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Unholy

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UnholyOG

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About this mod

Are you a big fan of NPC's? Do you enjoy punching and kicking your enemies?

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Thank you for checking out my mod  :)

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Known issues:
Class/Subclass icons appearing too large at the level up screen and minor complications with the user interface when using a controller.

Some features:

Custom action resource
 

-
Custom spells and passives

Starting Hit Points -

Hit Points per level - 

Primary ability - None

Spellcasting ability
 - None

Proficiencies - None

Saving throws -  
 Dexterity
 
Wisdom

Tags -  
  Druid,  
 Monk

Skill List - 
 
Acrobatics, 
Animal Handling, 
 Athletics,
 
  History, 
Arcana, 
Insight,

 Medicine, 
 Nature, 
Perception, 
 Religion, 
 Stealth, 
Survival


Equipment
Monastic Robes, 
Drow Leather Gloves, 
Drow Leather Boots, 
Homely Clothes,

 Tasteful Boots, 
Underwear, Letterbox, Camp Supply Sack, 
Supply Pack, Alchemy Pouch, Keychain, 
Scroll Of

Revivify, 
Potion Of Healing x2

(If Autosort Containers is installed - Scroll Case, Quiver, Potion Pouch, Grenade Box, Coating Vials)

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Main class (Soulshifter) level progression


Level 1 - Select 2 Skills to be proficient in 

 Soul Points:
2 

Passives
 - 
 
Communicate With Creatures (While in your original form you have Advantage on dialogue checks and have

the ability to comprehend and speak to various creatures.)

 Unarmed Combatant
(All of your abilities are hindered while wearing armour, using a shield, or holding a weapon.) 

 Soul Thrower (
You can use your Action to throw a Soul orb.) 

 Non-Verbal Spellcasting (
While Soulshifted, you can cast spells learned without the need for a vocal component.

Cantrips learned through Soulshifting do not scale with your level.)


 Soulshift (This entity is able to change its form by Soulshifting.) 

Spells
 Soul Guidance (Guidance with a +1d6.) 

 Soul Orb (
Throw a Soul orb.)

 Soulshift (
Soulshift into a creature of your choice. While Soulshifted your maximum Hit points cannot be increased or

decreased by any means. You and your summoned creatures unarmed and weapon attacks become Magical. You lose all of

your abilities and gain all of the abilities of the creature you Soulshift into. Stronger creatures require more Soul points.

Reaching 0 Hit Points reverts you to your original form. When you Soulshift into a creature or return to your original form

by any means, your Concentration is broken.)

 Soulshift: Goblin (
Transform into a Goblin.)


Level 2  
Passives - 
 
Soulshifted Prowess (You gain a +1 bonus to Ability checks while Soulshifted.)

 Additional Soulshift Form (As your power grows you are able to Soulshift into a wider array of creatures. Some

Soulshift forms will temporarily revert you to your original form for dialogue.)


Spells
 - 
 
Unbreakable Soul (When activated you can't be moved against your will by any spell or action and you deflect

incoming projectiles.)

 Soulshift: Dryad (
Transform into a Dryad.)

Level 3

Spells
 - 
 
Soul Guardian (Summon your soul guardian that takes the form of a hamster. Its bite deals magical damage

and it can be thrown to blind a target.)

 Soulshift: Ogre (
Transform into an Ogre.)

Level 4 
Feat
Spells - 
 Soulshift: Hobgoblin
(Transform into a Hobgoblin.), 

 
 Soulshift: Giant Eagle 
(Transform into a Giant Eagle.), 
 Soulshift: Hook Horror (Transform into a Hook

Horror.)


Level 5 
 Soul Points:1
 

Passives
 -  
 
Soulshifted Prowess (You gain a +1 bonus to Ability checks and Attack rolls while Soulshifted.)

Spells
 - 
 Mist Stance 

 Regain Soul Points (
Regain 3 Soul Points)

 
 
Soulshift: Redcap (Transform into a Redcap.)


Level 6 - 
Passives - 
 
Soul Empowered Strikes (Your unarmed attacks and Soul Orbs count as magical damage.), 
Destroy

Objects (
When this entity strikes an item or object with a Melee unarmed attack it will always be a Critical hit.)

Spells 
 Soulshift: Gnoll (Transform into a Gnoll.)


Level 7
Spells - 
 
Soulshift: Myconid (Transform into a Myconid.)


Level 8 
Feat
Passives
 -   
 
Soulshifted Prowess (You gain a +1 bonus to Ability checks, Attack rolls, and Damage rolls while Soulshifted.)

 Soul Improvement
(Forms that cost 1 Soul Point receive an increase to their ability scores and an increase to maximum

Hit points. This buff is also applied to any summoned creatures.)


Spells
 - 
 Soulshift: Spectator (Transform into a Spectator.)


Level 9  
 Soul Points:1
 


Spells
 - 
 
Elemental Fist (Imbue your body with elemental power. Your unarmed attacks and Soul Orbs deal an

additional 1d4 damage of your choice.)

 
 Soulshift: Mummy
(Transform into a Mummy.)

Level 10 
Passives - 
 
Body and Soul (You can't be affected by disease.)

Spells
 - 
 
Soulshift: Djinni (Transform into a Djinni.)

 Soul Resistance (Resistance with a +1d6.)

 Commanders Strike

Level 11 
Passives - 
 Tranquility, 
 Soul Thrower (
You can use your Action to throw a Soul orb. Soul orbs will create an

explosion in a 2.5m/8ft. radius around the target, dealing 1d4 Bludgeoning damage to nearby enemies.) 


 
Soulshifted Prowess (You gain a +1 bonus to Ability checks, Attack rolls, Damage rolls, and Saving throws while

Soulshifted.)

 Soul Improvement 
(Forms that cost 1 or 2 Soul Points receive an increase to their ability scores and an increase to

maximum Hit points. This buff is also applied to any summoned creatures.)


Spells - 
 
Soulshift: Mindflayer (Transform into a Mindflayer.)

Level 12
Feat
Spells
 - 
 
Soulshift: Ghost (Transform into a Ghost.)

Level 13 
 Soul Points:1
 


Passives
 - 
 
Shining Soul Guardian (Your Soul Guardian gains the following improvements: Can now use Dash,

Disengage, and Hide as a Bonus action. Gains extra attack and its bite can cause Gaping

wounds (Constitution save). Also gains Soul Aura protecting itself and nearby allies from being Stunned.)


Spells
 - 
 
Elemental Fist (Imbue your body with elemental power. Your unarmed attacks and Soul Orbs deal an

additional 1d6 damage of your choice.), 
  
Virulent Rebuke (Grant yourself a vengeful aura that deals 2d4 Force damage

to anyone who hits you with a melee attack. The attacker is also pushed back 6m/20ft. and knocked Prone.)


 Soulshift: Cambion (
Transform into a Cambion.)

Level 14 
Passives - 
 
Soulshifted Prowess (You gain a +1 bonus to Ability checks, Attack rolls, Damage rolls, Saving throws, and

Spell save DC while Soulshifted.)

 Soul Improvement 
(Forms that cost 1, 2 or 3 Soul Points receive an increase to their ability scores and an increase to

maximum Hit points. This buff is also applied to any summoned creatures.)


Spells - 
Soulshift: Dark Justiciar
(Transform into a Dark Justiciar.)

Level 15 
Spells - 
 Soulshift: Countermeasure (Transform into a Countermeasure.)

Level 16
Feat

Spells
 - 
 
Soulshift: Slayer (Transform into a Slayer.)

Level 17
 Soul Points:1


Passives
 -  
 
Soulshifted Prowess (You gain a +1 bonus to Ability checks, Attack rolls, Damage rolls, Saving throws,

Spell save DC, and Initiative while Soulshifted.)

 Soul Improvement 
(Forms that cost 1, 2, 3, or 4 Soul Points receive an increase to their ability scores and an increase to

maximum Hit points. This buff is also applied to any summoned creatures.)


Spells
 -  
 
Elemental Fist (Imbue your body with elemental power. Your unarmed attacks and Soul Orbs deal an

additional 1d8 damage of your choice.)


 Soul Empowerment
(Infuse your allies with powerful energy derived from your soul. They gain 20 temporary Hit

points and deal an additional 2d6 damage of your choice with Weapon attacks until they lose their temporary Hit points.)


 Soulshift: DeathKnight
(Transform into a DeathKnight.)

Level 18
 
Spells -  
 Rejuvenate (Emanate a soothing aura that heals any nearby allies for 1d4 Hit points at the start of

your turn.)


Level 19
Nothing

Level 20

Feat
Passives
 -  
 
Soulshifted Prowess (You gain a +1 bonus to Ability checks, Attack rolls, Damage rolls, Saving throws,

Spell save DC, Initiative, and attackers cannot land Critical hits on you while Soulshifted.)

 Soul Improvement 
(Forms that cost 1, 2, 3, 4, or 5 Soul Points receive an increase to their ability scores and an increase

to maximum Hit points. This buff is also applied to any summoned creatures.)


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Subclass (Specter) level progression:

Level 1

Passives - 
Deft Strikes (
Unarmed attacks deal 1d4 Bludgeoning damage.)

 Bonus Unarmed Strike
(You can make Unarmed attacks as a Bonus action.)

 Spectral Sight
(Can see in the dark up to 18m/60ft.)

 Naturally Stealthy
(Has Advantage on Stealth checks.)

Level 2
Passives - 
Spectral Movement (
Your movement speed increases by 3m/10ft.)

Level 3
Passives - 
 Deft Strikes (
Unarmed attacks deal 1d6 Bludgeoning damage.)

 Mobile: Evade Opportunity Attack
(If you move after making a melee unarmed attack, you don't provoke Opportunity

Attacks from your target. The effect still works if your attack misses.)


Spells 
Hide
(As a Bonus action.)

 Spectral Knock
(Unlock any object that is being held shut.)

Level 4
Spells - 
Minor Illusion 


Level 5 
Passives 
 Tavern Brawler


Spells
 - 
 Speak With Dead

 Menacing Howl 

 Cloak Of Shadows


Level 6 
Passives 
 Spectral Movement (
Your movement speed increases by 4.5m/15ft.)

 Land's Stride (
You are an expert at moving through Difficult terrain, it no longer slows you down and you can jump an

additional 6m/20ft.)

 Defence (
You gain a +1 bonus to Armour class.)

Spells 
Shadow Step (
Teleport from shadow to shadow. Afterwards, you have Advantage on your next melee

unarmed Attack roll.

 Shadow Torrent (Call on the darkness to drag your target 9m/30ft. towards you.)

 Vampiric Shout (Vent a malevolent shout. Wound nearby foes and heal the same amount as damage dealt. Does not

affect Constructs or Undead.)


Level 7 
Passives 
 Evasion


Spells 
Vile Oblivion (
All nearby targetable light sources get extinguished.)  

Level 8 
Passives - 
Spectral Scales (
All incoming damage is reduced by 1.)

 Dungeon Delver: Resist Traps
 

Spells
 - 
Stunning Gaze (
The target is stunned until the end of its next turn.),  
 Throat Punch
(Execute a

devastating blow that will leave the target unable to speak.)


Level 9
Passives - 
Relentless Spirit (
Once per Short rest when you drop to 0 Hit points you regain 1d12 Hit points instead of

being Downed.)

 
 Deft Strikes (
Unarmed attacks deal 1d8 Bludgeoning damage.)

  
Unarmed Fighting (When you roll a 1 or 2 on a damage die for a melee unarmed attack that die is rerolled once.)

Level 10
Passives -  
 Spectral Movement (
Your movement speed increases by 6m/20ft.) 

 Defence (
You gain a +2 bonus to Armour class.)


Level 11

Spells
 - 
Dreadful Release (
Unleash a burst of terrifying energy.), 
Disarming Blow (
Force a creature to drop its

weapon.) 


Level 12
Passives - 
Isolated Prey (This creature has Advantage on Attack rolls against targets that do not have an ally within

1.5m/5ft. Activates if the targets allies are Incapacitated.)

 Dungeon Delver: Perception

Spells - 
 Aura Of Terror
(Enemies have Disadvantage on Attack rolls and Saving throws while within 3m of you.)

Level 13 

Spells
 - 
 
Draining Jab (Absorb a creatures abilities by striking at their meridians.),

 Brand Of Bludgeoning (
Mark a target making them Vulnerable to Bludgeoning damage unless they are Immune to

Bludgeoning damage. If the target is Resistant to Bludgeoning damage, remove their Resistance for the duration of the

spell.)


Passives - 
 Sentinel: Vengeance 

 Sentinel: Opportunity Advantage  

 Savage Attacker
(When making melee unarmed attacks you roll your damage die twice and use the highest result.) 

Level 14
Passives - 
 Defence (
You gain a +3 bonus to Armour class.)


Level 15
Passives - 
 Perfect Sentry 


Level 16
Nothing

Level 17
Passives - 
Brutal Critical
(Reduce the number you need to roll a Critical hit by 1. When you land a Critical hit with a

melee unarmed attack you roll an extra damage die as well as the normal additional critical die.)


Level 18 

Passives
 - 
 Mage Slayer: Saving Throw Advantage

 Mage Slayer: Attack Caster  

 Mage Slayer: Break Concentration


Level 19
Passives - 
Expert (
Your talents are unmatched. When toggled on you gain the following Passives: Durable, Sentinel:

Snare, and Athlete: Standing Up.)


Level 20
Nothing

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Soul Guardian Abilities: 

Hit points
: 
Initial
 - (10), Upgraded - (19)

Weight:  
 1kg/2lb

Abilities
:
 Initial - [
STR (8), 
DEX (18),  
CON (8),  
INT
 (4), 
WIS (10),  
CHA (4)]

Upgraded - [
STR (10), 
DEX (20),  
CON (10),  
INT
 (6), 
WIS (12),  
CHA (6)]

Darkvision Range: 
 12m/40ft

Spellcasting Ability: Dexterity 

Unarmed Attack Ability: Dexterity

Ranged Unarmed Attack Ability: Dexterity

Proficiencies: None

Saving throws
:
 None

Personal Status Immunities:  None

Base Armour Class: 
 15

Resources: 
 
ActionPoint:1
 
BonusActionPoint:1
 
Movement:9m/30ft., 
 
ReactionActionPoint:1,

Resistances:  None


Spells

 
 Hide,  
 Dash,  
 Disengage,  
 
Jump,  
 Bite

 
Passives: 
Darkvision
Opportunity Attack
Blinding Throw (When this creature is thrown, the target is blinded

for 1 turn.)


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Shining Soul Guardian Abilities: 

Spells
 Dash (Bonus Action), 
  Disengage (Bonus Action), 
Hide (Bonus Action)

Passives:  
Extra Attack (You can make an additional free attack after making an unarmed or weapon attack.),  


Aura Of Unflinching (Protects itself and any nearby allies from being Stunned.), 
 Bite can now cause 
 Gaping Wounds

and 
 Bleeding (Constitution save). 


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There is a Dummy level at 21.

Enjoy!

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Other mods made by meKith'rak Class and Gish Subclass Increased Difficulty & Arachnid Potion & Immersive Gear

& Nephalem Class with Order Heritage and Chaos Heritage Subclasses

Mods I use: Autosort Containers, Better Character And Party Panels, Dice Set ExpansionExtra Dyes, Normal Half Illithid, Normal Volos Eye


If you like this mod please consider endorsing it.