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.
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.
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.
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).
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.
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.
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.
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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