## Warg
A human urchin girl sits alone at a loud bar sharing no and all company. She laughs with the table twenty feet away and listens in wonder as a man leaving the bar utters of treasure hidden beneath the town square.
Sitting on the back of a direwolf, an elf captain projects courage into the souls of his companions, tethering them to their duty and shielding them from harm sure to come their way.
Arrows pepper the air as a half-orc pirate captain sucks the fortitude from a human merchant while plunging his rapier into the submissive guard lying by his feet.
Through meditation, a near death experience, or will power alone, a warg has learned to project their soul into the ethereal realm to manipulate the world around them. Wargs tend to become completely different people after their first projection. Most wargs begin to view their body as a shell, a host, a place to come back to, but not something that defines them.
Each warg varies in desires and ambitions, but all feel encumbered by the limitations of their mortal form. Some wargs neglect their bodies and soon die due to starvation or disease. Those that survive may learn to possess the strength of their enemies or become astute manipulators through omnipresent tendencies.
### Appearance and Values
Wargs tend to not dwell on their appearance and prefer blending into the crowd. Messy hair, dirty fingernails, and blunt speech are not uncommon for a warg. Due to their uncleanliness and curtness, wargs are not accepted in most affluent company, and tend to live modestly because of the lethargy they feel towards their bodies.
A wargs first projection may have dismembered a couple body parts. A missing hand, ear, or leg may prevent them from performing miraculous physical feats, yet wargs care not for physical prowess. A warg is physical prowess's bane.
A near death experience seldomly does not change an individual. For wargs, their previous passions in life fade into obscurity. New passions emerge, frequently conflicting with values that their previous self would have believed.
### Controlling Tendencies
Though some humanoids have learned to project their soul outside of their bodies, only true wargs pursue the capabilities of the soul to its extremes. A soul is multifaceted and can be split into many different sections: a dangerous process, but one that can have wonderous rewards. Once a soul is split, a warg gains full control over the area around them, learning to be in multiple places at once.
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##### The Warg
| Level | Proficiency Bonus | Features | Warging Radius| Fragments
|:---:|:---:|:---:|:---:|:---:
| 1st | +2 | Warging, Aura Defense | 30 ft | 1
| 2nd | +2 | Perturbation | 30 ft | 1
| 3rd | +2 | Spiritual Awakening Feature | 30 ft | 1
| 4th | +2 | Ability Score Improvement| 30 ft | 1
| 5th | +3 | Soul Splitting, Perturbation | 60 ft | 2
| 6th | +3 | Spiritual Awakening Feature | 60 ft | 2
| 7th | +3 | Perturbation, Aura Defense| 60 ft | 2
| 8th | +3 | Ability Score Improvement | 60 ft | 2
| 9th | +4 | Perturbation, Soul Splitting (2) | 60 ft | 3
| 10th | +4 | Spiritual Awakening Feature | 120 ft | 3
| 11th | +4 | Perturbation, Life Eternal | 120 ft | 3
| 12th | +4 | Ability Score Improvement | 120 ft | 3
| 13th | +5 | Soul Splitting (3), Grave Resistance | 120 ft | 4
| 14th | +5 | Spiritual Awakening Feature | 120 ft | 4
| 15th | +5 | Perturbation | 500 ft | 4
| 16th | +5 | Ability Score Improvement | 500 ft | 4
| 17th | +6 | Soul Splitting (4) | 500 ft | 5
| 18th | +6 | Perturbation| 500 ft | 5
| 19th | +6 | Ability Score Improvement | 500 ft | 5
| 20th | +6 | Nirvana, Increased Warg Radius | anywhere | 5
Listening in on everyone’s conversations or sapping the health from multiple enemies while in full on combat, are only a few examples of the power of the warg. Their ability for control makes them a valuable asset for any adventuring party.
Most wargs do not get the credit they deserve. The powers a warg generates are usually accredited to gods fooling around with karma or luck. A warg's foe is often ignorant of their true enemy until it is too late.
### Creating a Warg
When creating a warg character, think about what drove your character towards their first projection and how their personality or relationships may have changed afterward. Before the first projection, wargs were normal humanoids and thus could come from any walk of life. Talk to your DM about the setting of your campaign and think of an event that may have caused your character to either desire to become a warg or forced them to become a warg.
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What sort of community did you fall into after you had your first projection? What may have happened to get you to start adventuring? Were you a member of a rebellion group that struck out against a totalitarian regime? Did you join a pack of wolves whose forest was harvested for lumber? Perhaps you were a farmer who formed a connection with your own livestock, or a captain who nearly died on a battlefield having watched your own men massacred.
#### Quick Build
You can make a warg quickly by following these instructions. First, put your highest ability score into Constitution, followed by Dexterity or Wisdom. Second, choose the folk hero background.
## Class Features
As a warg, you gain the following class features
#### Hit Points
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- **Hit Dice:** 1d8 per warg level
- **Hit Points at 1st Level:** 8 + Constitution modifier
- **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per warg level after 1st
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#### Proficiencies
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- **Armor:** Light Armor
- **Weapons:** Simple Weapons, shortswords, and nets
- **Tools:** none
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- **Saving Throws:** Constitution, Intelligence
- **Skills:** Choose three from Nature, Animal Handling, Intimidation, Perception, Survival, and Stealth
#### Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- *(a)* a shortsword or *(b)* any simple weapon
- *(a)* an explorer's pack or *(b)* a scholar's pack
- Leather armor, a net, and a dagger
### Warging
Starting at 1st level, you have developed control over the movement of your soul and can project it in and out of your body instantaneously. Your soul inhabits the ethereal plane while warging, but it may see into the prime material plane. While warging, your body gains the unconscious condition and your dexterity modifier is no longer added to AC. Your soul is considered medium size.
#### Warging Radius
Your soul is tethered to your body. It may only move a distance away from your body detailed in the warg table under "warging radius" with a speed of 60. Any movement your body has made before warging counts towards your warging movement for that turn.
Your warging radius increases to 60 ft at 5th level, 120 ft at 10th level, and 500 ft at 15th level. At 20th level, your soul may move anywhere in the ethereal plane.
#### Warging Ability
You use your Constitution modifier when setting the saving throw DC and when making an attack rolls for soul actions gained by progressing in the Warg class.
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- **Soul save DC** = 8 + your proficiency bonus + your Constitution modifier
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- **Soul Attack modifier** = your proficiency bonus + your Constitution modifier
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#### Perturbations
While in the ethereal plane, your soul may still interact with the prime material plane using perturbations. A perturbation may require the use of an action, bonus action, or reaction from your soul. Perturbations that target creatures only work against creatures with souls. Undead and Constructs are unaffected. Known perturbations gain power as you level up in the warg class (see Soul Splitting and the Perturbation list for more details). At 1st level, you gain the following perturbations:
##### Tethering
While your soul is outside your body, it may tether itself to creature’s souls as an action. Your soul must be within 5 ft. of the creature to become tethered. Any tethered creature may make a Strength saving throw at the beginning of their turn. If they fail, their movement speed; swimming, climbing, burrowing, and flying included, is halved (rounded down to the nearest multiple of 5) until the end of their turn. Your soul moves around with the tethered creature on their turn and remains in the same place as that creature. If any tethered creature moves outside your warging radius, they become untethered.
##### Possession
Your soul may possess unwielded objects of size up to small as a bonus action. The object has the properties given under the spell "Animate Objects". You may only move within the area of your warging radius. If the item you are possessing breaks, your soul may no longer possess the item. You may also attempt to steal objects from creature's hands. Attempting to take an item from a creature's hand uses a full action, and the wielder may perform a Strength saving throw. If they fail, they let go of the item. If an object is enchanted, your soul must make a Constitution saving throw against 10 + 3*tier of rarity of the object. If your soul fails, you are knocked out and can not possess the object.
### Aura Defense
Also at 1st level, you can strengthen your resolve by manipulating the aura that intially kept your soul within your body. While warging and above 0 hit points, you may add your constitution modifier to your AC and you lose the following property of being unconscious:
- Any Attack that hits you is a critical hit if the attacker is within 5 feet of the creature.
At 7th level, you also lose the following property of being unconscious:
- Attack rolls made against you have advantage.
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### Ethereal Insight
Starting at 2nd level, you may choose a new perturbation from the perturbation list at the end of the Warg class. Each new perturbation has a level requirement. You must be of a level equal to or greater than the minimum level requirement to choose a new perturbation.
You gain further ethereal insights at 5th, 7th, 9th, 11th, 15th, and 18th levels.
### Spiritual Awakenings
At 3rd level, you begin to know how you prefer to spend your time while warging. Each specialty gains bonuses at 3rd level, 6th level, 10th level, and 14th level.
### Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
### Soul Splitting
Starting at 5th level, you have reached a point in your warging where you may now split your soul into two fragments. However, splitting your soul takes a toll on a your body and does not last indefinitely. While your soul is split, your body takes 1d4 necrotic damage every 30 seconds starting when your soul is split.
Each soul fragment has the same properties as your full soul. You must have at least one fragment in your body to control it. Soul splitting is instantaneous.
Your soul may split into 3 fragments at 9th level, 4 fragments at 13th level, and 5 fragments at 17th level. Your body then takes 1d6 necrotic damage for 3 fragments every 30 seconds, 1d8 for 4 fragments, and 1d10 for 5.
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### Life Eternal
Starting at 11th level, you may now sacrifice Hit Die for each split of your soul instead of paying the life cost.
Additionally, you may regenerate hit points using your Hit Die as an action without resting. You must have your soul or a soul fragment in your body to use this part of the feature.
### Grave Resistance
Starting at 13th level, your entire entity resists the pull of death. When you drop to 0 hit points and your full soul is in your body, you make death saving throws with advantage and you retain the benefits of aura defense.
Furthermore, while at 0 hit points, you may split your soul by sacrificing a Hit Die for each split. However, you lose advantage on death saving throws and the benefits of aura defense if your full soul is not in your body. You must have at least one fragment in your body to perform death saving throws. If you do not, you automatically fail one death save.
### Nirvana
Starting at 20th level, you are your soul not your body. If your body dies, you may decide to possess a living creature instead and take over their body using your full soul. The creature must succeed on a Constitution saving throw with advantage or be taken over. If they succeed, you can not attempt to possess the same creature's body. If they fail, the possessed creature's soul is pushed into the ethereal realm and you take over their body with all current conditions.
If you take over another creature's body you lose your racial traits and gain the traits of the body you possessed. Your ability scores do not change.
Your soul may exist in the ethereal realm after your body dies for a total of 10 minutes. After 10 minutes, your soul proceed to the after life.
While outside a body, your soul may not split.
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## Perturbations
Each perturbation is listed under their minimum level requirement. Some perturbations do not require you to split your souls, but become more powerful when you do. On the other hand, several Perturbations require a number of soul fragments before they are allowed to be used. Furthermore, information on how Tethering and Possession interact with soul splitting is given under "first level".
Several perturbations have hit point costs. This means you must spend a certain amount of your health to perform the perturbation, but your maximum hit points do not decrease.
##### First Level
### Tethering
**At higher levels:** When you are tethering a creature with more than one fragment, the creature must make a Strength saving throw at the beginning of its turn for each fragment it has tethering it. If it fails three saving throws, its speed becomes zero.
### Possession
**At higher levels:** Your souls may now possess objects up to size huge. Each size beyond Small requires one extra soul. Medium objects require 2 souls, large objects require 3 souls, and huge objects require 4 souls. If an object is in motion, you may stop its motion by using one more soul than it would take to possess an object of that size normally.
##### Second Level
### Calming Presence
You gain an understanding of the souls in beasts and may attempt to calm a beast down using your soul as an action. The beast must be within 5 feet of your body and may make a Wisdom saving throw, doing so with advantage if you or a companian are fighting it. If they fail, the beast immediately calms down and is convinced you are no threat. If they succeed, you may not perform Calming Presence on the same beast for a 24 hour period.
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**At higher levels:** You may perform Calming Presence on any living creature using three of your soul fragments. Additionally, when you are calming a creature using more fragments then necessary, the creature must make a Wisdom saving throw for each fragment calming it passed the necessary amount.
### Soul Balance
Your souls gain the ability to touch other souls and cure inbalances. Choose a creature in your warging radius. You may use your soul to transfer up to your Constitution modifer of hit points to that creature as an action. You then must choose to either lose 1d4 hit points or lose one of your Hit Die.
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**At higher levels:** You may choose to perform a Soul Balance perturbation using multiple soul fragments. Each fragment transfers up to your Constitution modifer of hit points to a creature. You then must choose to either lose 1d4 hit points or lose one Hit Die for each fragment.
### Soul-nar
You have a rudimentry knowledge of the energy that emanates from other being's souls. As a bonus action, you may make a Constitution check with proficiency against noninvisible, nonillusion beings a 30 foot radius. Each creature must make a Dexterity saving throw. If they fail, you know their exact location for as long as they remain in your warging radius.
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**At higher levels:** When you make a Soul-nar check with three of your soul fragments, you may attempt to perceive invisible beings' locations and see through illusions intended to look like living beings. An invisible being must succeed on a Dexterity saving throw. If they fail, you know the invisible beings location for as long as they remain in your warging distance. When using three fragments, you may automatically see through illusions cast using a 3rd level spell or lower. You may do the same for 6th level spells using four fragments and 9th level spells using five. Otherwise, an illusion's caster must make a saving throw based on their casting ability. If they fail, you see through their illusion.
##### Fifth Level
### Soul Enhancement
A soul fragment may imbue your wielded weapon with a powerful aura as an action. As the fragment imbues your weapon choose a damage type from the following list: cold, fire, lighting, radiant, or necrotic. When you successfully hit a target, you deal an extra 1d6 of your chosen damage type.
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**At higher levels:** You may imbue your wielded weapon with more than one fragment. Each fragment may choose its own damage type. Each fragment adds 1d6 damage of that damage type to successful hits against a target.
### Spook
You may choose to show your soul to spook another creature as an action. They must succeed on a Wisdom saving throw and be able to see your soul. If they fail, they must use the dash action on their next turn to move as far away from your soul as they can and obtain the frightened condition. Only the creature you target may see your soul. If they succeed, you may not attempt to spook the same creature for a 24 hour period. You then choose to either lose 1d4 hit points or lose one of your Hit Die.
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**At higher levels:** When you perform a spook action with more than one soul fragment, you may target an extra creature for each fragment. You then must choose to either lose 1d4 hit points or lose one Hit Die for each fragment beyond one.
### Phantasmal Stagger
You may propel your soul from within your body forward from your body to knock a creature's soul askew as an action. The creature must be within 5 feet of you and make a Constitution saving throw. If they fail, they become incapacitated for their next turn. You then must choose to either lose 1d4 hit points or lose one of your Hit Die to perform a Phantasmal Stagger.
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**At higher levels:** You may propel three of your soul fragments forward from you body to knock someone else's soul out of their body. They must be within 5 feet of you and make a Constitution saving throw. If they fail, they become unconscious and miss their next turn. You may perform a phantasmal stagger using more soul fragments than necessary. For each soul fragment used beyond necessary, the creature must make an addition Constiution saving throw. You then choose to either lose 1d4 hit points or lose one Hit Die for each soul fragment.
##### Ninth Level
### Flicker
You have experienced going in and out of the ethereal plane frequent enough that you may now enter the ethereal plane in your body. Using two soul fragments, your body may spend up to 6 seconds in the ethereal plane at a time.
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**At higher levels:** For each soul fragment you use to perform flicker beyond two, you may spend an additional 6 seconds in the ethereal plane. You then choose to either lose 1d4 hit points or lose one Hit Die for each fragment beyond two.
### Sarcophagus Tendrils
You have gained control over the power of the aura that once kept a tight hold on your soul. You may forcibly return your soul or soul fragments outside of your body back into your body using the shortest path. Your fragments create a line back to your body that is 5 feet wide. Creatures in the way of your fragments on the way back to your body must make a Constitution saving throw. Each creature that fails takes 4d6 + your Constitution modifier necrotic damage. If they succeed, they take half as much damage.
If your soul was split before performing sarcophagus tendrils, it becomes whole again.
##### Thirteenth Level
### Spell Dampening
A soul is full of magical energy and can be used as a shield against magical attacks. Three soul fragments coalesce and create a 5 foot radius aura. Choose up to 6 creatures in the aura. They gain advantage on Saving Throws against Spells and other magical effects.
**At higher levels:** For each soul fragment used beyond the base, the radius of the aura increases by 5 feet. You then must choose to either lose 1d4 hit points or lose one Hit Die for each fragment beyond three.
### Status Possession
While possession an object, your soul or soul fragment's energy expands around the object creating certain effects. Choose an effect from this list below. Then you must choose to either lose 1d6 hit points or lose one Hit die.
(1) **Fire:** If the object is flammable, you may now ignite the object at will. When you make attacks with a lit object, it deals an extra 1d8 fire damage. However, the object also takes 1d4 fire damage at the beginning of your turn.
(2) **Lightning:** If the object can conduct electricity, you may create a voltage potential between the object and the surrounding area. Every turn, creatures in a 5 foot radius of the object's path must make a Dexterity saving throw. If they fail, they take 1d6 lightning damage.
(3) **Force:** An invisible force field emanates around the object. If a creature attempts to steal the object, they must make a Strength saving throw. If they fail, they are knocked prone and take 2d6 + your Constitution modifier bludgeoning damage. They take half as much on a failed save.
### Chained Tethering
You have learned to tether souls together that are not your own. You may tether two already tethered creatures' souls together if they are within 15 feet of each other as an action. On their turns, each creature must make a Strength saving throw against the other's Strength score. If they both fail, they are not allowed to move outside of a 15 foot radius of the creature. If they succeed their speed becomes half and they drag the other creature behind them. The effect ends when one of the creatures dies, or one of them walks outside of your warging radius.
Size difference is important. If the creatures differ by 2 sizes or more, the smaller one automatically fails their Strength save, and the bigger one automatically succeeds their Strength save.
##### Seventeenth Level
### Phantom Bombardment
You may force 5 creatures in a 30 foot radius of you to make a Constitution saving throw. If they fail, their souls escape from their bodies and become suspended above their bodies. Your body and their bodies become unconscious. At the beginning of their turn, their souls slam back into their bodies and they take 10d6 necrotic damage. If they succeed, they take half damage and don't fall unconscious.
Your soul becomes whole again after this effect. You may then choose to either lose 1d6 hit points or lose 1 Hit Die for each of your 5 soul fragments.
### Mental Espionage
You may force your soul into the mind of a creature. You must choose to either lose 1d4 hit points or lose a Hit Die for each of your 5 soul fragments and they must make a Wisdom saving throw with disadvantage. If they fail, you learn every detail of their mind: their thoughts, their desires, ambitions, alignment, knowledge, etc. You may then choose to either erase or place a memory in their brain with restrictions given under the spell "Modify Memory". You may do this 5 times. You then may choose to either lose 1d8 hit points or lose 1 Hit Die for each memory you erased or placed.
### Risky Compromise
You may choose to decrease your hit point maximum by 20 hit points instead of take damage or lose Hit Die when splitting your soul. If you decrease your hit point maximum to split your soul, your soul fragments may remain split indefinite with no further cost. When your souls rejoin, your hit point maximum returns to its initial value before you split your soul.
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## Spiritual Awakenings
### Awakening of the Soul Eater
Wargs with martial backgrounds during their first projection tend to choose the awakening of the soul eater. Soul eaters are masters of the battlefield that tap into the worst fears of their enemies. Quicker, stronger foes soon lose their confidence and will-power succumbing to the soul eater's blade.
Many wargs that follow this awakening were forced into their first projection after a near death experience. Thus, they tend to not fight for the same cause they did before. Many royal knights become sellswords, naval officers become pirates, paladins become heretics, or the other way around.
#### Proficiencies
At 3rd level, you become proficient with martial weapons, shields, and medium armor.
#### Haunting
Also at 3rd level, your souls gain the ability to impose various curses upon a tethered target other than halving the target's movement speed. While tethering a target, you must indicate whether you wish to attempt to haunt the target. If you do, your tethering gains the following properties:
- Instead of a Strength saving throw, the target must make a Constitution saving throw at the beginning of its turn.
- If multiple soul fragments are tethered to the target, the target only makes one saving throw. If the target fails, then all souls are considered haunting the target.
Some curses gain bonuses when you have more souls haunting a target beyond the base. Each curse's haunting soul requirement is given in the curses table on this page. The types of curses you may apply are given below.
##### Static
A target that is haunted by static gains the deafened condition.
##### Blindness
A target that is haunted by blindness gains the blinded condition.
##### Toxic Grasp
A target that is haunted by toxic grasp gains the poisoned condition.
##### Phantasmal Chains
A target that is haunted by phantasmal chains gains the restrained condition and one level of exhaustion.
##### Death's Door
A target that is haunted by death's door gains the paralyzed condition.
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##### Curse Table
| Curses | Conditions|Haunting Soul Requirement
|:----:|:---:|:---:|:---:
| Static | Deafened | 1 soul
| Toxic Grasp| Poisoned | 2 souls
| Blindness |Blinded |3 souls
| Phantasmal Chains |Restrained, Exhaustion(+1) |4 souls
| Death's Door | Paralyzed | 5 souls
#### Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the attack action on your turn.
#### Lethargy
Starting at 10th level, your presence weakens the fortitude of enemy souls. When you make an attack action against a tethered or haunted creature, you may add your constitution modifier to attack and damage rolls.
#### Soul Eating
Starting at 14th level, you may steal the soul of a dying creature as one of your soul fragment's actions. A number of times equal to your constitution modifier, you may target a creature within 5 feet of your body that has 0 hit points and is still alive and take their soul. The creature must succeed on a Constitution saving throw, or die. You then gain health back equal to your warg level + Constitution modifier. You gain all spent uses after a long rest.
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### Awakening of the Puppeteer
Wargs with a natural background tend to follow the awakening of the puppeteer. These wargs are already accustomed to possessing the souls of animals which allow them to move to greater targets.
There are many ways that a puppeteer may learn to project their souls out of their bodies. Some find that after spending years with their animals they can manipulate their behaviours. Some have near death experiences where their animals may have saved their lives.
Regardless, puppeteers tend to make amazing politicians or merchants due to their new found gifts. They often evade suspicion due to the rarity of wargs.
#### Survivalist
At 3rd level, you and your mounts no longer take movement penalties in one terrain of your choice. You also gain one more proficiency from the following list: Nature, Animal Handling, Medicine, or Survival.
#### Puppetry
Also at 3rd level, you gain the ability to puppet beasts a number of times equal to your Constitution modifier each day. Your soul or soul fragment must be within 5 feet of the beast to perform a puppetry action. When performed, a beast must succeed on a Wisdom saving throw or become puppeted by you. While the beast is puppeted, you gain the statistics of the puppeted beast and control their turn. The puppeted beast may make another Wisdom saving throw at the end of each of their turns. If they succeed, you are knocked out and can not attempt to puppet the same beast for a 24 hour period.
Your spent uses of puppetry return after you finish a long rest.
#### Bonding
Starting at 6th level, you may bond one of your souls to a puppeted beast. Choose a puppeted beast of CR 1/4 or lower and size medium or lower. The puppeted beast must make a Constitution saving throw or become bonded to you. A bonded beast will fight along side you and follow you in your adventures. You may have only one bonded beasts at a time. You may add your constitution modifier to the bonded beast's AC, attack rolls, damage rolls, and saving throws and skills it is proficient in.
The beast becomes you and thus obeys your commands fully. It takes its turn on your initiative, and performs the actions and bonus actions of the soul that commands it.
The beast may not leave your warging distance, but you may see through its eyes and use its abilities as your own.
While your soul is bonding a beast it is except from the continual damage produced by splitting your soul and may not perform other soul actions.
#### Stockholm's
Starting at 10th level, you no longer need to have your soul within a bonded beast at all times to keep it bonded. After one day of continual bonding, the beast will habituate to your presence and will follow your commands without a soul within it.
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#### Marionette Adept
Starting at 14th level, you may now have up to two bonded beasts at a time.
Additionally, you may now attempt to puppet other creatures than beasts. However, they perform their Wisdom saving throws with advantage.
### Awakening of the Muse
Wargs that choose the awakening of the muse tend to come from medicinal or religious backgrounds. Most wargs that practice this awakening were taught to project their souls out of their bodies through years of meditation. Warg doctors roaming through villages may take up apprentices and teach them this old tradition if they find them capable.
Apprentices are taught to manipulate the aura around their bodies that usually entraps souls within to perform mighty feats. Many followers of this path are enlisted in armies as doctors as they can heal many people's auras quickly and efficiently.
#### Calm Mind
Starting at 3rd level, you have advantage on saves that may cause you to become charmed or frightened.
#### Aid
Also at 3rd level, several perturbations are improved or changed when they are used for the purpose of aiding another party member. Their improvements are detailed in the list below.
##### Tethering
As a reaction while tethering an ally, you may jerk them towards a different direction in order to help them avoid damaging effects. As a result, they gain +1 AC or +1d4 to Dexterity saving throws.
At higher levels, you may have multiple souls tethering an ally. they gain +1 AC or +1d4 to Dexterity saving throws for each soul tethering it beyond one.
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##### Possession
As a reaction while possessing an ally's weapon, you may jerk the weapon towards a different direction to aid your ally in hitting a target. As a result, they gain +1d4 to hit, but deal half damage.
At higher levels, you may have multiple souls tethering an ally's weapons. They gain +1d4 to hit for each soul tethering a weapon beyond one.
##### Soul Balance
You now have a pool of 20 hit points you may give to other party members that does not contribute to your total hit points. Once this pool runs out, you must use your own hit points. Your hit point pool refills at the end of a long rest. When you are healed, you may choose to give flow over hit points to your soul balance hit point pool.
While you have hit points in this pool, you do not need to either lose 1d4 hit points or lose a Hit Die when you perform a Soul Balance action.
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##### Soul Enhancement
You may now imbue other creature's weapons with soul enhancements.
##### Spell Dampening
Creatures aided with spell dampening now take half damage from all spells that require a ranged attack roll.
#### Body Mimicry
Starting at 6th level, you may move your body around even without your soul or soul fragments within it. You have half your normal speed. However, your body may not speak, perform actions or bonus actions, and has disadvantage on all dexterity and strength checks.
For a creature to notice you are not a threat, they must succeed on a Wisdom (perception) check.
#### Zen Armor
Starting at 10th level, you gain resistance to bludgeoning, slashing, and piercing damage while in a comatose state.
#### Collective Field
Starting at 14th level, your body and up to 1 chosen creature in a 10 foot radius of your comatose body share the same life total. You may transfer any amount of hit points back and forth between the two of you instantaneously. In order for health to transfer without using an action, the creature losing health must agree.
A number of times equal to your Constitution modifier divided by two rounded up each day, you may attempt to force a creature to give you health as an action. They must make a Constitution saving throw. If they fail, you steal health from them equal to half your warg level + your Constitution modifier.
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### Awakening of the Poltergeist
Wargs that choose the awakening of the poltergeist tend to come from urchin or criminal backgrounds. Years of bad luck and poverty have caused them to search for more wealth. After a bad job or near starvation, many poltergeists have a near death experience where the aura around their bodies is loosened.
Poltergeists are usually driven by revenge and greed. Their only purpose is to get back at the people who wronged them or take as much money from the rich as possible. They are very adept at theft. They soon learn various ways to spook individuals and move extremely quickly while warging.
#### Scouting
Starting at 3rd level, your souls may now hear, smell, and talk with things in the prime material plane while warging.
You must use one of your soul actions to talk to a creature. Only that creature can hear what you say to it.
#### Must be the Wind
Also at 3rd level, you have begun to learn how to sneakily manipulate your environment and move items around so it doesn't draw attention.
When you attempt to possess any item, you may make a Constitution saving throw against the surrounding creature's passive perception. If you succeed, they become unaware of your possession.
When attempting to take an object from a creature's hand, you may also make a Constitution saving throw against your target's passive perception. If you succeed and the creature can't see your souls, the creature rolls their Strength Saving throw with disadvantage.
#### Omnipresence
Starting at 6th level, while not possessing objects, your souls may now move anywhere in your warging distance instantaneously and with no movement costs.
#### Telekinetic Adept
Starting at 10th level, you may add your Constitution modifier to damage and attack rolls of possessed object attacks.
Additionally, you may perform more intricate attacks with the weapons you possess.
(1) You may use the damage die and damage type of the weapon you are possessing instead of the die and type described in the spell "Animate Objects".
(2) If a ranged weapon is loaded when you steal it, you may fire the projectile within using the same attack bonus and damage die as in the spell "Animate Objects".
(3) You may now fling possessed objects as ranged attacks against targets. Your fling action has a range of 30/60 ft. Your attack and damage modifier are the same as if the attack was a melee attack.
#### Ethereal Pestilence
Starting at 14th level, when you successfully steal an object from an enemy, you may make one attack action with that weapon and that enemy must perform a wisdom Saving throw. If they fail, they must spend their next turn attempting to retrieve the stolen item. To gain back the item, they must succeed on a Strength saving throw.
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## Changes
5/22/18
- @ updated saving throws to be a weak and a strong saving throw. Switched out Wisdom to be Charisma.
- @ clarified tethering ability
- @ changed phantasmal stagger to be a maximum of 2 per short rest instead of 3.
- @ developed a time limit for ethereal passing of 1 minute
- replaced 3rd phantasmal stagger with an extended time period of 10 minutes for ethereal passing
- @ put more description on nirvana to clarify where enemies soul goes and what carries over from your old body to the new body.
- updated the wording for "haunting" of the soul eater
- @ changed the debuff system to incorporate the already defined system of conditions.
- also changed the debuff system to increment the base number of souls needed to perform severel debuffs.
- added the "static", "toxic grasp", and "death's door" debuffs
- @ changed lethargy to cause disadvantage instead of automatically tethering.
- @ changed nature's own of the puppeteer to allow the player to choose any terrain of their choice.
- @ bonding now only allows you to bond one animal instead of an amount equal to the amount of souls you control
- @ Added a CR cut off for bonding.
- allowed the player to add their constitution modifier to AC and saving throws and skills of your beast.
- moved the possession table to be after marionette adept in order to not confuse the reader.
- @ updated calm mind of the muse to allow advantage against charming and frightning affects instead of immunity
- changed the buffing system to increment like the debuff system.
- added the "confidence", "keen senses", and "life eternal" buffs
- changed repulsion to soothing aura for the muse. Soothing aura gives resolve, speed boost, and soul armor to friendly targets in 10 feet of the muse's comatose body.
- @ updated mass ethereal passing to only last for 1 hour and the poltergeist may only perform mass ethereal passing once per long rest.
- @ updated spook to force a enemy that fails the spook saving throw to use the dash action on their turn.
5/23/2018
- added a description of ability score improvement
7/20/2018
- clarified the wording of Soul-nar to make sure players have a soul in their body to perform the check
- added a second part to the Soul Eater's lethargy perk.
- changed the soul drain's damage die to 1d6
- changed ethereal shove's damage die to 1d10
- clarified how bonded animals take actions for the puppeteer
- changed when bonded and puppetted creatures get buffs
- clarified the possess of dead bodies for Marionette Adept
- changed resolve's maximum to be determined by the warg's level
- made Keen Senses and Life Eternal more powerful to match the power of Spell Dampening
7/24/2018
- added Calming Presence to the abilities wargs get not just Puppeteers
- added warging radius to abilities
- clarified Aura Defense
- clarified that the Comatose State makes your character unconscious.
- changed phantasmal stagger to inflict the unconsious condition on targets
- changed bonding to no longer have a calming component
- changed nature's own so that you could only choose between given skills
- changed stockhom's so that creatures of CR 1/2 or lower can not make Con saves
- changed the wording of Keen Senses
- added that the Poltergeist subclass can attack with with possessed items
- added that a frightened creature caused by spook is the only one who can see your soul
- allowed huge objects to be possessed using telekinsesis adept
8/4/2018
- allowed Omnipresence to not use movement costs
- clarified how souls interact with cursed and enchanted items in Telekinesis Adept
@ = a u/Huzzah107654 suggestion
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## Changes Cont.
8/22/2018
- Quite a few overhauls of mechanics
- Introduced the idea of Soul save DC, Soul Attack modifier, and Soul Actions
- Created the soul actions Soul Rot and Phantom Image
- Added Improvements for each soul action already introduced
- Changed the formatting of soul actions to make it more readable
- Added the class ability Unconscious Resilience
- Changed the Poltergeist subclass around to focus more on possessing objects
- Added the subclass Martyr
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> #### Credits
>
> - Made by u/jfsmooth
>
> - Made using Homebrewery
>
> - Stains made by u/flamableconcrete
>
> #### Pictures by order of appearance
> - "Fog in the Dawn" by andreasrocha
> - "Pirate" Pathfinder Art
> - "Concept Art" by Anastasia Bulgakova
> - “Until the hells are empty" by Ksitigarbha
> - Wizards of the Coast Picture
> - Hyrule Hysteria Art
> - Healing Hands MtG Art by Josu Hernaiz
> - Astral Projection by The Astral Institute