Artificer
Base Class: Artificer

cool ghost themed artificer using dolls and other effigys as a channel for spiritual power. good for excorcists and medium themed characters.

Expanded Spell List

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

Soulshaper Spells

Artificer Level

Soulshaper Spells

3rd

Protection against Evil and Good, Armor of Agathys

5th

Spiritual Weapon, Warding Bond

9th

Spirit Guardians, Remove Curse

13th

Banishment, Aura of Life

17th

Hallow, Dispel Evil and Good 

 




Shape Soul

You gain proficiency with one set of artisan’s tools of your choice. Additionally, you gain a tiny effigy such as a doll, figurine, or statuette and can use such an object as a spellcasting focus for your artificer spells. If your effigy is lost or destroyed, you can create another after completing a Short or Long rest, provided you have a set of Artisan’s tools on hand.

Spirit Ward

As a bonus action, you present your effigy and utter an incantation invoking the protection of spirits. Choose willing creatures within 30 feet of yourself (which can include you) to place under a Spirit Ward. You may choose up to a number of creatures equal to your Intelligence modifier (minimum of one creature). This effect ends on a creature if they are ever more than 120 feet away from you. Whenever you cast an Artificer Spell of level 1 or higher with a range of self that does not require a reaction to cast, the spell can originate from a creature under a Spirit Ward. A spell cast in this way functions as though the creature had cast it, using your Spell Save DC and Spell Attack Modifier when appropriate. If such a spell requires concentration, you must maintain concentration on the spell. A creature remains under a Spirit Ward for one minute or until you use this feature again.

Additionally, you have a number of Soul Charges equal to your Artificer level. Whenever a creature under a Spirit Ward fails a saving throw or is hit by an attack, you can use your reaction to expend one Soul Charge and do one of the following:

Serendipity. The creature has advantage on the next saving throw it makes for one minute.
Evanescence. The creature becomes invisible until the start of their next turn or until immediately after the creature makes an attack roll, deals damage, or casts a spell.
Apparition. You swap your position with the creature.

You recover all expended Soul Charges after completing a Long rest.

Soul Charges

You have a number of Soul Charges equal to your Artificer level. These are resources expended to use specific abilities in this class. You recover all expended Soul Charges after completing a Long rest.

Soul Harvest

Whenever a creature dies within 30 feet of you, an intangible and harmless projection of their soul remains bound to their corpse by spectral chains until the end of your next turn. A creature does not project a soul if they are a beast with a challenge rating of 0. As a bonus action, you can harvest a soul you can see and recover one expended Soul Charge. Additionally, you gain temporary hit points equal to your intelligence modifier (minimum of one temporary hit point). After you harvest the soul, the projection vanishes.

Wrathful Spirit

Whenever a creature under a Spirit Ward hits another creature with an attack roll, you can use your reaction to expend one Soul Charge and do one of the following:

Condemnation. The creature hit by the attack must subtract 1d4 from the first saving throw it makes before the end of your next turn.

Dread. The creature hit by the attack must succeed on a Wisdom saving throw against your spell save DC or be frightened by the attacker until the end of its next turn.

Poltergeist. The creature hit by the attack must succeed on a Strength saving throw against your spell save DC or be pushed 20 feet away from the attacker.


Additionally, you can take two reactions in each round of combat, however, at least one of those reactions must expend a Soul Charge. You cannot take a reaction more than once on the same creature’s turn.

Spiritualist

You gain the following benefits:

Soul-Mage. When you cast a spell from your Soulshaper Spells feature, you can cast it at its lowest level by expending a spell slot as normal or by spending a number of Soul Charges equal to twice the spell's level
Medium. You can see into the Ethereal plane. Ethereal creatures and objects appear ghostly and translucent. Additionally, you can cast Speak with Dead at will.

Soul Trap

As an action, you present your effigy and beckon forth a soul still bound to a corporeal form. Choose one creature you can see within 30 feet of you to make a Charisma saving throw against your Spell Save DC. On a failed save, the target cannot move and becomes incapacitated as their soul leaves their body, entering your effigy. Each time you cast a Soulshaper spell by expending Soul Charges, the creature takes 1d10 necrotic damage per level of the spell. Additionally, regain a number of Soul Charges equal to the level of the spell.

At the end of each of its turns, the affected creature can repeat the Charisma saving throw, ending the effect on a success. Otherwise, the effect persists for one minute, until you die, or the creature dies. Once you use this feature, you must finish a Long rest before you can use it again.

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