Soothsayer (5e Class)

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Soothsayer[edit]

Quietly breathing behind a barricade, a young freedom fighter opens her mind to the visions that have lived with her her whole life. Deciding upon a course of action, she turns and, leading the inexperienced boys who have crowded behind her, charges the massed ranks of enemy soldiers. As she cast spells that both healed her allies and tormented her enemies, the tide of battle slowly turned in her favor. The battle won, she slowly walks the battlefield, bringing the fallen back to life.

Grinning behind the hood that covered her face, a Yuan-ti prophetess slowly weaved her magic over the assembled viziers, bending them to her will. Soon she would gain control of the kingdom in a bloody martial coup, her mind magic controlling her allies while her spells decimated her foes.

Treading softly in the underbrush, a Firbolg slowly gains on his prey. Just before his first arrow is loosed, he opens his mind to the visions that have tormented him from birth. Seeing his path will bring only pain to his companions, he signals them to fall back, and then releases the shaft. As it erupts from the neck of the troll in front of him, he calls upon powerful magic to bring his quarry down.

Overview[edit]

Soothsayers, regardless of how they gained their magic, are united in two ways. The first is the series of visions they have, and the second is the powerful magic they wield. Other than that, they are very diverse. Foresight and other abilities are very powerful, so you should ask your DM before you play a soothsayer.


Creating a Soothsayer[edit]

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While making a soothsayer, you should ask yourself the following questions, along with others. What gave you your power? What did you do with the visions? Exploit them for personal profit? Perhaps aiding those around you was your primary motivation. What gave you the push toward adventuring? How will that affect your life? How will you change, as you see the horrors of war?

Quick Build

You can make a Soothsayer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Charisma. Second, choose the Sage background.

Class Features

As a Soothsayer you gain the following class features.

Hit Points

Hit Dice: 1d6 per Soothsayer level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Soothsayer level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple Weapons
Tools: Entertainer's tools
Saving Throws: Intelligence, Charisma
Skills: 2 from Arcana, Deception, History, Insight, Intimidation, Persuasion, Sleight of Hand.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • 2 trinkets of your choice, and robes from your profession.
  • (a) Leather armor or (b) 2 Daggers
  • (a) Entertainer's Pack or (b) Explorer's Pack
  • Spellbook (See Wizard Class for Details)
  • If you are using starting wealth, you have 6d4 X 10 GP in funds.

Table: The Soothsayer

Level Proficiency
Bonus
Features Cantrips
Known
Foresight
Uses
—Spell Slots per Spell Level—
1st +2 Spellcasting 4 1
2nd +2 4 1
3rd +2 Archetype 4 1
4th +2 Ability Score Improvement 4 2
5th +3 Archetype Feature 4 2
6th +3 Familiar 4 2
7th +3 Spell Recovery 4 3
8th +3 Ability Score Improvement 4 3
9th +4 Strengthened Foresight 5 3
10th +4 Archetype Feature 5 4
11th +4 5 4
12th +4 Ability Score Improvement 5 4
13th +5 Superior Foresight 6 5
14th +5 6 5
15th +5 Archetype Feature 6 6
16th +5 Ability Score Improvement 6 6
17th +6 Call of Magic 7 7
18th +6 7 7
19th +6 Ability Score Improvement 7 8
20th +6 7 8

Spellcasting[edit]

At first level you have the ability to cast spells. Intelligence is your spellcasting modifier for all magic you do.

Spell Slots[edit]

You have the spell slots of the Wizard Class (reference PHB 113)

Spellbook[edit]

Reference the Wizard spellbook PHB 114.

Preparing Spells[edit]

You can prepare a number of spells equal to your Soothsayer Level plus your Intelligence Modifier. Other than that, reference PHB 114 for further details.

Foresight[edit]

You have a limited ability to see into the future. For one minute, you peer into the future. While you are using this ability, the rules for concentration apply. You see a multitude of visions, all of the possible outcomes of your choices for the next month. The most likely ones are strongest, but that doesn't mean that they will happen. At the end of the minute, you pick a vision to follow. In order to pick a vision, you must maintain concentration as if you were casting a spell that requires concentration. The magic power within you acts as strong guidelines for what you should do next to ensure it happening. For one day, you are guided by whispers in your mind that tell the best actions to choose to follow the path you picked. To maintain this benefit for the duration, you must maintain concentration as if casting a spell that requires concentration. This effect lasts until you finish a a) long rest, b) use it again, or c) until the duration ends. You gain all expended uses at the end of the week.

Familiar[edit]

At 6th level your magic grows strong enough for you to bond with a creature permanently. During a long rest you must bond with a beast of CR 1/2 or less to make it your familiar. It must be an animal you are familiar with (e.g. an elf who has lived her whole life in the forest would not be able to bond with a beast from the deserts). The animal may act as a focus for your spells, and can obey basic commands from you alone. If your familiar dies while bonded with you, you must spend a long rest performing a ritual to summon another member of the species similar in appearance to the one you lost.

Spell Recovery[edit]

At 7th level, you are mentally strong enough to recover some of your magic with enough mental willpower. As your action, you may draw upon your inner strength to gain a total level of spell slots equal to your Intelligence modifier plus your Charisma modifier. You may use this ability once per long rest, and only on 5th or lower spell slots.

Strengthened Foresight[edit]

At 9th level, you may see one year into the future when using your foresight ability. In addition, you are guided for 3 days when using foresight.

Superior Foresight[edit]

At 13th level, your magic can now aid those you love. When you use foresight, you may use it for those who are emotionally close to you.

Call of Magic[edit]

At 17th level the magic through your veins now enables you to sense powerful magic auras within half a mile. As your action, you sense the presence of any Celestials, Fiends, Demons, or Fey, as well as any rare or higher rarity magical artifacts. You do not know the exact location or nature, just the direction it is in.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.


Freedom[edit]

Soothsayers who follow the freedom path fight for the good of the oppressed. They wield healing magic as well as their offensive spells for the good of the people around them. Nearly all who follow this path are of a good alignment.

Template:Expanded Spell List

Due to your fight for the betterment of those around you, you gain access to the paladin spell list. Charisma is your spellcasting modifier for these spells.

Template:Hope of the Masses

At fifth level, your ability to rally those around you has grown enormously. You become proficient in persuasion. If you are already proficient, you may add double your proficiency bonus to your Persuasion rolls.

Template:Combat Ready

At 10th level, your ability to fight is prodigious. You gain 2 memorized spells, and may add 1 to your proficiency for the purpose of determining how many times you can cast your memorized spells

Template:Savior of the Downtrodden

You add 2 to your Charisma, to a max of 22. You may also add your Charisma modifier to spell damage inflicted upon evil creatures.

Hire[edit]

Soothsayers who follow this path choose to follow the web of domination, intrigue, and shifting loyalties. Almost all who do so are evil in nature.

Template:Expanded Spell List

Due to your intense ability to manipulate words, you gain access to the Bard spells of 5th level and lower.

Template:Mental Force

At 5th level Your ability to bully those around you is prodigious. You become proficient in Intimidation. If you are already proficient, you may add double your proficiency on such rolls.

Template:Dominating Presence

At 10th level your commanding aura is so powerful that others can sense it. Whenever a person makes a melee attack against you they must succeed on a Wisdom saving throw or have disadvantage on the attack roll.

Template:Rotted Heart

At 15th level, your heart is so withered within it affects your spells. You may have your spells deal Necrotic damage on a hit. In addition, you may add double your proficiency to damage rolls with your spells.

Jaeger oder Jaegerin[edit]

Soothsayers who follow this path use their ability to hunt what they will, using their gift to find their mark.

Template:Expanded Spell List

Your Hunting ability is unparalleled for mages. You have access to Druid spells of 5th level or lower.

Template:Weapons Training

At 5th level, you have gained proficiency in 2 martial weapons due to your long years of hunting, or one weapon and medium armor.

Template:Charmer of the Prey

At 10th level, your ability to sweet-talk your way out of anything is unparalleled. You gain proficiency in Deception. If you are already proficient, you may add double your proficiency to those rolls.

Template:Hunter's Mark

At 15th level, your ability to harm with your spells has grown exponentially. You may add your Intelligence modifier to the damage of your spells, and may use your Intelligence modifier for your weapon damage rolls.

Soothsayer Spell List[edit]

You know all of the spells on the basic Wizard spell list and additional spells based on your archetype.


Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Soothsayer class, you must meet these prerequisites: Intelligence 13, Charisma 13.

Proficiencies. When you multiclass into the Soothsayer class, you gain the following proficiencies: Entertainer's tools, Light Armor.



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