Harnessing the power of your very soul you tap into the realm of magic by using the very life essence that creates it, few civilizations have the aspects that make for Soul-casters to be common, most are hermits those who reflect on the life they have lead and use their unique gifts to better the world, the ability to harness ones own soul can be taught through vigorous training but few creatures are willing to bestow such a gift, as once granted its knowledge and power cannot be taken back. That does not meant there arent limits to using the soul, many humanoids cannot bend their souls to fit every form and occasion without risking their own health, and so only use the tools they are granted, others use it to see into the future past and present to gain a better understanding of the world and how to better it from disaster, those who are seen as malicious or evil may have a soul so twisted they can turn it into a psychical weapon to which they use to slay creatures, others explore the fabric of magic exploring and founding ancient spells and powers that they use for their own ends, If their is one race who carries the most Soulcasters it is the Chthonians as it runs directly in their blood to harness their souls, however this for many reasons has been restricted to noble families or only those who show true potential as giving the secrets of the soul for them is a much kept secret from their enemy's and Soulcasters are vetted out to be entirely loyal to the Chthonian race or face possible ruin from their enemies should one break,
1st level, Soulcasting, can cast spells they using their wisdom as their spell casting ability modifier, Spell attack bonus proficiency bonus +wisdom modifier, dc equals 8+proficiency+wisdom modifier, the known spells can be taken from any spell list as long as they remain in the soul focus and arent above the spell level cast range, as souls can become dangerous if spread through the magical animus users must limit their use or suffer possible oblivion, a soulcaster can only learn spells from 3 schools of magic which you choose when you gain this feature, the rest can be casted but must be learned from different class features or abilities,
using Soul spells, and spell slots, a soul caster cannot upcast a spell, but can still cast a spell of lower level without wasting the power of a higher level spell slot, by casting a spell slot of lower level you gain a remaining soul slot of the remaining levels not used, in this way a spell of 1st level when only 3rd level spell slot are remaining leaves a 2nd level spell slot when casting a 1st level spell, these spell slots return to their unaltered state at the end of a long rest, and you regain any spell slots spent after a long rest,
1st level, Reflection of the self, you can alter the area around you using your soul to reflect your inner emotions you always know one of the following, druidcraft theatamurgy or prestidigitation , this may happen uncontrollably in those who arent in control of their emotions, when you take damage while you have remaining soul spells remaining make a concentration test as if you were concentrating on a spell, if you fail this roll a d4 choosing 2 cantrips that you know and assigned them each a single number of 3 or 4, the spell gained from this class feature is 1-2 the result rolled is then casted ignoring the normal spell functions, targets are chosen randomly if a target must be selected,
1st level, Soul path, you choose a subclass from the Prophet soul path, Soul blade path, and Arcanist soul paths, gaining their soul path features again at 6th level, 10th level and 14th level,
3rd level soul Sight, you can use your action and see through your soul for 30 secs, granting darkvision up to 90 ft, seeing through illusions, and magical darkness,
4th level ability score improvement, you increase 2 of your statistics scores by 1 or a single one by 2, or take a feat, you gain more ability score improvements at 8th, 12th, and 16th levels,
5th level Soul searcher, you can see into the ethereal plane, and as an action you can fall unconscious and your astral form emerges from your body, this last until your body is killed or you return back to your body, your surroundings are contorted and give only glimpses of whats going on, images are accurate but faded, and words are small whispers, you can only leave your body for 30 minutes before it starts to take d8 necrotic damage every minute you spirit is disconnected in this way,
7th level, creature sense, when you use Soul sight you can sense all creatures around 30 ft of you their general location and size,
10th level, during Soul searcher you can pass through items as if you were ethereal and interact with items, by passing a dc 15 wisdom skill check,
11th level, Greater soul spells, you can use your soul energy to cast spells greater then your soul spell feature would normally allow through this feature, but you only learn 4 spells of 6th level gained when you gain this feature see spellcasting, 2 spells of 7th level at 13th level, at 15th level 2 level 8 spells learned, and at 17th level 1 learned 9th level spell, you then cast a spell you learned of that level which does not consume a spell slot you can only cast a single 6th, 7th, 8th an 9th level spell using this feature respectively, after casting such a spell, you must take a wisdom saving throw where the dc equals 8+the spells level, if you fail the rampant powers of unleashing the spell drains you, and on your next turn attacks or spell attacks you make or the dc your spells have is reduced by d6, this does not effect spells that are already in play,
18th level, One in body and mind, you always count as having Soul sight active,
19th level, wanders soul, your Soul searching ability no longer deals damage to you for leaving it and when you do so your body is considered resting, leaving the soul to be active while the body rest and gaining benefits of a short or long rest while if the body was left undamaged for that amount of time necessary,
20th level, As an action you can empower your spell slots not at full capacity, making any spell slot less then 5th level, into a 5th level spell slot,
quarterstaff and 1 other simple weapon, or ,a mace and a light crossbow with 20 bolts, 3 daggers or 2 javelins, survival kit or adventuring kit, artisans tool of choice, or 1 instrument
1st level, 2 cantrips, 3 known spells, spell slots 2, spell level caste 1st level, 2nd level, 2 cantrips, 3 known spells, spell slots 3, spell level caste 1st level 3rd level, 3 cantrips, 5 known spells, spell slots 4, spell level caste 2nd level 4th level, 3 cantrips, 6 known spells, spell slots 4, spell level caste 2nd level 5th level, 4 cantrips, 8 known spells, spell slots 4, spell level caste 3rd level 6th level, 4 cantrips, 9 known spells, spell slots 4, spell level caste 3rd level 7th level, 4 cantrips, 11 known spells, spell slots 4, spell level caste 4th level 8th level, 4 cantrips, 12 known spells, spell slots 4, spell level caste 4th level 9th level, 4 cantrips, 14 known spells, spell slots 5, spell level caste 5th level 10th level, 4 cantrips, 15 known spells, spell slots 5, spell level caste 5th level 11th level, 5 cantrips, 17 known spells, spell slots 6, spell level caste 5th level 12th level, 5 cantrips, 18 known spells, spell slots 6, spell level caste 5th level 13th level, 5 cantrips, 19 known spells, spell slots 6, spell level caste 5th level 14th level, 5 cantrips, 20 known spells, spell slots 6, spell level caste 5th level 15th level, 5 cantrips, 20 known spells, spell slots 7, spell level caste 5th level 16th level, 5 cantrips, 21 known spells, spell slots 7, spell level caste 5th level 17th level, 5 cantrips, 22 known spells, spell slots 7, spell level caste 5th level 18th level, 5 cantrips, 23 known spells, spell slots 8, spell level caste 5th level 19th level, 5 cantrips, 24 known spells, spell slots 8, spell level caste 5th level 20th level, 5 cantrips, 25 known spells, spell slots 9, spell level caste 5th level
Soul Path of the Prophets, 1st level, soul of the diviner, you can learn magic from the divination school or 1 other school of your choice if you can already learn spells from the divination magic, 1st level, Visions of the Prophets, you gain spontaneous visions of events pass, present and future, this occurs once at the completion of a long rest, and randomly when you cast spells, these visions grant insight to the flow of time, allowing you to tap into time itself as a bonus action or reaction, you can only do this equal to the amount of visions you have gained, by using your bonus action you manipulate your next spell to action to have advantage, or as a reaction to give an enemy disadvantage on attacking you, when you cast a spell roll a d6, on a 4+ you gain a vision, all visions are lost upon using a long rest, 6th level the Prophet walks with you, you gain a vision at the end of a short rest and can use them on allied creatures, 6th level, Guiding hand, when you gain a vision you gain a bit of the temporal power that you use into your soul gaining d8 temporary hp+half your Soulcaster level, 10th level, Temporal curse and ward, when you use a vision you gain a temporal ward, this ward grows in power the more visions you attain becoming more clear with each vision you can use the curse on an enemy or ward an allied creature or yourself each takes an action, and take the following effect, each has a range of 15 ft, after using either of the temporal manipulations you must long rest in order to regain this ability even when you ward yourself, ward the Creature is sent back into time and displaced returning back where they are when you used the ward on them, the amount of turns they are thrown back equals the amount of visions you have gained, this can recover hp, spell slots or any other ability, and even fatal curses and conditions, this cannot however restore a creature to life, if they are killed, Curse, a temporal curse afflicted to a creature must make a wisdom saving throw the dc is increased for each vision gained, if the creature fails this saving throw they have disadvantage on all attacks, saving throws, and have their speed reduced to 5 ft, as their very body is slowed for turns equal to the amount of visions gained, this can also age creatures having the same effect as they age to such a deprecated age, this can kill humanoid creatures as their age is increased temporarily by 5* the amount of visions gained, 14th level, Temporal spells, you can use visions to alter the spells you cast, giving the one of the following effects that you choose, when you cast the spell, creatures in the affected area increase their speed by 10, the area is considered dangerous terrain, the creatures in the area have disadvantage on attack rolls, all projectiles that pass through the area stop in place making attacks impossible stops natural terrain such as rock slides etc, a spell attack always results in a critical hit on hit, you can target another creature with a spell that only targets 1 creature, whenever you use a vision the components for a spell arent necessary, 14th level, Prophet among us, you gain a vision on a 3+ instead of a 4+, you gain 2d8 temporary hp when you gain a vision, Soul blade, 1st level, death from life, you can learn necromancy spells or 1 other school of magic if you've already chosen necromancy, 1st level Armed for pain, proficient in medium Armour, Shields, and martial weapons, 1st level, Weapon of hate, you can create a Spectral blade by using a spell slot, the blade hovers within 15ft of you, the blade is Ethereal and can move through total cover and ignores the ac benefits of shields, when you create the blade you can strike a single creature with it and command the blade as an action, on your following turns, the blade last for 2 minutes after which it dissipates, the blade can move up to 15 ft a turn but must remain within 60 ft of the summoner, the weapon is considered a spell attack, the damage the Soul blade deals is determined by the spell slot used, dealing d8 necrotic damage for every spell level used, when the blade kills a target the user gains temporary hp equal to their soulcaster level, 6th level, wraith walk, you gain resistance to all damage while in using the soul wander feature and can end it by using this feature forming into place at your astral bodies location instead of having to return to your body, you must long rest in order to re use this ability, 6th level Soulseer armor, when you summon the Soul blade you create armor that adds +2 to your ac and creatures hit by your blade make attacks against you with disadvantage, while the armor is active you gain resistance to necrotic damage, 10th level, blades named hate and agony, when you summon the Soul blade you summon another soul blade this soul blade must remain within 30 ft of you but otherwise act the same, 14th level, Reaper among shadows, you can use the wraith walk an unlimited amount of times, and can summon your Soul blades while in astral form, and attack with disadvantage with them, your body is carried by the astral forces, and your astral form can be attacked and seen by other creatures when your soul blades are summoned in this way, your Astral form has resistance to all attacks made from none silvered weapons, Arcanist soul path, 1st level you can learn spells from 2 schools of magic in addition to the ones you already can learn from, 1st level Astral doppelganger, as a bonus action you can place an astral doppelganger within 15 ft, it does not take up space, last for 1 minute, you can only summon an Astral doppelganger equal to the amount of your wisdom modifier regaining expended Astral copies at the end of a long rest, an astral copy can move 15 ft as bonus action, the doppelganger gains effects depending on the Schools of magic chosen, each affect must be chosen to be the active effect when the doppelganger is summoned you can choose 1 passive ability and 1 active ability, you can see and hear from the copies location, and can cast spells as if you were at the copies location, Active ability, Evocation, spells you cast that have a different school of magic from the last spell cast deal an additional d6 damage if they deal damage, or heal an additional d4, this increases to 2d6 and 2d4 at 10th level illusion, you can switch places with the astral copies location once during the course of its duration, at 10th level you can do this twice, necromancy, once during the astral copies duration you can as an action have a necrotic wave of energy released dealing 1d10 necrotic damage to all creatures within 20 ft, any damage is returned as temporary hp, at 10th level the necrotic damage is increased to 2d10, Cunjuration, you can summon another astral copy as a bonus action during the duration and the initial summoning range is increased to 30 ft, at 10th level you can summon 1 additional copy, Passive abilities, abjuration, you and allies within 5 ft of an astral copy add +1 to saving throws, at 10th level the radius is increased to 10 ft and bonus is increased to +1d4 Enchantment, hostile creatures who see both the astral copy and you must make a perception check to see which one is the real one, the dc of this is 10 +proficiency, at 10th level they must beat your spell save dc in order to discern which copy is real, Transmutation, hostile creatures within 10 ft of the astral copies move 10 ft slower, at 10th level the slow is increased to 20 ft, Divination, you and allied creatures within 5 ft add +1 to attack rolls, at 10 level the radius is doubled and the attack bonus is increased to +1d4 1st level, Soul recovery, after a short rest you restore/ gain spell slots equal to half your level, you can add these to spell slots not at full capacity, 6th level, Spell Slinger, spells you use have added effects depending on the previous spell used school of magic, a Spell of the same school of magic gains no bonuses if they are from the same school of magic, Evocation the range of the spell is doubled, and damage dealt adds your wisdom Modifier, Necromancy, the target cannot heal for 1 turn when damaged by a spell, Conjuration, you conjure up a spiritual barrier gaining resistance to damage from spells, until you cast another spell, Illusion, your form is concealed in shadows Adding +2 to your ac, Divination, the spell adds 1 to the attack roll or dc value, Transmutation, the spell loses all components needed to be cast, unless the spell consumes the material Abjuration, creatures concentrating on abilities take any saving throws to concentrate on those affects with disadvantage, Enchantment, a creature who is charmed or affected by an enchantment spell must make a wisdom saving throw with disadvantage to see if they were affected by any spell, ignoring having been damaged even if they would normally be no longer charmed if they fail, 6th level, Arcanist sight, when you use Soul sight, you count as having caste detect magic, and can cast spells you have learned as rituals, 10th level, when you have an astral Doppelganger you have advantage on all spell saving throws, and are immune to the charmed or frightened conditions, 10th level, Seer of magic, while your shield is active your spells gain a portent of its intensive power, increasing the damage of any spell you cast equal to your wisdom modifier, in the case of Spell slingers Evocation the damage stacks, 14th level, Double casting, once per Doppler when you cast a cantrip or 1st level spell each Doppler copies can cast the spell as well choosing different or the same target,