Home-brew
Your body was made into a weapon. Your soul, the hilt. Your mind, the edge. Psionic potential crackles like static, leaving a trail of ozone scent wherever you travel.
Before you existed in this body, there was another. Almost understood whispers and unknowable anger haunt your dreams.
Whatever might have been, whatever everpresent anger, whatever piercing needs poison your mind, all becomes drive. For the next target.
You must have a Charisma score, a Constituion score, and a Wisdom score of 17 or higher in order to multiclass in or out of this class.
hit dice:
1d8
hit points at 1st level:
8 + your constitution modifier
hit points at higher levels:
1d8 or 5 + your constitution modifier
armor proficiencies:
Light Armor, Medium Armor
weapon proficiencies:
Bound non reach two handed melee weapon, daggers, light crossbows
tools:
None
saving throws:
Constitution, Charisma
skills:
Choose two from Arcana, History, Insight, Medicine, Persuasion, and Religion
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
- a subsumed two handed non reach melee weapon
spellcasting:
Psionic Spellcasting
The act of being crafted left an indelible mark on you, infusing you with psionic magic. This font of magic fuels your spells.
Cantrips
At 1st level, you know four cantrips of your choice from the Sorcerer or Cleric list. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Soulblade table.
MP
The Soulblade table shows how many MP you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend MP of the spell's slot level or higher slot equivilant. You regain all expended MP when you finish a long rest.
Spells Known of 1st Level and Higher
You know your casting modifer plus two spells of your choice per level from the cleric or sorcerer spell lists.
Additionally, when you gain a level in this class, you can choose one of the spells you know and replace it with another spell from the your spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Ritual Casting
You can cast a cleric spell as a ritual if that spell has the ritual tag and you know it.
Material Components.
Substituted by holding arcane focus, except for materials that are consumed in casting.
class features:
Abyssal Hex
Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:
- Any attack roll you make against the cursed target has a critical hit range of +1.
- Gain advantage in attack rolls against the target.
- At level 10, reduce the target’s attack and save throws by a d4.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Solar Warrior
At 2nd level, you acquire the training necessary to effectively arm yourself for battle. The influence of your being allows you to mystically channel your will through a manifested blade. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.
You can summon the blade as part of an attack, defense, or as a bonus action. Your weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you dismiss the weapon (no action required), or if you die. You can't affect an artifact weapon in this way. The weapon ceases being your pact weapon if you die or if you perform the 8-hour ritual on a different weapon. Pact weapon has the thrown property, with a range of 20.
Enforced Will
Starting at 2nd level you harbor a wellspring of psionic power within yourself, an energy that ebbs and flows as you channel it in various ways. This power is represented by your Psionic Talent die, the starting size of which is a d6.
Changing the Die’s Size.
If you roll the highest number on your Psionic Talent die, it decreases by one die size after the roll. This represents you burning through your psionic energy. For example, if the die is a d6 and you roll a 6, it becomes a d4. If it’s a d4 and you roll a 4, it becomes unusable until you finish a long rest.
Conversely, if you roll a 1 on your Psionic Talent die, it increases by one die size after the roll, up to its starting size. This represents you conserving psionic energy for later use. For example, if you roll a 1 on a d4, the die then becomes a d6.
Whenever you finish a long rest, your Psionic Talent die resets to its starting size. When you reach certain levels, the starting size of your Psionic Talent die increases: at 5th level (d8), 11th level (d10), and 17th level (d12).
If you have a Psionic Talent die from another source, such as a class feature, you don’t get more than one die; use only the one with the largest starting size.
Psi Replenishment.
As a bonus action, you can calm your mind for a moment and restore your Psionic Talent die to its starting size. You then can’t use Psi Replenishment again until you finish a long rest.
You can use your Psionic Talent die in the following ways:
Boosted Grace.
When you make an ability check with dexterity or charisma, you can roll your Psionic die and add the number rolled to the check. You can choose to do so before or after rolling the d20, but before you know whether the check succeeded or failed.
Psionic Strike.
You can propel your weapons with psionic force. Once on each of your turns, immediately after you hit a target within 60 feet of you with an attack and deal damage to it with a weapon, you can roll your Psionic Energy die and deal force damage to the target equal to the number rolled plus your Charisma modifier.
Telekinetic Flight.
As part of movement, you can propel your body with your mind. You gain a natural flying speed equal to your walking speed speed until the end of your next turn. You may activate this feature at the cost of one die size.
Expertise
At 3rd level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 7th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.
Improved Critical
At 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.
Psionic Invocations
In your study of occult lore, you have unearthed Psionic Invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.
At 4th level, you gain two eldritch invocations of your choice. When you gain level 5, 7, 9, 12, 15, and 18, you gain additional invocations of your choice.
Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.
Metamagic
At 4th level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.
You can use only one Metamagic option on a spell when you cast it, until level 10 when you can apply two.
Harness Spiritual Burst
Starting at 5th level, you forge an eldtrich bond with the multiverse potential of the prime. Gain one use of Spiritual Burst per proficiency bonus. When you finish a long rest, you regain all uses.
Overflowing Vitality
You gain the ability to take 1d12 radiant damage that cannot be reduced in order to tear open a conduit to your soul. As a bonus action, you radiate forth a 30 foot aura for one minute at the cost of one Spirtual Burst. In addition, if you cast a spell using a spell slot that restores hit points to any creature inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your level.
Blessing of Blood
You can bleed out your spirit in order to refresh your allies with radiating life. Upon bonus action use of one Spirit Burst, Blessing of Blood does 1d12 necrotic self damage that cannot be reduced, blood bursts forth from your skin and a sphere of goldblack drops emanate from you for one minute. The sphere is centered on you, has a 30-foot radius, and moves with you, until you die. Whenever a creature (including you) ends its turn in the sphere, you may grant it one these benefits:
- You grant it temporary hit points equal to 1d6 plus your level.
- You end one effect on it causing it to be charmed or frightened.
Aura of Protection
Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). Sense evil/good like a sense of taste. You must be conscious to grant this bonus.
At 18th level, the range of this aura increases to 30 feet.
Psionic Devotion
Starting at 7th level, your study of psionics begins to unleash your mind's potential. You can cast these cantrips as a bonus action, requiring no components, and with the modifications listed below.
Guidance. For you, it has a range of 60 feet when you cast it.
Mage Hand. You can make the spectral hand invisible, and its range increases by 30 feet when you cast it. You can use thieves' tools to pick locks and disarm traps at range.
Message. You don't need to point toward the target or whisper your message out loud.
Aura of Hate
Starting at 8th level you, as well any allies within 10 feet of you, gain a bonus 1d8 fire damage to melee weapon damage. A creature can benefit from this feature from only one paladin at a time.
At 18th level, the range of this aura increases to 30 feet.
Telekinetic Adept
By the 9th level, You have mastered new ways to use your telekinetic abilities, detailed below.
Telekinetic Movement.
You can move an object or a creature with your mind. As an action, you target one loose object that is Large or smaller or one willing creature, other than yourself. If you can see the target and it is within 30 feet of you, you can move it up to 30 feet to an unoccupied space you can see. Alternatively, if it is a Tiny object, you can move it to or from your hand. Either way, you can move the target horizontally, vertically, or both. Once you take this action, you can't do so again until you finish a short or long rest, unless reduce the size of your Psionic Energy die to take it again.
Telekinetic Thrust.
When you deal damage to a target with your Psionic Strike, you can force the target to make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Charisma modifier. If the save fails, you can knock the target prone or move it up to 10 feet in any direction horizontally.
Aura of Warding
Beginning at 10th level, ancient magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within 10 feet of you have resistance to damage from spells.
At 18th level, the range of this aura increases to 30 feet.
Emboldening Aura
At 12th level, you can forge an empowering bond among allies who share a common purpose. You and friendly creatures within 10 feet of you can roll a d4 and add the number rolled to an attack roll, an ability check, or a saving throw it makes. Each creature can add the d4 no more than once per turn.
At 18th level, the range of this aura increases to 30 feet.
Superior Critical
Starting at 14th level, your weapon attacks score a critical hit on a roll of 18-20.
Your shield, My Body
At 16th level, the sanguine radiance of your soul offers a protective embrace: you and your allies have half cover while in the sphere created by your Blessing of Blood.
Sundering Critical
At 18th level, your critical melee attacks cut through armor, and through the body into the soul. Whenever you score a critical hit on an attack, the target additionally suffers half of the damage from the attack at the end of its next turn.
At 20th level,
subclass options:
Level | XP | Abilities |
---|
1 | 0 | Abyssal Hex, Spellcasting |
2 | 300 | Enforced Will, Solar Warrior |
3 | 900 | Expertise, Improved Critical |
4 | 2,700 | Eldritch Invocations, Metamagic |
5 | 6,500 | Harness Spiritual Burst |
6 | 14,000 | Aura of Protection |
7 | 23,000 | Psionic Devotion |
8 | 34,000 | Aura of Hate |
9 | 48,000 | Telekinetic Adept |
10 | 64,000 | Aura of Warding |
12 | 100,000 | Emboldening Aura |
14 | 140,000 | Improved Critical |
16 | 195,000 | Your Shield, My Body |
18 | 265,000 | Sundering Critical |
20 | 355,000 | ??? |
Soulblade Table |
Level | MP | PSI Die | Max Spell Level | Cantrips Known | Spells Known | Spirit Burst / Hex Points |
1 | 3 | 0 | 1st | 4 | 3 | 2 |
2 | 4 | d6 | 1st | 4 | 4 | 2 |
3 | 11 | d6 | 2nd | 4 | 7 | 2 |
4 | 13 | d6 | 2nd | 5 | 8 | 2 |
5 | 22 | d8 | 3rd | 5 | 11 | 3 |
6 | 26 | d8 | 3rd | 5 | 12 | 3 |
7 | 31 | d8 | 4th | 5 | 15 | 3 |
8 | 36 | d8 | 4th | 5 | 16 | 3 |
9 | 48 | d8 | 5th | 5 | 19 | 4 |
10 | 54 | d10 | 5th | 6 | 20 | 4 |
11 | 62 | d10 | 6th | 6 | 23 | 4 |
12 | 66 | d10 | 6th | 6 | 24 | 4 |
13 | 71 | d10 | 7th | 6 | 26 | 5 |
14 | 74 | d10 | 7th | 6 | 27 | 5 |
15 | 79 | d10 | 8th | 6 | 29 | 5 |
16 | 84 | d10 | 8th | 6 | 30 | 5 |
17 | 90 | d12 | 9th | 6 | 35 | 6 |
18 | 96 | d12 | 9th | 6 | 36 | 6 |
19 | 104 | d12 | 9th | 6 | 37 | 6 |
20 | 113 | d12 | 9th | 6 | 38 | 6 |