Ranger
Base Class: Ranger

A very long time ago, it was discovered that the Weave not only flows through all magic, and dictates how it behaves, but also that it flows through all living beings and creatures that possess souls. Of course it is only very small portions of the greater Weave which flows through living beings, almost resembling thin strings which appear through and around all living beings that possess souls. Some believe that this is what many soothsayers refer to as "threads of fate".

With this discovery, there were many who sought to use them for themselves, some chose to slaughter people for these little threads of the Weave, which allowed them far greater power, which led to the creation of the Elemental Spirits, the reborn Souls of humans who had been consumed for the threads of the Weave that permeated their souls. They were typically embodiments of the strongest aspect of their personalities, for example a man in life who championed valor and was neutral good might've become an elemental spirit of valor and of ice in his rebirth.

Eventually, when the existence of these Elemental Spirits was discovered, the first of those who would grow to be called Soul-Weavers chose to diplomatically approach them, and learn from them how the threads of the Weave that flowed through all people worked, and how to use them for good. The Elemental Spirits, for the most part eager to see a new era arise, one of understanding and mutual partnership instead of consumption and rampant, power-hungry destruction, taught the Soul-Weavers all they knew of the threads of the Weave, which came to be known as Soul Threads. There were various ways to use them, but without the cooperation of the Elemental Spirits, and without forcefully and violently ripping the souls out of peoples' bodies, there was no way to use them on their own. 

The first of the Soul-Weavers chose the path of peace and mutual cooperation, they bonded on a fundamental level of Souls with the Elemental Spirits, each Soul-Weaver meeting a Spirit they found most like them, and once they had bonded, they found that by working together, they could perform great acts of weaving that neither were able to do on their own. The Elemental Spirits who had bonded with the first of the Soul-Weavers returned to the material plane with them, glad for their new life, with the goal of bringing their new art of Soul-Weaving to the world, to show them that they needed not to kill each other to use Soul Threads, but that they could wield them for good without a need for violence.

A new era passed for the world, and taboos were established, Soul-weaving was firmly defined as a mostly peaceful, artisan craft where a prospective Soul-weaver would contact the plane of elemental spirits, and they would travel among them until they met a spirit who they could identify with, and who could identify with them, and they forged a bond. Through this bond, they were able to weave the Soul Threads prevalent throughout the world without harming anyone, and they could pursue the trade of crafting and weaving these threads for the benefit of all. Using ones ally for the sake of power was a strict taboo, self defense was permitted, weaving was encouraged, and most Soul-weavers that trained normally had a generous, kind and peaceful disposition, partly as a result of their training and communication with a spirit, but also partly because the strict rules they had to follow, lest the conclave disavow them and brand them criminals.

Spirit Looms

3rd-level Soulweaver feature

Your training in the Ancient Art of Soul-weaving has given you the perspicacity to see the way the Weave flows through living beings, what others might call Souls. To practitioners of the Art of Soul-weaving, they appear as threads that flow through every living being with a Soul. Alone, you can do nothing with those threads, though with the aid of your Soul Ally, and a set of special gauntlets known as Spirit Looms, you can weave the Soul Threads of yourself or others. 

With some downtime, you can create a set of Spirit Looms using magical crafting techniques that are unique to the Art of Soul-weaving. It takes 2 hours and costs 200 gp. The cost represents materials you spend in the crafting of the gauntlets, including unrefined gemstones or other rare stones, as well as the metals that go into its creation.

Spirit Looms are a pair of magic gauntlets of several alloyed metals and rocks or perhaps gemstones inset into them. They can only be worn and used by the one who created them. They function as a set of Weaver's Tools for you while you wear them. While you are wearing your Spirit Looms, you are considered to be proficient with Weaver's Tools, and your proficiency bonus is doubled for any ability check you make that uses your proficiency with Weaver's Tools.

While you wear the Spirit Looms, you can read the Soul Threads of others or of yourself. You can touch a willing or sleeping creature with your Spirit Looms while you are wearing them, and you can see their Soul Threads. You learn that creature's alignment, and if it is affected by any disease, or poison, and if it is charmedfrightened, or possessed. In addition, you can use your Spirit Looms as a spellcasting focus for your Ranger spells while you are wearing them and your Soul Ally is on the same plane as you.

You are a craftsman first, and a warrior second, but you are a formidable combatant should the need arise for you to defend yourself.

As a bonus action, so long as your Soul Ally is alive and on the same plane as you, you may weave your own Soul Threads into two magical weapons attached to your Spirit Looms. Their form is unique to you, and dependent entirely on your alignment, though they are generally shaped like ostentatious and ornate daggers of energy that come from your Spirit Looms and reflect your core personality in appearance.

They are considered to be simple melee weapons with the finesse and light properties, which you wield with each hand. You cannot be disarmed of them, as they are magically attached to the gauntlets. They deal 1d6 damage of a type associated with your alignment, as shown in the table below. They last until you finish a short or long rest, or if you aren’t wearing the Spirit Looms anymore, or until you dismiss them as a bonus action.

They gain a +1 bonus to attack and damage rolls at 7th level, which increases to a +2 bonus at 11th level and a +3 bonus at 15th level (This will need to be done Manually). At 11th level they increase from 1d6 to 1d8 damage.

Spirit Loom Element
Alignment Element

Lawful Good

Radiant

Lawful Neutral

Thunder

Lawful Evil

Acid

Neutral Good

Cold

True Neutral

Piercing

Neutral Evil

Lightning

Chaotic Good

Psychic

Chaotic Neutral

Fire

Chaotic Evil

Necrotic

Soul Ally

3rd-level Soulweaver feature

Your mingling amongst the elemental spirits of reincarnated humans has borne you a faithful ally who mirrors your strongest traits, a Soul Ally. It is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the Soul Ally stat block, which uses your proficiency bonus (PB) in several places. You determine the creature’s appearance for the most part, although it will adopt a color and elemental aspects and traits based on your alignment and your strongest traits. (For example, if you are chaotic neutral, and your strongest trait is greed, your spirit may be a spirit that embodies avarice and might adopt aspects of the element of fire)

The Soul Ally has innate spellcasting which uses its Charisma score. At 3rd level it knows the guidance and mending cantrips and can cast them at will using Charisma without requiring no material components. At 7th level, choose two spells of 1st level from the Evocation or Transmutation schools, it can cast each of those spells once per day using Charisma requiring no material components. At 11th level, choose two more spells of 1st or 2nd level from the Evocation or Transmutation Schools, it can cast each of those spells once per day using Charisma requiring no material components. At 15th level, choose two more spells of 1st, 2nd, or 3rd level from the Evocation or Transmutation schools, it can cast each of those spells once per day using Charisma requiring no material components.

In combat, the Soul Ally shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the Soul Ally can take any action of its choice, not just Dodge.

If it has died within the last hour, you can use your weaver's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The Soul Ally returns to life after 1 minute with all its hit points restored.

If it has been dead for more than one hour, its body crumbles to ash, and its soul is returned to the elemental plane it originated from. You can spend one hour performing a ritual, spending a spell slot of 1st level or higher, and it is returned to life with all of its hit points restored, and summoned directly in front of you. 

Soul Ally

Armor Class 9 + your Wisdom modifier + your Proficiency bonus

Hit Points Your Wisdom modifier + four times your ranger level (the Soul Ally has a number of hit dice [d8s] equal to your ranger level)

Speed 30 ft., fly 10 ft. (hover)

STR
16 (+3)
DEX
8 (-1)
CON
12 (+2)
INT
12 (+1)
WIS
8 (-1)
CHA
14 (+2)

Saving Throws Cha +1 plus PB, Wis + 2 plus PB

Skills Perception -1 plus PB, Arcana +1 plus PB × 2

Damage Immunities determined by the Soul Ally's Soul Essence trait

Condition Immunities charmedfrightened

Senses passive Perception 9 + PB

Languages understands the languages you speak

Challenge — Proficiency Bonus (PB) equals your bonus

SoulEssence. Your Soul Ally's damage immunity, and the damage type of its Elemental Touch and Elemental Blast attacks are all the same type as the damage type associated with your Soul Looms trait. If the Soul Ally remains dead for more than one hour, its body crumbles to ash and its soul returns to the elemental plane it originated from.

Innate Spellcasting. Your Soul Ally's spellcasting ability is Charisma (spell save DC 10 + Proficiency Bonus). The Soul Ally can innately cast the following spells, requiring no material components:

At Will: guidance, mending

Actions

Elemental Blast.Ranged Spell Attack: your spell attack modifier to hit, reach 60 ft., one target you can see. Hit: 2d4 + PB of a type determined by the Soul Ally's Soul Essence.

 

Soul Weaving

7th-level Soulweaver feature

Normally it is considered a taboo to use Soul-weaving to harm another creature with the exception of self defense, and the main use of Soul-weaving is actually for crafting and creating things, first and foremost a Soul-weaver is an artisan and a craftsman. Some techniques have, however, been developed for using Soul-weaving for self defense.

With the help of your Soul Ally, you can weave Soul Threads into new creations, or you can use them to empower your Soul-weaving self defense techniques. A Soul Thread resembles a short string, it glows dimly for five feet around it, and it adopts a seemingly random color.

Soul Threads
As an action, you can use your Soul Looms and touch a creature that is willing, and you take one Soul Thread from that creature (You can take a Soul Thread from yourself as well) and you store it within the Soul Looms. A Soul Thread lasts for up to twenty four hours, or until it is used, after which it returns to its source. Once you have taken a Soul Thread from a creature, you cannot take another Soul Thread from that creature for twenty four hours. You can hold a number of Soul Threads equal to your Proficiency Bonus. 

Creation
Over the course of an hour, you can use one Soul-Thread you have, weaving it to create one mundane item of your choice in an unoccupied space within 10 feet of you. The item must appear on a surface or in a liquid that can support it. The gp value of the item can’t be more than 10 times your Ranger level, and the item must be Medium or smaller. The item glimmers softly, and anyone who touches it that focuses on the item itself, can very faintly feel the emotions that the creature whose Soul-threads this object was created with. For examples of items you can create, see the equipment chapter of the Player’s Handbook. These items are considered magical.

Once you create an item with this feature, you can’t do so again until you finish a long rest.

Soul-Weaving Techniques
You learn five Soul-weaving techniques of your choice, which are detailed under “Techniques” below. Many techniques enhance an attack in some way. You can use only one technique per attack, you can only use a technique while you are wearing your Spirit Looms and you must be wielding your Spirit Loom Weapons if that technique requires you to make an attack.

You learn two additional techniques of your choice at 10th and 15th level. Each time you learn new techniques, you can also replace one technique you know with a different one.

Each technique requires you to spend a Soul Thread that you have.

Saving Throws. Some of your techniques require your target to make a saving throw to resist the technique's effects. The saving throw DC is calculated as follows:

Technique save DC = 8 + your proficiency bonus + your Wisdom modifier

Techniques

The techniques are presented in alphabetical order.

Meditation

You can use a bonus action and spend a Soul Thread to bolster yourself with the emotion contained within the Soul Thread, making your next attack roll, ability check, or saving throw with advantage. If you don’t use this benefit before the start of your next turn, it is lost. In addition, you gain temporary hit points equal to your wisdom modifier. 

Purge

As an action, you can spend a Soul Thread and a creature you can see within 30 feet of you regains a number of hit points equal to 1d6 + half your Ranger level (rounded down) + your Wisdom modifier.

Reckoning

When you take the Attack action on your turn and make all of the attacks as part of that action with your Spirit Loom Weapon, you can spend one Soul Thread and make one additional attack as part of that action with your Spirit Loom Weapon.

Remorse

When you take the Attack action on your turn, you can forgo one of your attacks, spend a Soul Thread and use the emotions contained within the Soul Thread to instill an overpowering sense of remorse and regret in a number of creatures of your choice up to your wisdom modifier within thirty feet of you. Each creature must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.

You can cause a target to become charmed or frightened by you for one minute. A target can make another Charisma saving throw at the end of each of its turns, ending the effect on itself on a success.

Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference lasts for one hour. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. This indifference also ends if you are no longer within line of sight of the target. When the indifference ends, a creature knows that it was influenced. 

Repentance

When you take the Attack action on your turn, you can forgo one of your attacks, spend a Soul Thread, and weave the Soul Thread into the form of dozens of tiny spirits which take the form of small insects like butterflies or flying animals like birds which are the same color as your Spirit Loom Weapon. The spirits fly at a creature within sixty feet of you, exploding on impact, and imbuing the creature with painful energy that racks their body with sobs.

A creature within sixty feet of you that you can see must make a dexterity saving throw, taking 6d4 damage on a failed save and being infused with painful energy. A creature that is wracked with painful energy must make another dexterity saving throw at the start of its next turn, or take another 6d4 damage, and then the energy leaves them. The damage is of the same type as your Spirit Loom Weapon.

Retribution

When another creature that you can see within thirty feet of you damages you with an attack, you can use your reaction and expend one Soul Thread to make one attack against them with your Spirit Loom Weapons, regardless of normal range. 

Soul Banish

When you hit a creature with an attack using your Spirit Looms, you can expend one Soul Thread, and the creature suffers an effect based on its current hit points:

  • 40 hit points or fewer: It gains one level of exhaustion
  • 30 hit points or fewer: It gains two levels of exhaustion
  • 20 hit points or fewer: It takes an additional 3d8 force damage, and it gains three levels of exhaustion
  • 10 hit points or fewer: killed instantly

Soul Burst

When you hit a creature with an attack with your Spirit Loom Weapons, you can expend a Soul Thread, that creature suffers an additional 2d8 force damage and it must make a Charisma saving throw. On a failure, the creature's soul is exposed and vulnerable for one minute.

The first time an affected creature is damaged each round, it takes an additional 1d8 force damage. In addition, if the creature attempts to cast a spell with a casting time of 1 action while its soul is exposed and vulnerable, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.

At the end of each of its turns, an affected creature can make another Charisma saving throw, ending the effect on itself on a success.

Soul Pierce

When you make an attack roll with your Spirit Loom Weapons against a creature, you can expend one Soul Thread to add your Wisdom modifier to the roll. You can use this technique before or after making the attack roll, but before any effects of the attack are applied.

Soul Seal

When you hit a creature with an attack using your Soul Loom Weapons, you can expend one Soul Thread to deal an additional 2d8 force damage, and attempt to seal your foe's power. The creature must make a Charisma saving throw, its power becoming sealed for one minute on a failure. While its power is sealed, whenever it makes an attack roll, it rolls 1d6 and subtracts the number rolled from that attack roll, potentially causing the attack to miss. It can make another Charisma saving throw at the end of each of its turns, ending the effect on itself on a success.

Soul Shield

As a reaction when you or another creature within 30 feet of you takes damage, you can use your reaction and expend one Soul Thread to grant yourself or that other creature resistance to that instance of damage.

Soul Vacuum

When you take the Attack action on your turn, you can forgo one of your attacks and attempt to siphon a great deal of fortitude from the soul of one of your foes. A creature you can see within sixty feet of you of your choice must make a Charisma saving throw, becoming stunned until the end of your next turn on a failure.

Valor Impact

As a bonus action, you can expend a Soul Thread to increase your speed and precision by an extreme amount for a short time. Until the end of your turn when you attack with your Soul Loom Weapons, you score a critical hit on a roll of 19-20, your movement doesn’t provoke opportunity attacks, your walking speed is increased by 10 feet, and you deal an additional 1d8 force damage when you hit with your Soul Loom Weapons. 

Soul Purification

11th-level Soulweaver feature

Your soul becomes more purified and powerful as a result of your companionship with your Soul Ally, slowly, you are becoming more like one Soul in two bodies.

You gain resistance to the damage type associated with your Soul Looms feature (Will have to be manually added). Moreover, if you start your turn charmed, frightened, poisonedblinded, or deafened and your Soul Ally is on the same plane as you, you can expend a Soul Thread as a reaction and end every effect on yourself subjecting you to one of those conditions of your choice.

You are also adept at crafting with Soul Threads and can use them to help you while you are crafting even magical things. When you begin crafting a magic item of uncommon or common rarity, or a mundane item, you can spend a Soul Thread to expedite the process, substituting it in place of materials, and as a result of the properties of the Soul Threads, you can craft far more quickly with them, the gold and time you must spend to craft that item are halved for this instance of crafting.

Soul Synchronization

15th-level Soulweaver feature

You gain the ability to align your consciousness with that of your Soul Ally, melding both your minds and your souls together for a short time, and gaining great ability, and insight as a result. As a bonus action, you can spend three Soul Threads, and your Soul Ally disappears and enters your body, both of you fusing together for ten minutes. This form sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The form lasts for 10 minutes. It ends early if you dismiss it (no action required), are incapacitated, or if you die.

For the duration, you have a flying speed of 10 feet, you can hover, and attack rolls have disadvantage against you. For the duration, the first attack roll, ability check, or saving throw you make each turn is made at advantage (you gain advantage on the first of the 3 that you make, if you make an attack roll at adv, you don't have adv on an ability check you make this turn as well), or if you are not in combat, you gain advantage on all ability checks, attack rolls and saving throws. In addition, for the duration you can cast any of the spells that your Soul Ally normally is able to cast as if they were known for you and were Ranger spells for you, and they do not count against your number of known spells.

For the duration, you are also considered to be the Elemental type as well as whatever types you were already, the Soul Ally can't be targeted by any Attack, Spell, or other Effect, and it cannot be damaged at all and is immune to all conditions. However, the Soul Ally can take no actions, bonus action, or reactions for the duration, and it cannot move. It cannot speak and can only communicate telepathically with you. 

For all abilities that check whether your Soul Ally is within a certain range of you for you to be able to use one of this subclass's features, the Soul Ally is considered to be on the same plane as you, and is within that range.

When this form ends, your Soul Ally reappears in an unoccupied space nearest to you, and you both gain one level of exhaustion.

Once you use this bonus action, you can’t use it again until you finish a long rest.

Previous Versions

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