Soul Archer (5e Subclass)

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Soul Archer[edit]

Most assassins strike with physical weapons, and many burglars and spies use thieves' tools to infiltrate secure locations. In contrast, a Soul Archer strikes and infiltrates with the mind, cutting through barriers both physical and psychic. These rogues discover psionic power within themselves and channel it to do their roguish work. They find easy employment as members of thieves' guilds, though they are often mistrusted by rogues who are leery of anyone using strange mind powers to conduct their business. Most governments would also be happy to employ a Soul Archer as a spy.


Psionic Power

3rd-level Soul Archer feature

You harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.

Some of your powers expend the Psionic Energy die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can't do so again until you finish a short or long rest.

When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).

The powers below use your Psionic Energy dice.

Psi-Bolstered Knack. When your nonpsionic training fails you, your psionic power can help: if you fail an ability check using a skill or tool with which you have proficiency, you can roll one Psionic Energy die and add the number rolled to the check, potentially turning failure into success. You expend the die only if the roll succeeds.

Psychic Whispers. You can communicate telepathically with any creature you can see within 120 feet of you. If it understands at least one language, it can respond to you telepathically. Also, you can establish this telepathic communication between yourself and others for a long range. As an action, choose one or more creatures you can see, up to a number of creatures equal to your proficiency bonus, and then roll one Psionic Energy die. For a number of hours equal to the number rolled, the chosen creatures can speak telepathically with you, and you can speak telepathically with them. To send or receive a message (no action required), you and the other creature must be within 1 mile of each other. The first time you use this power after each long rest, you don't expend the Psionic Energy die. All other times you use the power, you expend the die.

Psychic Touch. Your psionic power allows you to move things with your mind, granting you the following benefits: You learn the mage hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. You can use the bonus action granted by your Cunning Action to control the hand. As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet (60 feet if its range has been increased) of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Dexterity modifier) or be moved 5 feet toward you or away from you. A creature can willingly fail this save.


Form Soul Bow

3rd-level Soul Archer feature

As a bonus action you can form a semi-solid psychic bow composed of soul energy. This soul bow functions similarly to a longbow, with a range increment of 150 feet and a base damage of 1d8 psychic damage. Your soul bow has a 19-20 critical threat range and a maximum range of 10 range increments.


Soul Arrows

3rd-level Soul Archer feature

Starting at 3rd level, you can summon soul arrows as part of the same bonus action used to form your soul bow. These arrows deal psychic damage equal to your rogue level.


Enhanced Soul Bow

9th-level Soul Archer feature

Your soul bow gains a cumulative +1 enhancement bonus at 9th level and every odd level thereafter. You can spend this enhancement bonus on actual enhancement bonuses or on soul bow techniques. You can reassign the techniques of your soul bow by spending 8 hours in concentration.

Soul Volley. As an action, you can unleash a volley of soul arrows at a single target. Make a ranged attack roll against the target, dealing double damage on a hit.

Piercing Soul. Your soul arrows ignore resistance to psychic damage and treat immunity to non-magical attacks as resistance instead.

Telekinetic Precision. You gain a +2 bonus to attack rolls made with your soul bow.

Soul Evasion. While wielding your soul bow, you gain a +2 bonus to AC against ranged attacks.

Soul Ambush. You gain advantage on attack rolls with your soul bow against targets who have not yet acted in combat.

Soul Surge. Once per short rest, you can add your Intelligence modifier to the damage roll of a soul arrow.


Soul Over Matter

13th-level Soul Archer feature

At 13th level, you gain the ability to manipulate your soul bow with your mind. You can now use your bonus action to control the trajectory of your soul arrows after they are fired, allowing you to make ranged attacks around corners and obstacles without penalty.


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