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Soulweaving - Wizard School

The School of Soulweaving is dedicated to the study of the ethereal forces that connect life, death, and the afterlife. Wizards of this tradition do not merely manipulate magic—they commune with the spirits that linger beyond the veil, drawing upon their wisdom and essence to shape the fabric of reality. Their magic is not simply an academic pursuit but a sacred duty, ensuring that souls transition as they should and that the balance of life and death is upheld.   Most who follow this path revere Chergathar, the Goddess of Spirit & Soul, and align with the Angshire Spirits or the Chergathar Faith. They act as intermediaries between the living and the departed, guiding spirits to their final rest—or calling upon them when their knowledge is needed.  

Expanded Spell List

1st Level
False Life, Detect Evil and Good
2nd Level
Misty Step, Gentle Repose
3rd Level
Spirit Guardians, Counterspell
4th Level
Phantasmal Killer, Death Ward
5th Level
Wall of Force, Commune  

Ethereal Scholar

Starting at 2nd level, your studies of the soul and the afterlife grant you supernatural insight.  

Whispers of the Departed

You can cast Speak with Dead once per long rest without expending a spell slot. If the spirit died within the last 24 hours and was friendly to you or your allies in life, it does not require a corpse to answer your questions, though its responses may be more fragmented or impression-based.  

Ethereal Perception

As a bonus action, you can peer into the Ethereal Plane, allowing you to perceive spirits and hidden forces beyond the material world. For up to 10 minutes, you can see into the Ethereal Plane and detect invisible creatures or hidden spirits within 30 feet. This effect requires concentration (as if concentrating on a spell) and ends if you lose concentration or choose to end it (no action required).   If you deactivate this ability, you may reactivate it later, but the total duration cannot exceed 10 minutes per long rest.  

Soul Attunement

You can cast False Life and Detect Evil and Good once per long rest without using a spell slot. Additionally, when you cast False Life, you also gain resistance to necrotic and psychic damage for its duration.  

Soulwarden’s Grip

When a creature within 30 ft of you dies, you can seize its departing essence, forcing its spirit to take one final action of your choice before fading. Choose one:
  • Strike: The spirit moves up to its creature's speed without provoking opportunity attacks and makes a melee spell attack against a target, dealing force damage equal to your wizard level.
  • Defy: The spirit grants temporary HP equal to your wizard level to an ally within 30 ft.
  • Linger: The spirit remains as a ghostly echo for 1 round, distracting enemies, causing attacks against allies within 5 ft to have disadvantage.
  • You can use this feature a number of times equal to your Intelligence modifier per long rest.  

    Soulbinding Arcana

    At 6th level, your power over souls strengthens, allowing you to command spirits even before they fully depart.  

    Soul Infusion

    When you cast a spell that restores hit points or grants temporary HP, you can empower it with soul energy. The target gains additional healing or temporary HP equal to your Intelligence modifier times your proficiency bonus.  

    Soulwarden’s Grip

    When a creature within 30 ft of you dies, you can now suspend its soul for 1 minute, keeping it bound to your will. At their death, and each round on your turn, you can now choose from the following (in addition to using its movement):
  • Strike: The spirit makes a melee attack, dealing additional necrotic damage equal to twice your wizard level.
  • Defy: The spirit grants temporary HP equal to twice your wizard level to an ally within 30 ft.
  • Linger: The spirit grants advantage on all saving throws to allies within 10 ft, in addition to causing attacks against allies within 10 ft to have disadvantage.
  • You can use this feature a number of times equal to your Intelligence modifier per long rest.  

    Soulbind

    Once per long rest, when you kill a creature, you can trap its soul in a Small object worth at least 10 Valna for up to 24 hours. The object is destroyed when you use one of the following:
  • Extract one piece of knowledge it had in life (subject to the DM's discretion on clarity).
  • Consume its essence to regain an expended spell slot of a level equal to half the creature’s max HP divided by 10 (rounded down, max 4th level).
  • Echoes of the Beyond

    At 10th level, you can manifest spectral echoes of lingering spirits to aid or hinder those around you.  

    Siphon Life

    When a creature within 60 ft drops below 10% of its max HP, you can siphon part of its essence, regaining hit points equal to half the amount drained. Using a free action, determine the amount siphoned with 2d8. If the target has more than 10% HP, this fails with no effect. If the target has more than 25%, you drain half the amount (rounded down) from yourself.  

    Soulwarden’s Grip

    You can now suspend its souls within a range of 60 ft, and you gain an additional option:
  • Possess: The spirit briefly takes over an enemy by entering them (they need to move into them, and don't provoke opportunity attacks), forcing them to use their reaction to attack a creature of your choice.
  • Echoes of the Departed

    When you finish a long rest, you can call forth a spirit that grants one of the following benefits until your next long rest:
  • Guardian’s Echo: When a creature within 30 ft is hit by an attack, you can use your reaction to reduce the damage by 3d8.
  • Tormentor’s Echo: When you cast a spell that deals necrotic, psychic, or force damage, one target of your choice takes an additional 3d8 damage of the same type.
  • Guide’s Echo: Once per round, when you or a creature within 30 ft makes an Intelligence, Wisdom, or Charisma check, you can add your Intelligence modifier to the roll.
  • Soulweaver’s Mastery

    At 14th level, you blur the boundary between life and death itself.  

    Soulwarden’s Grip

    You gain two additional options:
  • Brink of Death: You can now use Soulwarden’s Grip on an unwilling creature before it dies, suspending its soul for 2 rounds. The creature must make an Intelligence saving throw against your spell save DC. On a failed save, its soul is bound within your control. During this time, you can command the soul to take actions on each of its turns as if it were under the effect of the Command spell.
  • Twilight Requiem: Instead of fading, a controlled spirit fights for you as a spectral entity for 1 minute. It retains its original stats but gains resistance to all damage, can move through creatures and objects as if they were difficult terrain, and attacks using your spell attack bonus. If the spirit is within 30 ft of you, you can use a bonus action to direct its movement and actions. You can not use its legendary actions.
  • Spirit Weaving

    When a creature within 30 ft is reduced to 0 HP but not outright killed, you can use a bonus action to restore it to 50% of its max HP. You can use this feature a number of times equal to your Intelligence modifier per long rest.  

    Ghostly Ascension

    As a bonus action, you phase into the Ethereal Plane for 1 minute. While in this state:
  • You gain resistance to all damage except force and radiant.
  • You can move through creatures and objects as if they were difficult terrain. If you end your turn inside a creature or object, you take 1d10 force damage and are shunted to the nearest unoccupied space.
  • When you cast a spell of 5th level or lower that deals damage, it ignores resistance to necrotic, psychic, and force damage.
  • When you cast a spell that targets a single creature, you can target two additional creatures instead.
  • Your speed is increased by 10ft.
  • Once you use this feature, you can’t use it again until you finish a long rest.

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