Chosen

The favored soul follows the path of the cleric but is able to channel divine power with surprising ease. She is able to perform the same tasks as her fellow divine spellcasters but with virtually no study; to her, it comes naturally. Scholars wonder if favored souls have traces of outsider blood from unions, holy or unholy, centuries ago and generations removed. Others suggest that divine training of the proper type awakens the ability, or that favored souls are simply imbued with their gifts by their gods when they begin the cleric's path. In any case, favored souls cast their spells naturally, as much through force of personality as through study. Though this gives them extraordinary divine abilities no normal person could ever match, they see their gift as a call to action, and so in some ways may lag behind their more studious colleagues.

Nomads

Favored souls are often loners, wandering the land serving their deities. They are welcomed by their churches but treated as unusual and are sometimes misunderstood. They are emissaries of their deities and outside the church's command structure - respected mystics not requiring the support normally crucial to a priest's success. This makes them sometimes revered and sometimes envied by their cleric cousins. While favored souls are occasionally disrespected for their perceived lack of discipline, devout worshipers know that they are a powerful message from, and indeed a living manifestation of, their deities.

Fonts of Power

Favored souls cast divine spells by means of an innate connection rather than through laborious training and prayer, so their divine connection is natural rather than learned. These divine spellcasters know fewer spells and acquire powerful spells more slowly than clerics, but favored souls can cast spells more often.

Natural Divinity

Divine magic is intuitive to a favored soul, not a matter of careful prayer. This intuitive nature leads to a freer interpretation of faith and doctrine, and so favored souls tend slightly toward chaos over law. A favored soul is often of the same alignment as her deity, though some are one step away. For example, a favored soul could serve a lawful good deity and be neutral good herself.

The Favored Soul
Level Proficiency Bonus Features Cantrips Known Spell Points Max Spell Level
1st +2 Spellcasting, Favored Weapon, Divine Path 3 4 1
2nd +2 Grace of Battle or Knowledge of Battle 3 6 1
3rd +2 Divine Path Feature 3 9 2
4th +2 Ability Score Improvement 4 12 2
5th +3 Favored Weapon Upgrade 4 17 3
6th +3 Divine Path Feature 4 19 3
7th +3 4 21 4
8th +3 Ability Score Improvement 4 23 4
9th +4 4 28 5
10th +4 Divine Path Feature 5 29 5
11th +4 Favored Weapon Upgrade 5 34 6
12th +4 Ability Score Improvement, Divine Path Feature 5 36 6
13th +5 5 40 7
14th +5 Aegis 6 42 7
15th +5 6 47 8
16th +5 Ability Score Improvement 6 50 8
17th +6 Favored Weapon Upgrade 6 55 9
18th +6 Divine Path Feature 6 60 9
19th +6 Ability Score Improvement 6 65 9
20th +6 Divinity 6 70 9

Creating a Favored Soul


Favored souls cast divine spells by means of an innate connection rather than through laborious training and prayer, so their divine connection is natural rather than learned. These divine spellcasters know fewer spells and do not know how to cast spells that require better concentration as well as clerics but they make up for it in raw power. When creating a Favored Soul think about which god gave you this power and why. Do you treat is as a curse or a blessing? Do you exist to serve? In which way do you use the power that was given? Perhapse a god gave you some of it's power to attempt to spread word before he becomes a dead power making you a sort of crusader or proponent

Quick Build


You can make an Favored Soul quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Charisma.

Class Features

As a favored soul, you gain the following class features.


Hit Points


  • Hit Dice: 1d8 per favored soul level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Favored Soul level after 1st.

Proficiencies


  • Armor: Light armor
  • Weapons: Simple Weapons
  • Tools: None

  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two from Deception, History, Arcane, Nature, Intimidation, Insight, Perception, Persuasion, and Religion.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a simple weapon or (b) a martial weapon
  • (a) scale mail(if proficient) or (b) leather armor
  • (a) 5 javelins or (b) a shield
  • (a) a component pouch or (b) a holy symbol
  • (a) a priest’s pack or (b) an explorer’s pack

Alternatively, you can choose to start with 5d4 x 10 gp and opt to spend some or all of that money on starting equipment.

Spellcasting


Many spells become natural to you but others are too powerful for you to cast often and require rest between castings in order to regain some of the spent power.

See chapter 10 of the official player handbook for the general rules of spellcasting and the end of this document for the favored soul spell list.

Cantrips


At 1st level, you know 2 cantrips of your choice from the favored soul spell list. You learn additional favored soul cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Favored Soul table.

Spell Points


The favored soul table shows how many spell points you have to cast your spells of 1st level and higher. To cast one of these favored soul spells, you must spend an amount of spell points equal to the point cost(explained in detail at the bottom of this class). You regain all expended spell points when you finish a long rest. Every level you gain an amount of spell points equal to half your Charisma modifier rounded up, this works retroactively. You can not cast spells from other classes using spell points.

You prepare the list of favored soul spells that are available for you to cast after each long rest, choosing from the favored soul spell list. When you do so, choose a number of favored soul spells equal to your Wisdom modifier + your favored soul level (minimum of one). The spells must be of a level for which you have spellcasting ability for.

Spellcasting Ability


Wisdom is your spellcasting ability for your favored soul spells.

Spell save DC = 8 + your proficiency bonus +
your Wisdom modifier

Spell attack modifier = your proficiency bonus +
your Wisdom modifier

Ritual Casting


You can cast a favored soul spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus


You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your favored soul spells.

Favored Weapon


At 1st level, you choose a weapon from the simple or martial list of weapons(can be unarmed strike or a natural weapons). For the weapon you choose you will consider it as your Favored Weapon, you gain a +1 bonus to hit and damage with weapons of this type once you reach 5th level. This bonus will become a +2 at level 11 and a +3 at level 17. Your favored weapon does not count as magical through this feature but your favored weapon can be magical. If the weapon you chose was a simple weapon your damage die goes up by one(1d4>1d6>1d8>1d10>1d12>2d6) when using this weapon type.


Divine Path


At 1st level, you gain a divine power and become a free agent of your deity. You are the recipient of a great gift--or, as some perceive it, a terrible curse. How you wield the divine power burning in your soul is up to you.

Choose a Devine Path, your choice grants you features when you choose it at 3rd level and again at 6th, 10th, 12th, and 18th level.

Grace of Battle or Knowledge of Battle


At 2nd level, you choose one of two options to adhere to. You can only use one of these features if your total Favored Soul level is equal to or higher than your total character level.

Grace of Battle

Your faith allows you to use your Charisma bonus for to-hit and damage purposes for your favored weapon.

Knowledge of Battle

Your faith allows you to use your Wisdom bonus for to-hit and damage purposes for your favored weapon.

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 you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Enlightment


At 4th level you learn 1 spell from any class and can change them after a long rest. You learn an additional spell at levels 8, 11, and 18, you can not learn 9th level spells through this.

Aegis


Upon reaching 14th level, if you chose Grace of Battle at level 3 then you become immune to being Charmed, if you chose Knowledge of Battle then you become immune to being Frightened. Also as an action you can touch a creature who is Charmed or Frightened getting rid of the condition but forcing yourself to take on the condition unless immune.

Divinity


At 20th level, you take a step towards godhood and are granted a feat specific to the favored soul shown at the bottom of this class under Capstone Feats.

Divine Paths


The path you take as a Favored Soul defines you and what you represent.


Divine Oracle


Some people call them mad, and certainly some divine oracles are driven insane by the visions they see. Some people doubt their words; indeed, some divine oracles are destined never to be believed. Wherever the deities are known to speak to mortals, some mortals hear their voices with a unique clarity and gain insight into the past, the present, and the future by virtue of their unusual status. Divine oracles are such mortals, blessed—or cursed—by visions from their deities.

Divine Emissary


At 2nd level, you learn two languages of your choice. You also become proficient in Investigation and Religion, if you are already poficient you double your proficiency. Also at 2nd level you can add your Wisdom modifier to concentration checks you make.

Focused Will


Upon reaching 6th level, when you are attacked you can use your reaction to gain resistance to the damage of the attack until the start of your next turn if you are concentrating on a spell that is effecting an ally.

Divine Knowledge


Upon Reaching 10th level, you learn the spells Bless, Lesser Restoration, Beacon of Hope, Death Ward, Greater Restoration, Heal, Regenerate, Holy Aura, and True Resurrection but you must be of a level that already has spells of the same level in order to cast them. These do not count against your spells known.

Inspire


Starting at 12th Level, you can use an action to inspire your allies. All friendly creatures within 30 feet of you gain advantage on their attack rolls for a number of turns equal your Charisma modifier. You can use this feature once per long rest.

Soothsayer


Finally at 18th level, when casting Commune you no longer suffer from the cumulative 25% chance to receive no answer.

Reaver


As the battle gets bloodier, these vicious and deadly souls get even more brutal, hurting them just makes them mad, a mistake most enemies don't live to repeat. This subclass rewards high risk high reward play and expends your spellcasting ability to be more formidable in melee as well as giving you more damage output while it low health. This would be a perfect subclass for Favored Souls who follow Loviatar or Szorawai but would also work for gods like Torm, Malar, and Kossuth.

Fury of the Sovereign


When you choose to be a Reaver at 1st level, you can expend 3 spell points to enter an inflamed state until the start of your next turn. While inflamed you deal additional damage with attacks you make equal to your Charisma modifier modifer and make attacks with your Favored Weapon at advantage but you suffer disadvantage to make Intelligence, Wisdom, or Charisma(except intimidation) skill checks unless forced to from a source other than yourself. Additionally you gain temporary hit points equal to your Maximum Spell Level when you become inflamed that last until the start of your next turn. If you become inflamed and are concentrating on a spell you must make a Concentration check to stay concentrated. At the start of your turn if your first action is to become inflamed again features that only persist while you are inflamed aren't interupted or ended.

Daunting Presence


Additionally at 1st level you, your AC equals 10 + your Constitution modifier + your Charisma modifier while you are not wearing any armor, you lose the Constitution benefit to this feature if you are wielding a shield but may still use 10 + Charisma modifier for AC.

Blood Frenzy


When you reach 3rd level, while you are below half health and gain temporary hit points you regain current hit points instead of gaining temporary hit points. Additionally when a creature is reduced below half their maximum hit points you know and you treat your senses as true sight when attempting to find them. You also gain an additional 1d4 psychic damage to Favored Weapon attacks when attacking these creatures, if you are inflamed--instead of dealing 1d4 extra damage you may make a second attack as part of the Attack action on Your Turn.

At level 14 you gain 10 additional movement speed towards creatures with half their maximum hit points and critically strike on a 19-20

Ring of Pain


Once you reach 6th level, as an action you can expend an amount of spell points equal to a level of spell that you can cast. When you do this cause all creatures of your choice within 10 feet of you to make a Constitution saving throw, on a failure they take 2d6 per spell level of expended spell points and on a success they take half, in addition you reduce your current hitpoints for an amount equal to half the damage rolled.


War Cry


At 10th level, when you are inflamed as an action you can choose an amount of creatures equal to your Charisma modifier within 30 feet of you. Creatures you choose gain temporary hit points equal to your Maximum Spell Level now and at the start of each of your turns for the next minute. If you stop becoming inflamed at any time during the duration of this feature creatures lose the temporary hit points they gained from this feature and the feature ends. You may use this feature an amount of times equal to your Wisdom modifier (minimum of one) and you regain all uses of this feature after taking a long rest.

Wrath


Upon reaching 12th level, before making an attack you may choose to lose all of your current temporary hit points and add them to the damage of your next attack. If you do not have temporary hit points then you can choose to expend a hit die and add the number rolled to your next attack. The extra damage from this feature is psychic.

Rampage


Finally at 18th level, you enter a state of manic ardor for a minute. In this state you become immune to all conditions except Unconscious and are constantly under the effects of Fury of the Sovereign without needing to spend spell points, additionally your attacks deal extra force damage equal to the amount of turns that have passed since you have entered your manic state and you regain hit points equal to this extra force damage. While in this state however you lose most of your sense and reason, you automatically fail all Wisdom, Intelligence, and Charisma saving throws and do not benefit from Daunting Presence. You can only use this feature once per long rest.

Shaman


A shaman is a soul that walks the paths of the spirits, binding them to their cause to empower themselves or bring havoc to their foes. Tough and powerful, they are most often found in the thick of the fight, wreathed in their primal power. A shaman may view themselves as in service to their spirits or as served by the spirits; the what and the how of their contract can vary wildly, as can the source of their spirits, be it pulling from an ancestral or primal powers.

Spiritual Warrior


When you select this subclass, you gain proficiency in medium armor and shields. Additionally, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Call Spirit


Starting at 1st level, as a bonus action you can call a spirit to your side. This can be a primal spirit of fire, cold, or lightning, or an ancestral spirit with radiant or necrotic power. This bond lasts for 10 minutes once formed, you dismiss the spirit as an action, or you call another spirit.

While a spirit is bonded to you it strengthens your melee weapon attacks, causing them to deal an additional 1d4 damage of the spirit's type.

As a bonus action while it is bonded, you can manifest the spirit appearing at a spot within 60 feet of you. The spirit is medium sized but spectral in nature while manifested. While the spirit is manifested, whenever you take the attack action you can replace any number of attacks you could normally take with melee spell attacks from your bonded spirit. Melee spell attacks done by the spirit deal 1d4 + your Wisdom modifier damage of the same spirit's type on a hit. As a bonus action you can move it up to 30 feet in any direction or recall it to yourself, ending its manifestation.

A manifested spirit cannot move more than 60 feet from you, and is recalled to you if you move more than 60 feet from it.

Empowered Spirits


Beginning at 3rd level, you expand a spell slot of 1st level or higher to empowered your spirits. When you use a spell slot to call a spirit, it does not count against the number if spirits you can call. While an empowered spirit is not manifested, you gain temporary hit points equal to the level of the spell slot spent on to empower the spirit at the start of your turn that last until the start of your next turn.

Spell Slot W. Damage M. Damage Temp HP
1st-2nd 1d6 2d4 4
3rd-4th 1d8 2d6 8
5th-6th 1d10 2d8 12
7th-8th 1d12 2d10 16
9th 2d6 2d12 20

Extra Attack

Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. If you have a manifested spirit, you can replace one or both attacks with the special attack with it.

Spiritual Assistance


Once you reach 10th level, when you cast a spell of 1st level or higher, you can make a single weapon attack as a bonus action. If you have a manifested spirit, you can attack with it in place of making a weapon attack.

Soul Perseverance


At 12th level, your soul bolsters your physical self so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, for every 10 years you age you only age 1.

Spirit Projection


Finally at 18th level, Your body is now simply a vessel for your spirit. As an action, you can project your spirit from your body. The body you leave behind is unconscious and in a state of suspended animation.

Your spirit can remain outside your body for up to 1 hour or until your concentration is broken (as if concentrating on a spell). When your projection ends, your spirit returns to your body or your body magically teleports to your spirit's space (your choice).

While projecting your spirit, you gain the following benefits:

  • Your spirit and body gain resistance to bludgeoning, piercing, and slashing damage.
  • When you cast a spell of the conjuration or necromancy school, the spell doesn't require verbal, somatic, or material components that lack a gold cost.
  • You have a flying speed equal to your walking speed and can hover. You can move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object.

Once you use this feature, you can't do so again until you finish a long rest.

War Soul

The heat of battle goes to those with the stamina and strength to overcome any foe regardless of size or stature. While brutish men of skill swinging slags of metal may get the job done on occasion, the true practitioner of war knows that power comes from within rather than simple physical prowess. Summoning reserves of divine energy, the war soul focuses his energies to protect himself and defeat his enemies in the din of the great dance of death. The war soul sheathes himself in energies of divine power and summons weapons of energy to do his bidding, guiding with both hand and mind. While left physically wanting compared to the armored fool that relies simply on mass and muscle, the war soul more than compensates in this ability to focus his energies to a much greater effect.

Divine Weapon

Starting at 1st level, You can use your action to summon your Favored Weapon in your empty hand. Your Divine Weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die. Your Divine Weapon is counted as a Spellcasting focus. Your Divine Weapon may be an Unarmed strike.

You can transform one Magic Weapon that is of the same type as your Favored Weapon into your Divine Weapon by performing a Special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a Short Rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your Divine Weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your Divine Weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

Armor proficiency

At 1st level, you gain proficiency with medium and heavy armor. You may use Charisma instead of strength for requirements on wearing armor if at least half your total level is favored soul.

Sacred Touch

At 3rd level, your Divine Weapon attacks benefit from an additional 1d6 of acid, cold, fire, lightning, necrotic, poison, radiant, or thunder. You choose the damage type once you gain this feature rather than when you attack and may not change it. You gain this feature again at level 16.

Extra Attack

Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Divine Intervention

At 10th level, when an ally that you can see goes unconcious within 120 feet of you, you can use your reaction to auto-stabilize and heal them for 1d4 per Favored Soul level, once you reach level 20 in this class they also benefit from the Death Ward spell until your next long rest. This feature can only be used once per long rest.

Smite

Once you reach 12th level, when you score a critical hit with your favored weapon you can choose to deal force damage instead.

Vehemence of the Righteous

Finally at 18th level, when you are reduced to 0 hit points by an attacker you can see, even if you would be killed outright, you can use your reaction to move up to your speed toward the attacker and make one melee weapon attack against it, as long as the movement brings it within your reach. You make this attack with advantage. If the attack hits, the creature takes an extra 5d10 force damage and an extra 5d10 damage of the weapon’s type. You then fall unconscious and begin making death saving throws as normal, or you die if the damage you took would have killed you outright.

Once you use this feature, you can’t use it again until you finish a long rest.


Avatar of Vengeance

An avatar of vengeance was a favored soul that was sent to punish those who defied or angered the gods, or to test a mortal who was in danger of falling from the path a deity set for them. Bringing the destructive power of offensive divine magic to bear on their enemies, these favored souls concentrate more on dealing damage with their spells but are capable of some healing as well.

Scourge

At 2nd level, every time you cast a damaging cantrip you gain a stack of Scourge, for each stack your critical threat range rises by 1 for cantrip spell attacks, at a stack of 1 Scourge you may crit on a 19-20 and on a stack of 2 you may crit on an 18-20, so on and so forth . Scourge stacks are lost if your turn ends and you haven't attacked a hostile creature since your last turn. At 2nd level you may only have a single Scourge stack at any time, this allows you to crit on a roll of 19-20 with cantrip spell attacks. Additionally you as an Action you may expend a spell slot to cast a number of cantrips equal to the spell slot expended, this cantrip must be a single target attack and the spell slot level must be a something you can cast and cannot exceed your Charisma modifier.

Just Reward

Upon reaching 6th level, When you critically hit with a favored soul cantrip you gain 1 temporary spell point that last as long as you have at least one Scourge stack.

Vengeful Magic

At level 10, if you are attacked and hit by a creature which you have hit with a cantrip since your last turn you may as a reaction cause them to take that cantrip's damage again. This damage is halved when applied.

Condemnation UNFINISHED

Once you reach 12th level,

Archon's Fury

Finally at 18th level the amount of Scourge stacks you can have goes up by one allowing you to crit on an 18-20 with damaging cantrips when you have a second stack of Scourge.

Feats of Divinity


Bellow you will find feats specific to the favored soul and feats meant for the capstone feature, they are here instead of next to the capstone because I like pictures and the format was to tight.

Capstone Feats


Each capstone feat while not mentioned grants you the ability to cast Plane Shift to the respective plane without requiring any material components but you may only teleport yourself or natural inhabitants of the plane, you may only use this spell once per long rest. Additionally you must be level 20 to gain one of these feats and cannot have more than one

Scion of Feywild

  • You gain a +2 to charisma and it's maximum.
  • You have advantage on all spell saves against enhancement and illusion spells.
  • You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.

Scion of Shadowfell

  • Once per long rest you may transform into a Nightwalker as if you had cast the spell shapeshift.

    Scion of Arborea

  • You gain a +2 to constitution and it's maximum.
  • Your melee attacks deal an additional 1d6 force damage.
  • Up to an amount of times equal to your charisma and wisdom you may change the damage type of any attack or spell to force, this must be done before you or the vicitim rolls.

Scion of the Ethereal Plane

  • Every time you take damage you can roll a d100, on a roll of 90-100 you ignore the damage that triggered the roll and become ethereal until the start or your next turn.
  • Additionally you can see into the Ethereal Plane out to a distance of 120 feat and can on will interact with things whether you are in the Ethereal Plane or not.

    Scion of the Astral Plane

  • You gain resistance to bludgeoning, piercing, and slashing damage.
  • You no longer age.
  • You are immune to disease, poison damage, and the poisoned condition.
  • If you die, roll a d20. On a 10 or higher, you discorporate with 0 hit points, instead of dying, and you fall unconcious. You and your gear disappear. You appear at a spot of your choice 1d3 days later on the plane of existence where you died having gained the benefits of one long rest.

    Scion of Mechanus

  • You gain permanent True Sight out to 120 feet.
  • You can cast Dispel Magic at 3rd level at will but it only works against illusion magic

    Scion of Celestia

  • All non-cantrip spells that either give health points or deal radiant damage get an additional value added to the total equal to your constitution score.

Scion of Elysium

  • You may summon three Hollyphants as if you had cast Conjure Celestial.

Scion of Limbo

  • After every long rest you must roll a 1d6 to and you gain one of the following features. You lose your feature upon taking a long rest

-- 1 If you add/use your Wisdom to/for any effect you can additionally add your Charisma to the total and vice versa

-- 2 You may cast Hallucinatory Terrain an amount of times equal to your charisma or wisdom modifer(whichever is higher)

-- 3 You gain the Wild Magic Surge feature from the Wild Magic Sorcerer

-- 4 When rolling dice for damage or healing if you roll the max number on a die you can roll that die again and add both numbers to the total

-- 5 When making an attack on a roll of 20 you cast banishment without any cost or action required on the target of the 20, they get banished to the Elemental Chaos instead of the creature's home plane or a demiplane, the target does not become incapacitated through this process.

-- 6 Confetti explodes around your shoulders.

Scion of Arcadia

  • Once per long rest you may as an action cause a 30 foot aura of protection where all creatures within it gain a metallic husk tinted in a color that represents their alignment and grants immunity to all damage except force and psychic for a minute, after you cast this spell you become completely immune to everything and pass every ability or skill check for its duration(ignores petrification), you also become petrified and float an inch off of the ground and your weight increases to 5000 tons. After a minute the spell ends and all of the effects end, this spell ignores effects like antimagic field.

Scion of Archeron

  • When you reduce a creature to 0 hit points you gain 20 temporary hit points for one minute, the creature you kill needs to be of CR 3 or higher in order to grant you temporary hit points

Scion of the Nine Hells

  • You gain a +2 to charisma and it's maximum.
  • You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
  • You gain immunity to radiant damage
  • You gain 15 spell points

Scion of Gehenna

  • When you cast a spell of 1st through 5th level that deals fire damage, you can deal the maximum amount of damage instead of rolling. The first time you do so, you suffer no adverse effect. Each time you use this feature again before you finish a long rest, you take a level of exhaustion, immediately after you cast it.

Scion of Hades

  • You can as an action cause all creatures that you choose within 30 feet of you to suffer from a -2 on attack rolls and saving throws for the next minute if they fail a charisma saving through equal to your spellcasting DC. A creature suffering from this additionally must make an additional charisma saving throw against your spellcasting DC at the start of their turn(s), on a fail they suffer from another -1 to attack rolls and saving throws until the end of the effect. If a creature failed every saving throw against this effect and are still alive they take 5d10 necrotic and 5d10 psychic damage at the start of their first turn not suffering from this effect. Once you use this feature, you can't use it again until you finish a long rest.

Scion of Carceri

  • When you reduce a creature to 0 hit points with necrotic, poison, or persistent damaging effect it spreads to nearby foes dealing half the damage of the effect to all creatures of your choice within 10 feet of the initial creature.
  • You also gain immunity to disease and poison damage as well as the poisoned condition.

Scion of Abyss

  • As an action you can cause a creature to make a wisdom saving throw against your spell save DC, if they fail they are feared by you until the start of you next turn.
  • You can cast Bane at will.
  • When seeing a demon for the first time as a reaction you can make a charisma check to learn the name of the demon, the DC for this is equal to twice the CR of the demon. Once you use this feature it cannot be used again on the same demon.

Scion of Pandemonium

  • You emit a terrible scream that kills creatures that hear it(except for yourself). All creatures within 60 feet of you must make a constitution save equal to your spell save DC, creatures within 10 feet of you have disadvantage and creatures past 30 feet have advantage. On a failed save a creature takes 10d10 psychic damage and are stunned until the start of your next turn and suffer from permanent deafness. Once you use this feature, you can't use it again until you finish a long rest.

Scion of Ysgard

  • You focus the divine remnants of the world tree. As an action all creatures you choose that you can see in a 100 foot radius around you must make a charisma save against your spell save DC on a failure a creature takes a level of exhaustion. This feature requires concentration and last for a minute, each round that you remain concentrated creatures within 50 feet need to make the charisma save again and on a failure take another level of exhaustion.

    Scion of Beastlands

  • You get access to the druid spell list

Scion of Bytopia

  • You gain a +2 to charisma and it's maximum.
  • You can cast Calm Emotions at will.
  • Charm spells that normally have the effect of the charmed creature becoming hostile after the spell is over no longer have this effect for you.

Scion of the Fugue Plane

  • Whenever an enemy creature dies within 60 feet of the you, you may use your reaction to target it and cause an explosion of necrotic energy. Choose any number of creatures within 10 feet of the explosion to make a Constitution saving throw equal to your spell save DC. On a failed save, they take 8d6 necrotic damage and half as much on a success. If this damage kills any creatures, you may target one of the creatures killed to cause a secondary explosion but the damage is reduced to 4d6 and halved on a successful Constitution saving throw. If this secondary explosion kills any creatures, you may choose one of the creatures killed by this secondary damage to cause an explosion a third time but the damage is reduced to 2d6 or no damage on a successful Constitution saving throw. Any undead you control within the radius of the explosions regain hit points equal to half the amount of necrotic damage done. You regain use of this feature when you complete a short or long rest.

Scion of the Elements

  • You get your choice of fire, lightning & thunder, cold, or acid resistance
  • You ignore resistance and turn immunity into resistance for spells you cast of the same damage type that you chose to gain resistance to.

Favored Soul

Spells

Cantrips (0 Level)
  • Blade Ward
  • Booming Blade
  • Chill Touch
  • Dancing Lights
  • Fire Bolt
  • Friends
  • Infestation
  • Light
  • Mending
  • Primal Savagery
  • Resistance
  • Sacred Flame
  • Sapping Sting
  • Shape Water
  • Spare the Dying
  • Sword Burst
  • Thaumaturgy
  • Thorn Whip
  • Thunderclap
  • Toll the Dead (XG)
  • True Strike
  • Vicious Mockery
  • Virtue
  • Word of Radiance
1st Level
  • Bane
  • Bless
  • Cause Fear
  • Charm Person
  • Command
  • Compelled Duel
  • Cure Wounds
  • Detect Evil and Good
  • Divine Favor
  • False Life
  • Fog Cloud
  • Healing Word
  • Inflict Wounds
  • Protection from Evil and Good
  • Shield
  • Wrathful Smite
2nd level
  • Augury
  • Blindness/Deafness
  • Branding Smite
  • Calm Emotions
  • Crown Of Madness
  • Darkness
  • Darkvision
  • Detect Thoughts
  • Enhance Ability
  • Hold Person
  • Lesser Restoration
  • Silence
  • Spiritual Weapon
  • Suggestion
  • Warding Wind
3rd Level
  • Animate Dead
  • Blinding Smite
  • Conjure Barrage
  • Crusader's Mantle
  • Daylight
  • Dispel Magic
  • Elemental Weapon
  • Enemies Abound
  • Fear
  • Fly
  • Haste
  • Life Transference
  • Magic Circle
  • Mass Healing Word
  • Nondetection
  • Phantom Steed
  • Protection from Energy
  • Remove Curse
  • Revivify
  • Spirit Guardians
4th Level
  • Banishment
  • Compulsion
  • Confusion
  • Guardian of Faith
  • Locate Creature
  • Mordenkainen’s Faithful Hound
  • Shadow of Moil
  • Staggering Smite
  • Stoneskin
5th Level
  • Banishing Smite
  • Commune
  • Danse Macabre
  • Dawn
  • Destructive Wave
  • Dispel Evil and Good
  • Dominate Person
  • Enervation
  • Geas
  • Greater Restoration
  • Hallow
  • Holy Weapon
  • Mass Cure Wounds
  • Wall of Force
6th Level
  • Blade Barrier
  • Bones of Earth
  • Create Undead
  • Eyebite
  • Flesh to Stone
  • Harm
  • Heal
  • Mass Suggestion
  • Planar Ally
  • Sunbeam
  • True Seeing
7th Level
  • Crown of Stars
  • Divine Word
  • Finger of Death
  • Power Word: Pain
  • Resurrection
  • Temple of the Gods
8th Level
  • Abi Dalzim’s Horrid Wilting
  • Glibness
  • Power Word: Stun
  • Sunburst
9th Level
  • Foresight
  • Invulnerability
  • Power Word: Heal
  • Power Word: Kill

Multiclassing

Favored Soul follow all the normal rules for multiclassing. The following table function as an addition to those listed on pages 163 and 164 of the Player's Handbook.

Multiclassing Prerequisites
Class Ability Score Minimum
Favored Soul Charisma 13 or Wisdom 13
Multiclassing Proficiencies
Class Proficiencies Gained
Favored Soul You gain proficiency in light armor, medium armor, shields, and simple weapons when doing so.

Attunement

When you first take a level into this class you choose between all the spellcasting classes available in your campaign for which one you think fits best to your character in terms of attunement, after you choose this you may not change which class you count as for terms of attunement. This also halts you from counting as a seperate class so for instance if you take 5 levels of this class and you count yourself as a sorcerer then you take 15 levels into cleric you will only count as a sorcerer, the only time this would not be true is if a class feature said otherwise such as in Artificer's Magic Item Servant feature.

Varinat Rule: Spell Points

One way to modify how a class feels is to change how it uses its spells. With this variant system, a character who has the Spellcasting feature uses spell points instead of spell slots to fuel spells. Spell points give a caster more flexibility, at the cost of greater complexity.

In this variant, each spell has a point cost based on its level. The Spell Point Cost table summarizes the cost in spell points of slots from 1st to 9th level. Cantrips don’t require slots and therefore don’t require spell points.

Instead of gaining a number of spell slots to cast your spells from the Spellcasting feature, you gain a pool of spell points instead. You expend a number of spell points to create a spell slot of a given level, and then use that slot to cast a spell. You can’t reduce your spell point total to less than 0, and you regain all spent spell points when you finish a long rest.

Spells of 6th level and higher are particularly taxing to cast. You can use spell points to create one slot of each level of 6th or higher. You can’t create another slot of the same level until you finish a long rest.

The number of spell points you have to spend is based on your level as a spellcaster, as shown in the Spell Points by Level table. Your level also determines the maximum-level spell slot you can create. Even though you might have enough points to create a slot above this maximum, you can’t do so.

The Spell Points by Level table applies to bards, clerics, druids, sorcerers, and wizards. For a paladin or ranger, halve the character’s level in that class and then consult the table. For a fighter (Eldritch Knight) or rogue (Arcane Trickster), divide the character’s level in that class by three.

This system can be applied to monsters that cast spells using spell slots, but it isn’t recommended that you do so. Tracking spell point expenditures for a monster can be a hassle.

Spell Point Cost
Spell Level Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7
6th 9
7th 10
8th 11
9th 13

Awakened ARCHIVED


Spiritual Shield


When you choose this path at 2nd level, while you are not wearing any armor, your Armor Class equals 10 + your Charisma modifier + your Constitution modifier. You can use a shield and still gain this benefit.

Spirit Ward


Also at 2nd level, you have advantage on saves against any spirits.

Infusion


Beginning at 6th level, you can choose to drain essence from a creature. When you hit a creature with an attack from your favored weapon, the target must succeed on a Constitution saving throw versus your spell save DC; on a failed save, you gain temporary hit points equal to the damage caused to the creature. You can use this ability once per round.

####


Once you reach 10th level, you may as an action force all creatures of your choice within 60 feet of you to make a charisma save against your spell save DC; on a failure they take 1d4 per Favored Soul level on a success they only take half, spirits have disadvantage on the saving throw. Additionally you gain temporary hit points equal to the damage done total by this ability for an hour.

Terror Chant


At 12th level, after you cast a spell your favored weapon will deal an extra 2d6 of the weapons damage type on the next attack, if you miss it retains this damage till you actually hit.

Terror


Finally at 18th level, you can pollute creatures that come too close to you, when you use your Attrition feature, you may add an additional 1d10 of psychic damage. Also if a creature fails the saving throw they become poisoned for a minute, at the end of each of the creatures turns they may make the saving throw again to end the poisoned condition however if they fail they take 1d10 of necrotic and 1d10 of psychic each time the creature fails.

Afflicted Essence ARCHIVED


The path of taint and sorrow is how some fall to expiration but others master over emotions and use their demise as a source of power rather than one of degradation. Madness can take many forms the Favored Soul refines it with divination, those that are afflicted rake pugnacity on aberrants and those unbeknownst to the favored soul alike. Whether cursed for eternity by a plague lord or bearing the duty of a god the Afflicted are less of an entity and more of a husk then when they began in this world.

Attrition


When you choose this path at 2nd level, you give off an aura that weakens creatures around you. When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to deal 1d4 necrotic damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC. The necrotic damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.

Instability


Also at 2nd level, your mind is so full of turmoil that your thoughts cannot be read and telepathy does not work on you. You gain a permanent and incurable indefinite madness(page 260 in Dungeon Master's Guide). However you also become immune to madness from sources other than this feature and you gain advantage on Wisdom and Charisma saving throws. If a Wish spell or something similar effects you with the intention to cure you of your indefinite madness then you lose all features of this subclass until the end of your next long rest after which you will regain your indefinite madness and the rest of the features from the subclass.

Bedlam


Upon reaching 6th level, you can use your action to afflict short-term madness on all creatures of your choice within 30 feet of you. On a failed Wisdom saving throw against you spell save DC, the creatures are randomly afflicted with a short-term madness determined by the Short-Term Madness Table (DMG pg. 259). This madness lasts for one minute or until the creature takes damage. Once you use this feature, you can’t use it again until you finish a long rest.

Short Term Madness table
d10 [] Effect (lasts 1d10 minutes)
1 The character retreats into his or her mind and becomes Paralyzed. The Effect ends if the character takes any damage.
2 The character becomes Incapacitated and spends the Duration screaming, laughing, or weeping.
3 The character becomes Frightened and must use his or her action and Movement each round to flee from the source of the fear.
4 The character begins babbling and is incapable of normal Speech or Spellcasting.
5 The character must use his or her action each round to Attack the nearest creature.
6 The character experiences vivid hallucinations and has disadvantage on Ability Checks.
7 The character does whatever anyone tells him or her to do that isn’t obviously self-­ destructive.
8 The character experiences an overpowering urge to eat something strange such as dirt, slime, or offal.
9 The character is Stunned.
10 The character falls Unconscious.

Dread


Once you reach 10th level, when attacking with your favored weapon, an a roll of 20 you automatically cast Phantasmal Killer on the target of the attack, this does not cast any spell points and does not require concentration but as normal it last for only a minute.

Billow


At 12th level, when another creature attempts to charm or frighten you, you can use your reaction to attempt to turn the charm or frighten back on that creature. The creature must succeed on a Wisdom saving throw against your favored soul spell save DC or be under the effects of a short-term madness which you roll for 1 minute or until the creature takes any damage. If the creature succeeds the saving throw you are automatically effected unless otherwise immune.

Epidemic


Finally at 18th level, you can pollute creatures that come too close to you, when you use your Attrition feature, you may add an additional 1d10 of psychic damage. Also if a creature fails the saving throw they become poisoned for a minute, at the end of each of the creatures turns they may make the saving throw again to end the poisoned condition however if they fail they take 1d10 of necrotic and 1d10 of psychic each time the creature fails.