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Soul Oracle

Core Soul Oracle Traits
Primary Ability Wisdom and Charisma
Hit Point Die 1d8 Per Level
Saving Throw Proficiencies Wisdom, Charisma
Skill Proficiencies Choose 2: Arcana, Insight, Medicine, Religion, Perception, Persuasion
Weapon Proficiencies Simple weapons, Soul Focus
Tool Proficiencies Herbalism kit
Armor Training Light armor
Starting Equipment Choose A or B: (A) Quarterstaff, Soul Lantern (Focus), Leather Armor, Herbalism kit, 2 med kits, Priest's pack, (B) Explorer Pack, 130 gp

Soul Oracle's are the chosen of The gods of Death or Souls. Each is given unique assignments by their respective god some are given portion of a gods power to act as guides to the lost souls.
Class Features
Spellcasting — Level 1   Soul Oracle are full spellcasters.   Spellcasting Ability: Wisdom   Spellcasting Focus: Soul Lantern   Prepared Spells = Wisdom modifier + Seris level   Typical Spells Available   Cantrips
  • Spare the Dying
  • Toll the Dead
  • Sacred Flame
  • Guidance
1st–9th Level Examples
  • Healing Word
  • Cure Wounds
  • Blindness/Deafness
  • Spirit Guardians
  • Banishment
  • Mass Cure Wounds
  • Plane Shift
  • Power Word Heal
Abyssal Channel — Level 1  
  • As a bonus action you channel abyssal energy into an ally within 60 ft.
  • The target regains:1d8 + Wisdom modifier HP.
Uses per long rest equal to your proficiency bonus.   Healing increases:
  • Level 5: 2d8
  • Level 11: 3d8
  • Level 17: 4d8
Soul Orb — Level 2
  • When you deal necrotic damage with a spell or when a creature dies within 30 ft, you capture a Soul Orb.
  • Maximum Soul Orbs = Wisdom modifier.
As a bonus action you may expend Soul Orbs to:
  • Restore HP to a creature within 60 ft
  • 1d6 per orb
  • Or deal necrotic damage to a creature within 30 ft
  • 1d6 per orb (Con save for half)
Level 3 — Fade   You briefly slip into the Abyss.   Bonus Action
  • Recharge: proficiency bonus per long rest.
Effects for 1 round:  
  • Become incorporeal
  • Gain resistance to all damage
  • Move through creatures and objects
  • Movement speed increases by 20 ft
You cannot attack while faded.   Subclass — Level 3   Choose a Soul Path.
  • Path of Mortal Reach
  • Path of Veilwalker
  • Path of Agony
Soul Collector — Level 5
  • When you expend Soul Orbs for healing or damage, add your Wisdom modifier to the total once.
  • You also gain advantage on death saving throws of allies within 10 ft.
Umbral Awareness — Level 7
  • You sense life forces around you.
Benefits:
  • Darkvision 60 ft (or +60 if already present)
  • You automatically detect creatures below half HP within 30 ft.
  Empowered Channel — Level 9   When you use Abyssal Channel you may target two creatures instead of one.   Improved Fade — Level 11
  • Fade duration increases to 2 rounds.
  • When Fade ends you may teleport up to 30 ft.
  Soul Conduit — Level 13   When you restore HP to an ally, another ally within 30 ft regains HP equal to your Wisdom modifier.   Abyssal Resilience — Level 15  
  • You gain resistance to necrotic damage.
  • Whenever you reduce a creature to 0 HP you gain temporary HP equal to your Wisdom modifier + proficiency bonus.
  Master of Souls — Level 17
  • Maximum Soul Orbs increases by 2.
  • Soul Orb dice become d8s instead of d6s.
  Avatar of the Abyss — Level 20   Once per long rest you transform for 1 minute.   Effects:
  • Fly speed 40 ft
  • You gain resistance to all damage
  • Your healing spells restore maximum dice
  • You gain 1 Soul Orb at the start of each turn
Subclasses
Path of Mortal Reach   Level 3 — Extended Channel  
  • Your healing abilities increase range to 120 ft.
  • When you use Abyssal Channel the target also gains temporary HP equal to your Wisdom modifier.
Level 6 — Lingering Restoration   When you heal a creature they regain additional HP equal to your proficiency bonus at the start of their next turn.   Level 10 — Shared Vitality   When you heal a creature below half HP they gain advantage on their next saving throw.   Level 14 — Lifebinder   Whenever you heal a creature for more than 20 HP, another ally within 30 ft regains half that amount.   Path of Veilwalker   Level 3 — Deep Fade   While using Fade you gain invisibility.   Level 6 — Phase Step   After Fade ends you may teleport 30 ft and become lightly obscured until the end of your turn.   Level 10 — Abyssal Slip
  • When you take damage you may use your reaction to activate Fade without expending a use.
Once per short rest.   Level 14 — Ghost of the Abyss   While faded you may cast healing spells without ending the effect.   Path of Agony   Level 3 — Soul Rend   When you deal necrotic damage you may restore HP to an ally within 30 ft equal to your proficiency bonus.   Level 6 — Agonizing Orbs   Soul Orb damage becomes d8 instead of d6.   Level 10 — Torment Feedback   When an enemy fails a save against your necrotic spell they take extra damage equal to your Wisdom modifier.   Level 14 — Devour Essence   When a creature dies within 30 ft you gain two Soul Orbs instead of one.


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