Soul-WaveRider (5e Class)

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Soul-WaveRider[edit]

Shimmering appears as a crescendo of lights rise from the body of a human teetering on the brink of life or death. Darkness clouds the eyes of an elf who steps over the body of a fallen friend and with a single touch of a finger makes the culprit crumble to the ground. Rushing past the legs of enemies and allies a halfling comes to the aid of a fallen friend and with gentle attention helps them back to their feet. A Soul-WaveRider has learned the secrets of the soul and holds the scales of life & death in their hand. With or without magic they tip the scales of fate to their will and determine whether a creature lives or dies. Their magic has roots in the very fabric of creation bringing them to the crossroads of destiny.

Essence Feeler[edit]

Through study and training a Soul-WaveRider has honed their magic to help and heal all those around them. Drawing from a pool of healing magic SoulRiders can channel life through their touch. They can extend their own soul to help friends, and with quick hands they can patch up those in need.


Creating a Soul-WaveRider[edit]

When you create a Soul-WaveRider, it is most important to consider how you obtained your skills. Is it through magical means or through study of the human soul?

Quick Build

You can make a Soul-WaveRider quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Strength or Dexterity. Second, choose the Sage background.

Class Features

As a Soul-WaveRider you gain the following class features.

Hit Points

Hit Dice: 1d8 per Soul-WaveRider level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Soul-WaveRider level after 1st

Proficiencies

Armor: Light armour, shields
Weapons: Simple melee weapons, martial melee weapons
Tools: Healer's kit
Saving Throws: Wisdom, Charisma
Skills: Medicine and choose 1 from Animal Handling, Investigation, Persuasion, Perception, Survival

Equipment

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

  • (a) a shortsword or (b) a warpick or (c) a morningstar
  • (a) a component pouch or (b) an arcane focus
  • (a) explorer's pack or (b) priest's pack
  • leather armour, a shield, a healer’s kit and a dagger

Table: The Soul-WaveRider

Level Proficiency
Bonus
Features Cantrips known Spells known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Soul Well 2 2 2
2nd +2 Connection 2 3 3
3rd +2 Soul Wave Path 2 4 4 2
4th +2 Ability Score Improvement 3 5 4 3
5th +3 Traveler’s Essence 3 6 4 3 2
6th +3 Greater Influence 3 7 4 3 3
7th +3 Soul Wave Path feature 3 8 4 3 3 1
8th +3 Ability Score Improvement, Manipulation 3 9 4 3 3 2
9th +4 3 10 4 3 3 3 1
10th +4 Soul Wave Slowdown, Soul Wave feature 4 11 4 3 3 3 2
11th +4 Connection 4 12 4 3 3 3 2 1
12th +4 Ability Score Improvement 4 12 4 3 3 3 2 1
13th +5 4 13 4 3 3 3 2 1 1
14th +5 Soul Wave feature 4 13 4 3 3 3 2 1 1
15th +5 Soul Ward 4 14 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 4 14 4 3 3 3 2 1 1 1
17th +6 4 15 4 3 3 3 2 1 1 1 1
18th +6 Soul Protection 4 15 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 15 4 3 3 3 3 2 1 1 1
20th +6 Soul Essence 4 15 4 3 3 3 3 2 2 1 1

Spellcasting[edit]

See chapter 10 for the general rules of spellcasting and below for the Soul-WaveRider's spell list.

Cantrips

At 1st level, you know two cantrips of your choice from the Soul-WaveRider spell list. You learn additional Soul-WaveRider cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Soul-WaveRider table.

Spell Slots

The Soul-WaveRider table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these Soul-WaveRider spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st level spell cure wounds and have a 1st level and a 2nd-level spell slot available, you can cast cure wounds using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the Soul-WaveRider spell list. The Spells Known column of the Soul-WaveRider table shows when you learn more Soul-WaveRider spells of your choice Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the Soul-WaveRider spells you know and replace it with another spell from the Soul-WaveRider spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your Soul-WaveRider spells. Your power comes from training and studying. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Soul-WaveRider spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your Soul-WaveRider spells.

Soul Well[edit]

You can channel the energy and magic of life through the touch of your fingers, magically healing them. You have a pool of healing points that replenishes when you take a long rest. This pool of healing points is equal to your Soul-WaveRider level x 10. As an action, you can touch a creature and channel energy from a pool of healing points into the creature you touch to restore the same number of hitpoints, up to the maximum amount remaining in your pool. Alternatively, you can spend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of your Healing points, provided you spend the cost for each disease or poison in the total you spend. Soul-WaveRiders can spend 10 healing points to restore a spell slot, in order to restore higher spell slots 10 healing points per level will be spent, no action required. This feature has no effect on constructs.

Connection[edit]

From 2nd level, your spirit is able to tether you to an ally. While tethered to an ally whenever you cast a healing spell they are healed for half of the amount.

Soul Wave Path[edit]

When you reach 3rd level, you determine your own path by choosing in which way you wish to influence the strings of fate. Tapping for the first time into deeper wells of knowledge and magic you choose path in love Love Soul, Hate Soul or Balanced duality. Your choice will grant you new skills at 3rd, 7th, 10th and 14th level.

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.

Traveler’s Essence[edit]

Beginning at 5th level, you may attempt to bend a creatures' souls to your will. You may cast the following spells multiple times equal to your wisdom mod (minimum of 1): calm emotions, suggestion, enthrall or crown of madness (you create a spectral crown). You regain use of this feature after you finish a short or long rest.

Greater Influence[edit]

Beginning at 6th level, you may gain advantage on a Deception, Persuasion, or Intimidation check on a creature within 30ft of you that can see you. You may use this feature twice and you regain all uses of this feature after you finish a long rest.

Soul Wave Connection[edit]

You are now able to connect to two people with your wave connection.

Manipulation[edit]

As a reaction, you can manipulate an enemies soul up to 60 ft to change the target of an attack. You can do this as many times as your spell modifier.

Soul Slowdown[edit]

Your powers have advanced to the point where you can almost slow a creature to a stop. As an action you can attempt to stop time for a creature within 30 feet of you. On a failed Wisdom saving throw, the creature can not take damage, attack, or move until the start of your next turn. You regain use of this feature after you finish a short or long rest.

Soul Spark[edit]

The use of your abilities is having long lasting effects on you yourself. Beginning at level 11 you can use your reaction to give yourself advantage on attack rolls, ability checks, saving throws for one round. You can only use this ability once per long rest.

Soul Ward[edit]

From level 15 on, As many times as your spell modifier, you can use your reaction to extend your soul 10 ft radius around yourself. This prevents any creature within its protection from dropping to 0 hitpoints, instead letting them drop to a minimum of 1 hitpoint. The shield disappears immediately.

Soul protection[edit]

Through the training of your soul and heart, they have become close to impenetrable. You have advantage on Wisdom and Intelligence saving throws from magic.

Soul Essence[edit]

At level 20 you are so well versed in commanding the strings of fate that you have learned to save yourself from the brink of death. If you would die while you are at zero hitpoints, you magically cling to life, as long as you still have a spell slot and/or healing point and come back to life conscious, with 1 hitpoint, no Soul Well points and no spell slots available. You can perform this impressive feat only once per day.

Soul Path[edit]

Understanding how the soul works is no mean feat and learning to ride the pulses the soul pours out is the key to unlocking more of your potential. You can be overcome with love , or fall into hate and the depths of her desires. Will you let the unlocking of your soul take over you Or will you try to fight it? You choose your own path that can change that of many others depending on your actions.

Love soul[edit]

Your heart beats with unyielding love, your soul a rainbow of colors and cascading around you like aurora borealis. You will allow your allies to stand tall no matter what they will be facing. By applying your magic you can take control over the battlefield and ensure you will never stand alone. Your heartbeat like a protective aura healing and shielding your allies.


Hardened Heart

Upon choosing this Path at level 3 you gain the ability to protect the souls of your allies. You can use your action to touch an ally and expand their soul outward over them that absorbs all of the damage from the first hit they take, even if they are immune. The spell lasts 1 minute or until the target takes damage. You can use this feature an equal amount to your spell modifier.

Heartbeat Healing

At 7th level you learn to infuse your healing magic with your heartbeat. A number of times equal to your wisdom modifier, you can cause your heart beat to amplify and heal your allies within 30 feet for 2d4 healing every turn for 3 turns before your heart quiets.

Love trap

From level 10, If struck, their soul now also returns 2d8 worth of damage back at the attacker.

Soul Spark

When you reach level 14 you can draw upon the utmost of your magic in time of need. You can use your reaction to expand your soul in a blast of shimmering lights protecting up to 8 creatures of your choice within 120 feet of you that you can see from falling below 1hp for one round. The ward immediately disappears and you suffer a level of exhaustion for every 4 creatures your ward protected, rounded up. You may use this reaction twice.

Hate Soul[edit]

Instead of depending on filling your heart with love fill your heart and soul with the pain and anger you have accumulated through the years. You will fling your enemies across the battlefield working your skilled hands in saving your allies when times are at their most desperate. Your skills and knowledge will be there whenever they are called for and you can choose exactly where to use them.

Soul Dash

When you choose this Path at level 3, you learn to push yourself further when necessary. Up to a number of times equal to your Wisdom modifier (minimum once), you can take the Dash action as a bonus action. You regain all spent uses upon finishing a long rest.

Weaken

Starting at 7th level, you may attempt to weaken a creature within 30 feet of you as an action. On a failed Wisdom saving throw, you may choose to get rid of one of that creature's resistances or reduce one of its immunities to resistance for 1 minute. You may use this feature a number of times equal to your Wisdom modifier(minimum of one) and you regain all uses of this feature after you finish a long rest.

Partitioned Soul

Starting at 10th level, as an action, you may give a small portion of your soul to a number of creatures around you, protecting them from harm. 6 creatures of your choice within 60 feet of you gain temporary hit points equal to double your soul manipulator level. You regain use of this feature after you finish a short or long rest.

Enslave

Starting at 18th level, you may target one creature you can see within 30 feet of you. The creature must make a Wisdom saving throw or be magically charmed by the soul manipulator for 1 hour. The charmed target is under the your control but will not listen to your commands that endanger the target. Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. You regain use of this feature after you finish a long rest.

Balanced Soul[edit]

You balance your soul and can protect and harm those around you with clear and solid precision. Balanced Soul users are often the kindest of the soul manipulators due to their willingness to help others with their powers as opposed to manipulating them.

Spectral Strike

Starting at 2nd level, as a bonus action, you may give another creature within 30 feet of you a small part of soul empowering their strikes. The affected creature may add 1d6 radiant or necrotic damage to one of its damage rolls every turn for 1 minute. This damage increases to 2d6 at 11th level and 3d6 at 17th level. You regain use of this trait after you finish a short or long rest.

Soul Temper

Starting at 7th level, you may spread your soul thin, giving allies of your choice improved resilience in battle. As a bonus action, you may give all creatures of your choice within 30 feet of you advantage on saving throws against being frightened for 1 minute. You regain use of this feature after you finish a short or long rest.

Magical Barrier

Starting at 10th level, you have learned how to draw forth scattered energy to protect you from harm. Whenever you are damaged, you can use your reaction to gain resistance to one of the damage types that damaged you until the start of your next turn. You may use this feature three times, and you regain all uses of this feature at the end of a short or long rest.

Protector

Starting at 18th level, you may fortify a creature's soul for a short period of time, vastly increasing the creature's hardiness. As a bonus action, you may give a large portion of your soul to a creature within 30 feet of you, making the creature gain resistance to all damage until the start of your next turn. You regain use of this feature after you finish a short or long rest.

Spell List[edit]

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

1st Level

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2nd Level

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3rd Level

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4th Level

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5th Level

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6th Level

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7th Level

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8th Level

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9th Level

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Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Soul-WaveRider class, you must meet these prerequisites:

Proficiencies. When you multiclass into the Soul-WaveRider class, you gain the following proficiencies:

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