Soul Weaver (5e Class)

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Soul Weaver[edit]

Devoting her soul to those she will never meet, maneuvering their essence and contorting their purpose into her own as she commands the battlefield. Exercising the will of lost spirits and channeling them out of a contemporary contraption of dark emerald allurement. Chills crawl up the spines of locals from a diseased village as the soul weaver wanders into the graveyard, sets down his shuttering violet lantern, and sits meditating alongside it. The unrested and often unwilling lost souls are engulfed into the weavers unforgiving illuminating mechanism. Perpetuating prayers for the long dead, the magical medium walks through the valley of a recent massacre. Her shimmering sky blue lantern accepts the tortured and scared souls. She continues, determined to give their death meaning through her pursuit of purity. It doesn't matter if it’s for the purpose of greed, cleansing, or assistance, a soul weaver gathers lost souls and turns them into their power to be wielded in the name of magic.

Versatile Diviners[edit]

Soul weavers are multifaceted in the face of fear. Due to the wide ranging philosophies of these spirit gatherers, there are wide ranging avenues of how to combat threats. However the core quest remains the same for all weavers; absorb souls using your lanterns and unleash them as abilities, spells, and fantastical feats. Since anyone that dedicates themselves can become a soul weaver, there are often perpendicular perceptions on how to use this power. Some decide to take the route of using the souls to aid allies and strengthen themselves. Others use the souls as a conduit of life to divide up between friends and keep the enemy at a distance. While some arm themselves with these souls and relinquish them in a cascading wave of force. The spells used by a soul weaver are meant to reflect their lantern and therefore their way of life.

Deaths Best Friend[edit]

Soul weavers gain their power through tragedy. Whether or not a weaver desires death from those around him, all must take advantage of it. The need for death to be powerful is a trait that often drives away a soul weaver from interacting like a normal individual. Often seeing everyone you meet as a future tool in your arsenal can take even the most level headed person and twist them into an introvert shunned by society. For this reason, most soul weavers wonder out on their own, looking for graveyards to take advantage of, or tragedies to make right. Some hunt souls while others claim they are setting them free. Public perception of soul weavers ranges from valiant heroes who set towns of loved ones at piece to grave robbing mongers. This drives soul weavers to have a tight knit community when interacting with one another, even if their reasons do not align. Most likely, they will make a friend when wandering along another weaver.

Creating a Soul Weaver[edit]

As you create your Soul Weaver character, consider the character’s reason for tracking souls. For this will reflect your build. Your morals and beliefs are reflected by your subclass. Think of your connection to the deceased or experiences with death and how that changed you. Were your parents soul weavers passing down the tradition? Or did a tragic massacre compel you to find every soul lost that day. Consider how you have been perceived from the public or even loved ones after you pursued weaving. Are you an outcast? Or welcomed? Your subclass can also help you build the look of your character and the design of your lantern. Try to make your character’s look resemble their purpose. A lighter and more inviting look may suit the Redeemed, where a dark hunters garb may be fitting for the purged, or a nihilistic cult look for the Damned. Whatever appearance, background, or personality you choose it is important that your character is always looking for chances to find souls and add them to their arsenal.

Quick Build

You can make a Soul Weaver quickly by following these suggestions. First, make Dexterity or Strength your highest ability score, followed by Intelligence. (Some Soul Weavers who focus on toughness over magic should choose Constitution over Intelligence.) Second, choose the Soul Tracker background detailed at the end of this class.

Class Features

As a Soul Weaver you gain the following class features.

Hit Points

Hit Dice: 1d10 per Soul Weaver level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Soul Weaver level after 1st

Proficiencies

Armor: All armor, shields
Weapons: Simple weapons, flails, morningstars, tridents, whips, and hand crossbows
Tools: None
Saving Throws: Intelligence, Constitution
Skills: Choose two skills from Arcana, History, Insight, Nature, Perception, Survival

Equipment

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

  • (a) chain mail or (b) leather
  • (a) a hand crossbow and 20 bolts or (b) a shield
  • A lantern (handheld or staffed) and your choice of one simple or martial weapon
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • If you are using starting wealth, you have 4d4 x 10 gp in funds

Table: The Soul Weaver

Level Proficiency
Bonus
Lantern Damage Soul Points Pickup Range Features
1st +2 1d4 5 5 ft. Wandering Whispers, Soul Lantern, Soul Weaver Casting, Spiritual Wrath, Lantern Light
2nd +2 1d4 10 5 ft. Fighting Style
3rd +2 1d6 15 5 ft. Lantern Light feature, Soul Tether
4th +2 1d6 20 5 ft. Ability Score Improvement
5th +3 1d6 25 10 ft. Extra Attack
6th +3 2d4 30 10 ft. Spirit Burst
7th +3 1d8 35 10 ft. Lantern Light feature
8th +3 1d8 40 10 ft. Ability Score Improvement
9th +4 1d8 45 15 ft. Expertise
10th +4 1d8 50 15 ft. Lantern Light feature
11th +4 1d8 55 15 ft.
12th +4 1d10 60 15 ft. Ability Score Improvement, Soul Hunter
13th +5 1d10 65 20 ft.
14th +5 1d10 70 20 ft. Lantern Light feature
15th +5 1d10 75 20 ft.
16th +5 1d12 80 20 ft. Ability Score Improvement
17th +6 1d12 85 25 ft.
18th +6 1d12 90 25 ft. Spirit Burst Improvement
19th +6 2d8 95 25 ft. Ability Score Improvement
20th +6 2d8 100 25 ft. Lantern Light feature

Wandering Whispers[edit]

The screeches of lost souls pierce your ears as a reminder of the dead not properly laid to rest. Your lantern light illuminates any wandering souls in sight. They appear as ghastly formless wisps. As an action, you can open your mind to detect souls you cannot see. Until the end of your next turn you know the existence and number of souls within one mile. You also know the type (celestial, fiend, fey, humanoid, beast, monstrosity, aberration, dragon, or giant) of any being who’s soul you sense. You must make a Constitution saving throw equal to 10 + the creatures CR. On a success you can discern the screeching voice as coherent whispers. You gain intel related to surrounding areas or its cause of death. (up to DM’s discretion)

You can use this feature a number of times equal to 1 + your Intelligence modifier. When you finish a long rest, you regain all expended uses.

Soul Lantern[edit]

The soul of the dead man lingers. You capture a wandering soul in your lantern and channel it into a supernatural ability for your benefit. Your lantern has a pool of soul points trapped inside. The max soul points you can have per level is shown on the Soul Weaver table.

Capturing Souls

As a bonus action, you can capture souls into your lantern within 5 feet of it. This range increases when you reach certain Soul Weaver levels, as shown in the Soul Weaver table. Each creature of the type listed in the Wondering Whispers ability produces only one soul upon death, however the amount of soul points gathered may vary depending on your Soul Weaver abilities. The amount of soul points gained may also change upon DM’s discretion. For example, stomping an ant hill may only yield you one soul point rather than hundreds. Many souls can wander together or in the same area. A character may get lucky stumbling upon a group of souls, or unlucky, finding a carcass that the soul had already abandoned. The soul is trapped in the creature's body upon proper burial.

You regain half of your max soul capacity for that level after a long rest, rounded down.

Dealing Damage

Alongside soul weaving you can use your lantern to strike an enemy. Your lantern has the light property and deals a starting damage of 1d4 + damage modifier but its damage type is determined by your lantern light. This damage increases at 3rd, 7th, 12th, and 17th level.

Soul Light

As an action, you can also make your lantern illuminate with the color determined by your lantern light. This light has the same effects as the Light cantrip. You may only use this feature if you have at least one soul in your lantern and the effect ends if no souls remain.

Soul Weaver Casting[edit]

You have learned how to channel the souls you have gathered. Intelligence is your spellcasting ability for your lantern spells and features, since your power derives from the knowledge and vocation of souls. You use your Intelligence whenever a spell or feature refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Lantern spell or feature you cast and when making an attack roll with one.

  • Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
  • Spell attack modifier = your proficiency bonus + your Intelligence modifier

Spiritual Wrath[edit]

You unleash your souls in battle to enhance your weapons efficiency. As part of the action used to cast this ability, when you hit a creature with a weapon attack, you can spend soul points equal to your current soul points stored. Each soul point used increases the damage modifier by 1 for the attack. The damage type is determined by your lantern light.

Lantern Light[edit]

You choose your lantern light that guides your ways as a Soul Weaver. Light of the Damned, Redeemed, or Purged, all detailed at the end of the class description. Your light grants you features at 1st level and again at 3rd, 7th, 10th, 14th, and 20th level.

Lantern Spells

Each lantern light has a list of associated spells. You gain access to these spells at the levels specified in the lantern light description. Once you gain access to a lantern spell, you always have it prepared and used spell slots replenish after a short or long rest. You must have your lantern in your hand to cast these spells. Holding an item, such as a staff, with the lantern affixed counts as being held. (Use the paladin class for spell slots.)

Fighting Style[edit]

At 2nd Level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to Attack rolls you make with Ranged Weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.

Soul Tether[edit]

At 3rd level, you learn how to weave together strands of souls around you. When a creature of your choice that you can see within 30 feet of you takes damage, you can use your reaction to redirect part of the hit, transferring 1d6 of the damage from the target to another creature of your choice within 30 feet of yourself. The target must be willing, and if not they must make a Wisdom saving throw. On a success they take no damage. This changes to half damage on a save at 9th level. Every extra 3 spirit points used with this adds 1d6 to the damage redirected.

Ability Score Improvement[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.

Extra Attack[edit]

Beginning at 5th Level, you can attack twice, instead of once, whenever you take the attack action on your turn.

Spirit Burst[edit]

You've learned how to channel the spirits you've acquired into a blast that heals your allies or damages your enemies.

Starting at 6th level, you can spend 5 spirit points to cause a burst of spiritual energy matching the type from your Lantern Light subclass. As an action, you can choose a number of creatures you can see within 15 feet of you, up to a number equal to your Intelligence modifier +1 (minimum of one creature). You can choose either to heal or damage, dealing 2d6 of whichever you choose. For every 3 extra spirit points you may choose to spend, add an extra 1d6.

Creatures you decide to damage must make a Constitution saving throw. On a failed save they take half as much damage.

At 18th level, the range of your burst increases to 30 feet, and the die increases to 3d6 for the initial burst.

Expertise[edit]

At 9th Level, choose three of your skill Proficiencies. Your Proficiency Bonus is doubled for any ability check you make that uses any of the chosen Proficiencies.

Soul Hunter[edit]

At 12th level you can capture more soul points for larger foes. If the soul is from a large creature the number of soul points gathered are doubled. For a huge creature, it is tripled and for a gargantuan creature the amount is quadrupled.

Lantern Light[edit]

A soul weaver is nothing without their lantern, and their lantern is nothing without their light. A Soul Weavers light is a reflection and mirror into their own soul. A soul weaver creates their light through a long and painstaking ritual which often consists of sitting in a dark room with an unlit lantern until one truly accepts themselves for who they are. Upon doing so the lantern will take its light. During the life of a Soul Weaer the light they have will often guide their decisions, but will also grow along with the Soul Weaver as their characteristics change overtime.

Light of the Purged[edit]

The Light of the Purged guides a Soul Weaver to track, locate, and vanquish souls for the cleansing of the paranormal presence within all realms. Those who have this light often want to use its abilities to purify a land and restore it back to its natural state without souls wondering, possibly because of a thriving for purity, the annoyance of the souls, or even to serve a god or higher purpose. A Soul Weaver of this Light prefers to purge every soul, the last soul in an area, or trapped souls. Lanterns of the Light of the Purged are never left alone, often larger and more reinforced, and more commonly decorated.

Spirit Bond

Your Lantern Light color is purple. The associated damage type is force in which you gain resistance. Also you learn the Guidance, Primal Savagery, Ray of Frost and Resistance cantrips.

Lantern Spells

You gain lantern spells at the soul weaver levels listed.

Soul Weaver Level Spells
3rd Bless, Faerie Fire, Shield of Faith, Witch Bolt
5th Enhance Ability, Moonbeam, Summon Beast, Zone of Truth
9th Counterspell, Flame Stride, Spirit Guardians, Remove Curse,
13th Banishment, Otiluke's Resilient Sphere, Phantasmal Killer, Summon Construct
17th Circle of Power, Dawn, Passwall, Reincarnate
Illuminating Aid

At 3rd level, you can part from your lantern to aid your allies. As a bonus action you can expend 3 soul points and throw your lantern up to 30 feet away from you for 1 minute. While untouched, any allies including yourself within your soul pickup range from your lantern gain resistance to all non magical damage for the duration. In addition you can increase all of the affected creatures AC by 1 for each 2 extra soul points you expend up to a max of 5 AC.

You can retrieve your lantern by picking it up or using a bonus action to do so from within your soul pickup range. Moving more than 60 feet away from it hails it back to you.

At 9th level, you can use a bonus action to teleport to an ally within 20 feet of the lantern.

Reinforced

Starting 7th level, your hit point maximum increases by an amount equal to twice your level. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.

Antagonize

Beginning at 7th level, you can taunt your enemies and compel them into battle. As a bonus action you can expend 3 soul points per creature within 60 feet of you to force them into a duel. Each creature must make a Charisma Saving throw or have disadvantage on attack rolls against creatures other than you for the next minute.

At the start of an affected creature's turn, they may remake the Charisma Saving throw, ending the effect on a success.

Atmospheric Guidance

At 10th level, your lantern light has evolved to discern impending danger for you and your allies. Whenever you or a friendly creature within your soul pickup range must make a saving throw, the creature gains a bonus to the saving throw equal to your Intelligence modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

Fortified Semblance

When you reach 14th level, you gain immunity to force damage. Also, you gain advantage on saving throws against being poisoned, grappled, restrained, or frightened.

Intervening Beacon

By 14th level your threshold for pain is unrivaled. As a reaction you can use soul points to lessen the blow when you take damage. You reduce the amount of damage equal to the soul points spent.

Aura of the Purged

At 20th level, you ascend your abilities to the highest echelon of spiritual cleansing. For one minute as a bonus action, all allied creatures within your soul pickup range have advantage on saving throws against spells.

Additionally enemies who start their turn within the range take 10 force damage.

Once you use this feature, you can't use it again until you finish a short or long rest.

Light of the Damned[edit]

The Light of the Damned guides a Soul Weaver to hunt, entrap, and terminate souls for the purpose of self benefit. Those who have this light often want to use its abilities to punish the dead, possibly because of some trauma, a religious benefit, or even political or monetary gain. Lights of the Damned often take pleasure in collecting souls of people who died early, or through unlucky circumstances. Lanterns of the Light of the Damned will often be dented or treated poorly, and will commonly be made up of hardy metals.

Spirit Bond

Your Lantern Light color is dark green. The associated damage type is necrotic in which you gain resistance. Also you learn the Green Flame Blade, Infestation, Lightning Lure and Mending cantrips.

Lantern Spells

You gain lantern spells at the soul weaver levels listed.

Soul Weaver Level Spells
3rd Cause Fear, Charm Person, Hunter's Mark, Zephyr Strike
5th Cloud of Daggers, Magic Weapon, Nathair's Mischief, Suggestion
9th Call Lightning, Feign Death, Hungar of Hadar, Vampiric Touch
13th Evard's Black Tentacles, Fire Shield, Staggering Smite, Wall of Fire
17th Conjure Elemental, Destructive Wave, Geas, Steel Wind Strike
Solitary Confinement

At 3rd level, you gain the knowledge to harvest more out of every entrapped soul. When you kill a creature with a weapon attack, you immediately capture its soul with no action required. You also gain an additional soul point for this kill.

Additional Fighting Style

When you reach 7th level, you gain an additional fighting style. You can’t take a Fighting Style option more than once.

Searing Hatred

Additionally at 7th level, you find a creature whose soul you desire. As a reaction when a creature attacks you, you can expend 5 soul points and target the creature for one minute. During this time you have advantage on all weapon attacks made against them and you always know their location. They also have advantage on you during the duration. You can end this effect at any time during the duration.

Enhanced Lantern Light

At 10th level, your flame burns stronger, your Lantern Damage Dice doubles for all attacks.

Additional Extra Attack

Beginning at 14th level, you can attack three times, instead of twice, whenever you take the attack action on your turn.

Weavers Colosseum

Starting at 14th level, you have no fear in one on one combat. As an action you expend 15 soul points and can target one creature within 60 feet of you and force them into a magical arena for one minute. This arena has a 60 foot radius from your location and the perimeters stay stationary for the duration.

All non sentient objects not being worn by you or the enemy are still present in this arena. The arena appears misty and ethereal in nature.

If you take damage while in the arena you must make an Intelligence saving throw with a DC equal to 10, or half the damage taken to stay in the arena. If you fail the saving throw, or the minute is up, you both return to your current spaces in the original plain. If you come back in someone else's space, you are moved to the closest available safe space. However, if you or the enemy gets knocked unconcious while in this arena, they do not return and are stuck there. The other person would return immediately under such circumstances. A creature that succeeds their death saving throws is returned immediately. If the enemy fails their death saves and dies, you gain double soul points for that kill.

Finally, either creature can attempt to leave the realm as an action with a successful Intelligence save with a DC equal to the Soul Weavers Spell Save DC.

Onslaught

When you reach 20th level, your attack's lethality has become legendary. When you succeed on an attack roll you can increase your chances to hit a critical strike. For the next minute if your successful attack roll was an even number, then your damage dice are doubled for that attack.

Once you use this feature, you can't use it again until you finish a short or long rest.

Light of the Redeemed[edit]

The Light of the Redeemed guides a Soul Weaver to search out, find, and release souls for the betterment of those who have died. Those who have this light often want to use its abilities to release the fallen, or let ones wondering soul truly rest. The Soul weaver may feel compelled to do so through a good nature, a deceased relative, or a care for the lost soul, and often like redeeming souls who have died through traumatic circumstances or far from their native land. Lanterns of Light of The Redeemed are worn with pride, are well kept, and often intricately crafted with shining metals.

Spirit Bond

Your Lantern Light color is light blue. The associated damage type is radiant in which you gain resistance. Also you learn the Eldritch Blast, Fire Bolt, Mage Hand and Spare the Dying cantrips.

Lantern Spells

You gain lantern spells at the soul weaver levels listed.

Original Artist: Aleksandar Mihajlovic https://www.artstation.com/artwork/qRkXn
Soul Weaver Level Spells
3rd Bless, Entangle, Find Familiar, Healing Word
5th Flaming Sphere, Pass without Trace, Prayer of Healing, Lesser Restoration
9th Crusader's Mantle, Mass Healing Word, Melf's Minute Meteors, Revivify
13th Death Ward, Greater Invisibility, Guardian of Faith, Summon Elemental
17th Holy Weapon, Mass Cure Wounds, Greater Restoration, Wall of Light
Healing Light

At 3rd level, the radiance of your light can be used to rejuvenate your allies. As an action you can target a creature within double soul pickup range expending soul points to regain hit points equal to the soul.

Enhanced Soul Pickup Range

At 7th level, you have become a master at capturing souls from a distance. Your soul pickup range doubles.

Lethal Retreat

Additionally at 7th level, you can avoid a deathly blow and trade it for your own. You can expend 3 soul points as a reaction when an enemy comes within 5 ft of you. You teleport away at a distance equal to your soul pickup range in the opposite direction of the approaching enemy. You can then make one ranged weapon attack against the creature as part of the same reaction.

Restorative Healing

When you reach 10th level, whenever you heal a creature you can increase the healing done equal to your proficiency bonus.

Soul Sniper

Beginning at 14th level, all ranged weapon attacks and spell ranges increase by an amount equal to your pickup range. The spell's range still increases if it has a range of touch.

Conjure Artillery

Starting at 14th level, you weave additional projectiles into existence. You expend 3 soul points per extra projectile max of 5 projectiles for any ranged attack or spell that uses projectiles. You must make separate attack rolls for each projectile, and all conjured artillery must be stated before rolling any attack rolls. Extra projectiles use the same stats as the main projectile except the damage type of radiant.

Supreme Vitality

When you reach 20th level, you become a master at gifting enduring and vigor with your lantern. As a bonus action for one hour all rolls for healing administered are doubled. Healing light and Hit Dice are also doubled.

Once you use this feature, you can't use it again until you finish a short or long rest.

Multiclassing[edit]

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

Proficiencies. When you multiclass into the soul weaver class, you gain the following proficiencies: Light armor, medium armor, shields, simple weapons, flails, morningstars, tridents, whips, and hand crossbows

Class Specific Background[edit]

Soul Tracker[edit]

You are never off the job, for there may be a soul may be right around the corner. Souls of people not properly buried linger in this world, and you know how to find them and utilize them. You have developed methods of finding them, and indications that they may be near. Most people see your business as ruthless or down right strange, but you know why you do it. And if they knew they’d thank you. Your lanter holds these souls, therefore it is your most important tool. Everything you’ve done, and everything you do is in the name of the dead, and you wouldn't have it any other way.

  • Skill Proficiencies: Arcana, survival
  • Tool Proficiencies: Tinkerer's tools and choose between thieves' tools or navigator's tools
  • Equipment: Choose one between tinker’s tools, thieves’ tools, or navigator’s tools, bottle of black ink, quill, 5 parchments, small knife, travelers clothes, and a pouch containing 10 gp.
Spotting Tragedy

You have an eye for chaos. Whether or not you like the call from the reaper or try to prevent it, your senses are tuned into catching tragedy. Smelling a pillow of smoke from far away, a cold chill on an otherwise sunny day, or gloom faces on distraught townsfolk, all these things and more tell you souls are near.

Feature· Tight Knit Community

Soul trackers and soul weavers are for the most part outcasts, so they must rely on one another for companionship. When coming in contact with a soul weaver, many will exchange stories, tips, and also aid each other. It is important for a weaver to welcome one another, especially considering many have different opinions on philosophies. That is all checked at the door when finding someone who tracks souls.

Suggested Characteristics

Soul trackers can be anywhere between lawful good, to chaotic evil. However a soul weaver must be accustomed to death, and therefore somehow affect their social abilities. Usually introverted and treated harshly a Soul tracker will often have a negative outlook on other people.

Original Artist: Igor Krstic https://www.artstation.com/artwork/vRAJO
D8 Personality Trait
1 I am determined to set the record for most souls captured.
2 My lantern cannot be my only source of heat, I long for a partner.
3 My lantern is an extension of my body, and I care what other people think of it.
4 I am always calculating whether someone is more useful to me as a soul in my lantern.
5 I have an addictive personality, for better or worse.
6 I will never forget a misdeed.
7 I often listen to the wandering whispers over real people.
8 I will always treat you with the amount of respect you have given me.
D6 Ideal
1 Respectful: I capture all the souls I can, unless it is through an illegal act. Laws keep civilizations standing. (Lawful)
2 Greedy: The weak die, the strong live, and the vulnerable fit best in my lantern. (Evil)
3 Fate: Everyone has chosen their own fate. Lost soul must have chosen wrongly. (Chaotic)
4 Protection: Death must be prevented if possible, once it occurs, I step in.(Good)
5 Nihilistic: I do what I do to get as strong as I can before I die. Everyone else should do the same. (Neutral)
6 I do what my Lantern light desires.
D6 Bond
1 My lantern has been passed down through my family to me.
2 I am searching for a specific soul, someone who was very close to me.
3 Wandering souls are polluting this world's natural state.
4 I wanted a profession where people would leave me alone and stop asking about my past.
5 Being a wandering soul is my worst fear, so i must free them, in hopes it won’t happen to me.
6 There is so much death in this world, I am trying to put a meaning to it.
D6 Flaw
1 Too often I treat people like an eventual soul I can gather.
2 I think twice between stopping someone from doing something foolish.
3 I am around souls so often, I have forgotten how to properly converse.
4 The only people I trust with my secrets are in my lantern.
5 Due to my loneliness I am incredibly clingy.
6 I am desensitized to death and the feelings associated with it.


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