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  1. Abilities

Subclass - Pnevmamancer

Subclass

The School of Pnevmamancy, or colloquially Soul Magic, is often seen as being linked closely to necromancy however is completely different. Pnevmamancers operate by enhancing ones soul or crushing it, this is achieved by manipulating the fundamental vibrations of ones being. Due to people linking this magic to necromancy it is often demonised and outlawed, which has led to this already rare school of magic becoming almost extinct.

 

Soul Tether

Starting at level 2 when you select this school, you manifest part of your soul and link it with another creatures, contact is needed to initiate the tether however once made can be a maximum of 30 feet long. The tethered creature gains plus 2 AC and all attack rolls gain 1d6 Necrotic damage. They also gain the benefits of class features that are specified.

At 6th level, you can give part of your own vitality to a targeted tethered creature. You take 2d8 damage and the tethered creature heals equal to the damage taken.

 

Permeation

At 2nd level, your spiritual presence has a noticeable affect on those around you. All creatures hostile to the party and in a 10 feet radius take damage equal to the table above. This feature is linked to Soul Tether, meaning the attacks of the tethered creature gain this damage. This feature is also passive and always active unless unconscious or affected by anti-magic.

 

Devour

Beginning at 6th level, any creature that dies within a 30 feet radius will have its soul sucked towards you. This will heal you for half of the creatures original max hit points, any extra over your max can be gained as temporary hit points, however you can have no more than half of your max health in extra temporary hit points. This feature is linked to Soul Tether, meaning the total healing is split between you and the tethered creature. This feature is also passive and always active unless unconscious affected by anti-magic, or intentionally turned of by the user.

 

Soul Devastation

Beginning at 10th level, you can sacrifice your own hit points putting you to 1 (the amount sacrificed must be more than 50). Doing this will increase the radius of Soul Permeation to 60 feet and increase the damage to 10d8 for 3 turns. For every 5 health after 50 health sacrificed the damaged is increased by 1d6.

 

Spirit Surge

Starting at 14th level, you can amplify the soul of a tethered target to almost super human levels. For all attack rolls they will guarantee a Critical Hit unless an unmodified 1 is rolled. This effect lasts for 3 rounds and can only be used once per long rest. Action Surge cannot be activated while this ability is active.