shattered Veil, where fractured realities exposed the currents of life energy. Or perhaps you are a reincarnation of an ancient guardian or spirit, your soul carrying echoes of forgotten eras. Animists are sorcerers who command the boundary between life and death, shaping the immaterial forces of existence to their will.
Soul Sight
You can see the faint spiritual essence of living creatures and spectral beings. As a bonus action, you can detect the presence of souls within 60 feet of you for 1 minute. You know the general direction of each soul and whether it is tethered (alive), untethered (undead), or fragmented (dying). You can use this ability a number of times equal to your Charisma modifier (minimum once) per long rest.
Soul-Touched Magic
Starting at 3rd level, you learn additional spells as shown in the Animist Spells table. These spells count as sorcerer spells for you, don’t count against the number of sorcerer spells you know, and thereafter you always have the listed spells prepared.
| Sorcerer Level | Spells |
|---|---|
| 3 | False Life, Hex, Gentle Repose, Lesser Restoration |
| 5 | Animate Dead ,Revivify |
| 7 | Phantasmal Killer ,Death Ward |
| 9 | Raise Dead ,Greater Restoration |
Soulbinding Affinity
At 6th level, your connection to the essence of souls increases. You can now channel this connection to harness the power of bound spirits that shape the battlefield. Choose one of the following options when you activate this feature, expending sorcery points as required:
Soulbound Guardian (3 Sorcery Points):
As a bonus action, you conjure a Soulbound Guardian within 5 feet of you. The Soulbound Guardian uses the following stat block:
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Armor Class 12Hit Points 2x(Proficiency Bonus+Your Charisma modifier)Speed 40 ft.STR6 (-2)DEX14 (+2)CON13 (+1)INT6 (-2)WIS10 (+0)CHA8 (-1)Skills Stealth +4Damage Resistances Acid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical AttacksCondition Immunities Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, RestrainedSenses Darkvision 60 ft., Passive Perception 10Languages --Challenge 1/2 (100 XP)Proficiency Bonus +2Traits
Ethereal. The Soulbound Guardian can move through a creatures and objects when it moves but can not end its turn inside a creature or object.
Soul Linked. As a reaction to you receiving damage, the Soulbound Guardian can take that damage instead of you.
Borrowed Timed. The Soulbound Guardian can only stay summoned for 30 second or until it reaches zero hit points
ActionsSoul Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 2d6+(Your Charisma modifier) necrotic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.
Soulflare Burst (2 Sorcery Points):
You release a pulse of soul energy to harm foes and disrupt magical effects. As an action, each creature of your choice within 15 feet of you must make a Constitution saving throw against your spell save DC. On a failed save, the creature takes necrotic damage equal to 2d8 + your Charisma modifier. On a success, the creature takes half damage.
Ethereal Anchor (1 Sorcery Points):
You create a soulbound tether to an ally or an enemy. As a bonus action, choose one creature you can see within 30 feet:
- If the target is an ally: The tether grants them advantage on saving throws against being frightened or charmed, and they deal an additional 1d6 necrotic damage on their next successful attack roll before the start of your next turn.
- If the target is an enemy: The tether siphons energy from them, dealing 1d6 necrotic damage at the start of their next turn.
The tether only lasts for one round or until it's effect is triggered.
Ethereal Conduit
At 14th level, The spirit realm becomes an extension of your will. As a bonus action, you can partial phase into the Ethereal Plane for 1 minute to gain the following affects:
- You can move through creatures and objects as if they were difficult terrain.
- If you end your turn inside a creature or object, you take 1d10 force damage.
- You gain resistance to all non magical damage
You can use this feature once per long rest unless you expend 3 sorcery points to use it again.
Spirit Shape
Starting at 18th level, you achieve mastery over life energy and the spirit realm, becoming a conduit of the immaterial. You can spend 6 sorcery points as a bonus action to surround your body with the essence of your very soul. While this is active you gain the following benefits:
- You gain a flying speed equal to your walking speed
- Creatures of your choice within 60 feet, to include yourself gain resistance to necrotic damage and immunity to the frightened condition.
- Whenever a creature you can see within 60 feet is reduced to 0 hit points, you can use your reaction to either immediately regain sorcery points or heal that creature. Both would be equal to your Charisma modifier.
- Creatures of your choice within 60 feet, to include yourself now deal an extra 1d6 necrotic damage on all attacks..
- Once during the duration, you can cast Revivify without expending a spell slot or material components.
You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.







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