Soul Bound
Hit Points
Hit Dice: d10 per Soul Bound level
Hit Points at first Level: 10 + your Constitution Modifier
Hit Points at Higher Levels: 1d10(or 6) + your Constitution modifier per Soul Bound level
Proficiences
Armor: Light Armor, Medium Armor
Weapons: Simple Weapons, Shortswords
Tools: Jeweler's Tools, Tinker's Tools
Saving Throws: Constitution, Charisma
Skills: Choose two from: Arcana, History, Insight, Perception, Performance, Persuasion, and Survival.
Class Features
Soul Core
At 1
st level, you bond to a special item called a Soul Crystal, and it manifests as a personification of your soul, becoming a weapon of your choice that you are proficient with. You choose from one of the following Soul Cores: Assaulter or Breaker. You gain a benefit from your choice at 1st level, then again at 3rd, 7th, 11th, 15th, 18th, and 20th level. The weapon manifested has all the properties of its normal weapon type, with the addition of your crystal embedded somewhere within it, automatically attunes itself to you, and gains the following:
- When you attack with this weapon while attuned to it, you may use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.
Attuning to this weapon does not count towards the Soul Bound's total number of attunements available. As part of a Short or Long rest, the Soul Crystal itself may change the form of the manifested weapon at the end of the rest, as long as they spend at least one hour in concentration on the form they wish to take. The weapon itself may be destroyed by an effect which can destroy an object, but the Soul Crystal housed within the weapon is indestructible. The Soul Crystal may spend the full duration of a Long rest to restore the manifested weapon, completing the process at the end of it and gaining an additional point of exhaustion.
The Soul Crystal has its own personality, ideals, bonds, and flaws. They have their own thoughts, memories, experiences, interpretation of events, and may even have their own goals and pursuits beyond the Soul Bound's wishes, all of which are determined initially by the Soul Bound, or if another player wishes to act as the Soul Crystal. As such, a Soul Crystal should be treated as an additional party member. They have their own Strength, Dexterity, Intelligence, and Wisdom score, but shares their Charisma and Constitution score with their Soul Bound. They are proficient in one saving throw of their choice from Constitution, Dexterity, or Wisdom, and another from Charisma, Intelligence, and Strength. They choose two skills from Arcana, History, Insight, Perception, Performance, Persuasion, and Survival to become proficient in. A Soul Crystal does not need to proficient in the same skills as their Soul Bound. The Soul Bound must choose these proficiencies should their Soul Crystal be an NPC. All weapon and tool proficiencies are shared between the Soul Bound and their Soul Crystal.
As both the Soul Bound and the Soul Crystal level up, they may wish to gain additional levels in a different class. Should they choose to do so, both may choose to gain a level in a class other than Soul Bound, and will separately gain the benefits of the class they choose, with the exception of any hit die or hit points gained by the Soul Crystal. They may only gain a level in Soul Bound of both parties choose to take a level in this class.
Your Soul Crystal has two states: Active or Dormant. Certain abilities and features will change depending on which state your Soul Crystal is in.
While your Soul Crystal is Active, they have the following properties:
- They are considered a Humanoid creature for the purpose of all effects based on type. Their appearance, including race, height, age, and defining features, are all determined by the Soul Crystal (or the Soul Bound should their crystal be an NPC), with the exception of the crystal itself being embedded somewhere on the exterior of their body.
- Their AC is equal to 10 + their Dexterity modifier + their Charisma modifier. They cannot wear armor or use a Shield.
- They have a movement speed equal to your movement.
- If an effect would increase or decrease your ability scores, it will also proportionally affect theirs.
- As a reaction, they may recall themselves back into the manifested weapon as long as they are within 15 feet of it, becoming Dormant as they return.
An active Soul Crystal has a maximum health equal to half of the Soul Bound's hit point maximum, rounded up, and has resistance to bludgeoning, piercing, and slashing damage. A Soul Crystal has no hit die of its own, cannot gain hit dice, and uses the Soul Bound's hit die for any ability that requires rolling any number of hit die. A Soul Crystal does not need to eat, drink, or breathe, and does not age, but may choose to do any if they wish. They still require a minimum of one hour of rest each day to avoid the penalties of fatigue, and may require additional rest depending on certain abilities used over the course of the day.
While your Soul Crystal is Dormant, they house themselves within the weapon they are manifesting. They are still sentient, and can communicate telepathically to anyone touching the weapon, though they must share a language to be understood. They may also project their voice through magical means for others to hear them. The Soul Crystal and see and hear up to 30 feet around the weapon. They have no Strength of Dexterity, but retain their other ability scores. While Dormant, they are considered a non-flammable object with an AC of 14 + their Charisma modifier. They are immune to poison damage and the poisoned condition, and have resistance to all damage other than psychic damage. Only spells and attacks that would normally be directed towards an object may target them.
As an exception, they are considered to be a humanoid creature for the purposes of magical effects and abilities of a mental, psychological, or spiritual nature, such as
Hold Person,
Aid, and
Circle of Death. Player and DM discretion may be necessary to rule on particular cases.
A Dormant Soul Crystal may choose to become Active using their action, unless they are unable to do so due to other abilities or effects that would stop them from using their action.
The Soul Crystal shares the Soul Bound's turn in the initiative order, and may act independently of their partner. While Dormant, a Soul Crystal may only use their action to become Active, but may use their bonus action and reaction as normal. Once per turn, a Soul Crystal may choose to forgo their action and allow their Soul Bound to perform an additional action. This additional action may only be used to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
Life Link
Also at 1
st level, the Soul Bound and their Soul Crystal's lives are permanently intertwined. If the Soul Bound dies, the Soul Crystal will also die with them. When the Soul Bound makes Death saving throws, they gain a bonus equal to their Charisma modifier. If that bonus would put the roll higher than a 20, treat the roll as a 20.
If the Soul Crystal is reduced to 0 hit points, they do not make Death saving throws and instead enter an Inert state until they regain health, or their Soul Bound completes a Short or Long rest, regaining 1 hit point at the end of the rest. While Inert, the Soul Crystal is Unconscious, and provide none of their abilities, benefits, or features to their Soul Bound or manifested weapon. If a Soul Crystal takes additional damage equal to their hit point maximum, they will revert back to their Dormant state, but are still considered Inert. They will reawaken at full health after their Soul Bound completes a Long rest, gaining two points of exhaustion.
While the Soul Bound and Soul Crystal are within 30 feet of each other, a cord of green energy connects the two. This cord is only visible by the two of them, unless a creature can see into the Ethereal Plane. While connected, both of them have the following benefits and features:
- They may speak telepathically to each other, but must still share at least one language to be understood.
- When either the Soul Bound or their Crystal regains hit points, the one healed may choose to redistribute any amount of the health regained to their partner.
- As a bonus action on their turn, either the Soul Bound or their Crystal may choose to roll one hit die, taking Necrotic damage equal to the amount roll and healing their partner for the same amount. They cannot reduce their health below 1 in this manner, and they cannot heal their partner for more health than the damage they take.
- When either the Soul Bound or their Crystal is targeted by a beneficial effect that does not effect their partner, they may choose to instead bestow that effect to their partner.
A Dormant Soul Crystal, that is not also Inert, is still considered within range while in the manifested weapon, for the purpose of their Life Link, provided the weapon itself is within range.
Resonance Boost
Beginning at 2
nd level, your Soul Crystal may tap into the energy which powers them to enhance themselves and their partner using abilities called Resonance Boosts, special powers that grant a benefit to themselves or the weapon they are manifesting. They know two Resonance Boosts of their choosing from the Resonance Boost list (or the Soul Bound's choosing if the Crystal is an NPC), and gain additional Resonance Boosts as they level, as shown in the Resonance Boosts Known column of the Soul Bound table.
Additionally, whenever they take a level in the Soul Bound class, a Soul Crystal may replace one Resonance Boost they know with another, though it must be of the same level that they origincally received the choice for the Boost or lower. For example: if a 10th level Soul Crystal chooses to replace a Resonance Boost received at 5th level, they may only choose a replacement option that they had access to at 5th level or below.
Unless otherwise stated, a Resonance Boost takes a bonus action to use, and lasts a number of rounds equal to half your Soul Bound level + your Charisma modifier (minimum of two), until the Soul Crystal dismisses it as a free action, or until they lost concentration on it (as if concentrating on a spell). A Soul Crystal shares the benefits of their Resonance Boosts with their partner through their Life Link. If a Resonance Boost requires a creature to make a saving throw, the DC is equal to 8 + your Proficiency bonus + your Charisma modifier.
When they get this feature, a Soul Crystal may only have one Resonance Boost active at a time. They may use Resonance Boosts a number of times equal to their Charisma modifier, regaining any expended uses after a Long rest.
Configuration Shard
When you reach 3
rd level, your Soul Crystal begins to discover different aspects of their power to fine tune for better performance. They gain one Configuration Shard, which may be used to activate one of the following benefits for their partner:
- When a creature your Soul Bound can see attacks a target other than them within 5 feet, they can use their reaction to impose disadvantage on the attack roll.
- While your Soul Bound is wearing armor, they gain a +1 bonus to their AC.
The Soul Bound will gain the chosen benefit so long as they are within range of Life Link, and so long as the Soul Crystal is not in an Inert state. Your Soul Crystal will gain an additional Configuration Shard at 6th level, and again at 9th and 13th level. A Soul Crystal can change the benefit of one Configuration Shard at the end of a Long rest.
Ability Score Improvement
When you reach 4
th level, and again at 8th, 12th, 16th, and 19th level, a Soul Bound can increase one ability score of their choice by 2, or they can increase two ability scores of their choice by 1. As normal, they can't increase an ability score above 20 using this feature.
Core Enhancement
Also at 4
th level, and again at 8th, 10th, 12th, 16th, and 19th level, a Soul Crystal can increase the attack and damage rolls of their manifested weapon by 1, or they can increase one damage die of their manifested weapon to be one size higher (example: a weapon that deals 2d6 damage would instead deal 1d6 + 1d8 damage). They cannot increase the attack and damage rolls above +3, and they cannot increase the damage die above a d12.
Additionally, a Soul Crystal can choose to synchronize their stats with their Partner, changing all of their ability scores to match that of their Partner.
Extra Attack
Beginning at 5
th level, the Soul Bound can attack twice, instead of once, whenever they take the Attack action on their turn.
Core Strike
Also at 5
th level, if a Soul Crystal takes the Help action to aid an ally in attack a creature, the target of that attack can be within 30 feet of them or their manifested weapon, rather than 5 feet, so long as the target can see or hear the Soul Crystal or the manifested weapon. Additionally, a Soul Crystal gives advantage on up to two attacks made by the ally they are helping, instead of one.
Enhanced Core Crystal
Starting at 6
th level, a Soul Crystal can have up to two Resonance Boosts active at once. The number of Resonance Boosts they can have active increases at 11th level (to three total), and again at 17th level (to four total). When a Soul Crystal makes a Constitution saving throw to maintain concentration on a Resonance Boost, the DC is 10 + (2 for each additional Resonance Boost active beyond the first), or half the damage taken, whichever is greater. On a failed save, a Soul Crystal loses concentration on each Resonance Boost that is active.
Quick Change
At 7
th level, as an action, a Soul Crystal can change the form of their manifested weapon to another weapon of their choosing. They may use this ability once. If a Soul Crystal uses this ability again before completing a Short of Long rest, their movement is reduced by 10 for each additional use after the first.
Enhanced Life Link
At 9
th level, the range of a Soul Crystal and their Partner's Life Link increases to 45 feet, and its color changes from green to gold. While within range, whenever the Soul Crystal or their Partner takes damage from any effect, the other may choose to receive that damage. If they choose to do so, the damage becomes Force damage, instead of its normal damage, and cannot be mitigated by temporary hit points or resistance to Force damage.
Additionally, a Soul Crystal may use their Recall ability as long as they are within Life Link range and on the same plane of existence as their manifested weapon, and the weapon itself is not destroyed.
Synchronization
At 10
th level, a Soul Crystal and their Partner can resonate with each other on a deeper level, gaining access to new abilities. The Soul Crystal gains access to an additional Resonance Boost called a Synchronization, which changes depending on the form of the manifested weapon. This special ability requires the action of both the Soul Crystal and their Partner to activate while within 5 feet of each other, creating spectacular effects and possibly turning a battle around.
A Soul Crystal and their Partner may use a Synchronization once. If an additional one is used before they complete a Long rest, the Soul Crystal gains a point of exhaustion after each Synchronization used beyond the first.
Superior Life Link
At 14
th level, the range of a Soul Crystal and their Partner's Life Link increases to 60 feet, and its color changes from gold to white. While within range, when either the Soul Crystal or their Partner is the target of an attack roll, their partner can use their reaction to impose disadvantage on the roll, as long as the attacker can see or hear them.
Additionally, a Soul Crystal may use their Recall ability at any range, even if they are on another plane of existence, as long as their manifested weapon is not destroyed.
Final Form
At 20
th level, the Soul Crystal has reached their maximum potential. They may use Quick Change any number of times without penalty, and Synchronization twice before suffering points of exhaustion.
Starting Equipment
- (a) A Chain Shirt or (b) Leather Armor
- A Shortbow, and 20 arrows
- Two simple weapons
- A Soul Crystal
- Tinker's Tools
Subclass Options
Assaulter Configuration
A Soul Bound with an Assaulter Soul focuses on raining down countless blows on enemies and mowing down a large number of foes. Their attacks seemingly never end until the last enemy falls before them. Though their attacks may not always carry much power behind them, the sheer volume of strikes are more than enough overwhelm opponents.
Assaulter Soul
At 1
st level, your Soul Crystal awakens as an Assaulter Soul. The Soul Bound gains proficiency in Hand Crossbows, Longbows, Rapiers, and Scimitars, and the Soul Crystal and Soul Bound gains proficiency in their choice of Athletics, Acrobatics, or Stealth.
Additional Configurations
At 3
rd level, you have the following additional options for your Soul Crystal's Configuration Shards:
- Your Soul Bound gains a +2 bonus to attack rolls made with a ranged manifested weapon.
- When your Soul Bound engages in two-weapon fighting with at least one being the manifested weapon, they can add their ability modifier to the damage of the second attack.
Enhanced Core Strike
At 7
th level, a Soul Crystal can attack twice, instead of once, when they take the Attack action on their turn. Additionally, when they choose to forgo their action to allow their Partner to take an additional action, they may make two attacks if they choose to take another Attack action.
Advanced Configuration
At 11
th level, a Soul Crystal gains additional Configuration Shard options to further augment their Soul Bound. They may choose from one of the following options:
- Your Soul Bound can ignore the loading property of a crossbow if their manifested weapon is a crossbow.
- Your Soul Bound can use two weapons even when the one-handed melee weapons they are wielding aren't light, as long as one of the weapons is your manifested weapon.
- Other creatures provoke an opportunity attack when entering your Soul Bound's reach with a melee weapon, or while within ranged of a ranged weapon, as long as the attack is made with your manifested weapon.
- Attacking at long range doesn't impose disadvantage on your Soul Bound's ranged weapon attack rolls, as long as the attack is made with your manifested weapon.
Barrage
At 15
th level, When a Soul Crystal forgoes their action to give an additional action, their Partner may use both of those actions to make one attack against each creature of their choice within their range. Roll a separate attack roll for each creature. If any of the attack rolls are a critical hit, they may make an additional attack against that creature if it is still a valid target.
This ability may be used once with no penalty. If this ability is used again before the Soul Crystal completes a Short or Long rest, they gain a point of exhaustion after each use of this ability beyond the first.
Onslaught
At 18
th level,when the Soul Bound takes the Attack action on their turn, they may choose to forgo the damage modifier on their attacks. If they do, they roll to attack roll as normal. On a hit, they make another attack roll, and continue to repeat this process until they miss, or have successfully hit a number of attacks equal to twice their Charisma modifier (minimum of 4). This ability may be used once, requiring a Long rest before it may be used again.
Split Soul
At 20
th level, a Soul Crystal can make a copy of their manifested weapon. If their Partner is wielding both weapons, they make two attacks with each weapon when they take the attack action on their turn.
Breaker Configuration
A Soul Bound with a Breaker Soul believe in quality over quantity, striking with immense force to crush anything in their path. So great is the power behind their blows that it rings out, blowing away all that would stand against them. What they tend to lack in speed and finesse, they more than make up for with raw power.
Breaker Soul
At 1
st level, your Soul Crystal awakens as a Breaker Soul. The Soul Bound gains proficiency in Martial Weapons and Heavy Armor, and the Soul Crystal and Soul Bound gains proficiency in their choice of Athletics, Acrobatics, or Intimidation.
Additional Configurations
At 3
rd level, you have the following additional options for the Soul Crystal's Configuration Shards:
- When your Soul Bound rolls a 1 or 2 on a damage die for an attack they make with a manifested weapon, they can reroll the die and must use the new roll. The manifested weapon must be a two-handed or versatile weapon to gain this benefit.
- When your Soul Bound is wielding a melee manifested weapon and no other weapons, they gain a +2 bonus to damage rolls with that weapon.
Enhanced Core Strike
At 7
th level, once per turn when a Soul Crystal hits with an attack, they may deal additional damage equal to your Soul Bound level. Additionally, when they choose to forgo their action to allow their Soul Bound to take an additional action, they may add additional damage to an attack equal to their Soul Bound level.
Advanced Configurations
At 11
th level, a Soul Crystal gains additional Configuration Shard options to further augment their Soul Bound. They may choose from the following options:
- If your Soul Bound takes the Dash action, they can use a bonus action to make one melee weapon attack with a manifested weapon. If they move at least 10 feet in a straight line immediately before taking this attack, they gain a +5 bonus to the attack's damage roll.
- Before your Soul Bound makes a melee weapon attack with a Heavy manifested weapon, they may choose to forgo their proficiency bonus on the attack roll. If the attack hits, they add double their proficiency bonus to the attack's damage.
- While your Soul Bound is wearing Heavy Armor and holding a manifested weapon, damage they take from weapons that deal bludgeoning, piercing, and slashing damage is reduced by an amount equal to their Charisma modifier.
- Once per turn, when your Soul Bound hits with an attack using a manifested weapon, they can roll one of the weapon's damage dice an additional time and add it as extra damage of the weapon's damage type.
Residual Swing
At 15
th level, the power of your attacks are so great that the force of the blow connects no matter what. When a Soul Bound or Soul Crystal misses with an attack roll, they may cause the missed creature to take Force damage equal to half their Soul Bound level (rounded down) + their Charisma modifier.
Overcharge
At 18
th level, when a Soul Bound takes the Attack action on their turn, they can choose to make only one attack for the turn. On a hit, the target takes additional Force damage equal to your Soul Bound level. This ability may be used a number of times equal to your Charisma modifier, regaining any expended uses after a short or long rest.
Giant Soul
At 20
th level, a Soul Crystal greatly empowers their manifested weapon. All damage rolls made with the manifested weapon are doubled.
Level | Proficiency Bonus | Resonance Boosts Known | Features |
---|
1st | +2 | - | Soul Core, Life Link |
2nd | +2 | 2 | Resonant Boost |
3th | +2 | 2 | Soul Core Feature, Configuration Shard |
4th | +2 | 2 | Ability Score Improvement, Core Enhancement |
5th | +3 | 3 | Extra Attack, Core Strike |
6th | +3 | 3 | Additional Configuration Shard, Enhanced Core Crystal |
7th | +3 | 4 | Soul Core Feature, Quick Change |
8th | +3 | 4 | Ability Score Improvement, Core Enhancement |
9th | +4 | 5 | Additional Configuration Shard, Enhanced Life Link |
10th | +4 | 5 | Core Enhancement, Synchronization |
11th | +4 | 6 | Soul Core Feature, Enhanced Core Crystal |
12th | +4 | 6 | Ability Score Improvement, Core Enhancement |
13th | +5 | 7 | Additional Configuration Shard |
14th | +5 | 7 | Superior Life Link |
15th | +5 | 8 | Soul Core Feature |
16th | +5 | 8 | Ability Score Improvement, Core Enhancement |
17th | +6 | 9 | Enhanced Core Crystal |
18th | +6 | 9 | Soul Core Feature |
19th | +6 | 10 | Ability Score Improvement, Core Enhancement |
20th | +6 | 10 | Soul Core Feature, Final Form |