The Shattered Soul, Variant (5e Subclass)

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Recycle.png This page was marked as abandoned on 23:29, 27 August 2023 (MDT) because: Issue(s) unaddressed for over a year. (discuss)

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Scales.png This page is of questionable balance. Reason: Having unlimited range(bc this is basically what this subclass gives you) on EVERYTHING except melee attacks is nuts. Many features or spells were made with the range of touch in mind, and this subclass breaks them, literally. There should not be features that "are determined by the DM", class' features should be clear and strict, and as a whole Consciousness Transfer allows you to just lay in bed and do whatever you would do normally, just without any possibility of death or taking damage, without limit either in uses or range(truesight as a stone, yeah, right). Biological Anchor lets you hack a corpse and use it for your own ends, and again, there should not be features that "are determined by the DM". Soul Phylactery either gives you nothing at all or punishes you for picking and playing this subclass, which should never, ever happen. This needs a lot of work to be playable. I suggest reading through 5e Class Design Guide before fixing it.


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The Shattered Soul[edit]

An encounter with a being of immense power left your soul broken into pieces. Instead of falling into insanity or dying, you managed to hold yourself together through sheer willpower.

Now, after many sleepless nights spent in research and occult experimentation, you've found a way to harness the power of your own broken soul.

Expanded Spell List

Your experimentation on your own soul lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Table: Shattered Soul Expanded Spells
Spell Level Spell
1st detect magic, false life
2nd locate object, spiritual weapon
3rd spirit guardians, bestow curse
4th conjure minor elementals, faithful hound
5th animate objects, arcane hand
Soul Anchor

Starting at 1st level, you have learned how to anchor shards of your soul to physical objects.

To make an object into a soul anchor, you must perform a ritual lasting one hour. Soul anchors must be of tiny to medium size, and cannot be artifacts. You may have up to 5 soul anchors at any time, This increases by one at level 6, 10, 14 and 18.

You may count your soul anchor as a part of yourself for determining the range of spells, invocations, channel divinity, lay on hands, and other similar features.

Any creature aware of the nature of your soul anchor may treat it as part of you for the purposes of determining the range of spells and features that do not deal direct damage, and spells and features that deal radiant, necrotic, or psychic damage.

If one of your soul anchors is destroyed, you immediately take 1d6 Psychic damage.

If at any point you do not have at least one of your soul anchors on your person, you temporarily lose access to all Pact Magic spells until you again have one of your soul anchors on your person.

Consciousness Transfer

You have learned to transfer your consciousness to other soul fragments.

Starting at 6th level, you can use your bonus action to change the body you are in, while transferred your original body suffers from the unconscious effect and you perceive everything from one of your soul anchors. While in your soul anchor your mental stats stay the same and your physical stats are determined by the DM, your AC is calculated based on the hardness of the material + your charisma modifier, for example, a teddy bear would have an AC of around 8 + CHA modifier while a metal helmet would have an AC of 14 + CHA modifier. Your HP is also determined by your DM When in this form your movement speed and senses are determined by your DM, a teddy bear would have a walking speed of around 15 ft. and regular vision while a stone would have no movement speed and true sight for 10 ft.

While in this form you are still capable of using magic or any non physical things you could already do and your physical attacks use your charisma modifier instead of strength or dexterity.

When your main body is subjected to something to that would make you unconscious or something similar like sleeping or the paralyzed condition you can use your reaction to transfer to a random soul anchor and you automatically return when your main body returns to normal

Biological Anchor

You have learned to transfer your soul into a dead creature.

Starting at 10th level, you can make a large or smaller creature that has died within the past 24 hours into a soul anchor, when performing the ritual you have to make a charisma saving throw every 10 minutes equal to 10 + half the creatures CR, if you fail a saving throw you take 1d10 psychic damage, if you fail 2 of the saving throws the ritual stops and the creature becomes impossible to use as an anchor. Making a creature a soul anchor takes 2 Soul fragments instead of one.

While using Consciousness transfer to transfer into a biological anchor you use the creatures statblock (possibly modified by the DM to make it more level appropriate) as your own, when not using this feature the creature is transformed into a small sized object reminiscent of the creature.

Soul Phylactery

you have learned to use your soul anchors as an extra life

Starting at 14th level, whenever you fail all your death saving throws you can choose to revive within 5 feet of a soul anchor, whenever you use this feature your body fully recovers with all the equipment you had on you when you died, when you revive the soul fragment breaks and can never be recovered.

Whenever you lose all your soul anchors you lose all your warlock features but when making a deal with an eldritch being you still retain all your warlock levels.


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