Soul

Clerics who follow the Soul Domain generally follow evil deities, and are able to bolster their clerical power by draining the very soul and life essence of their target. These clerics have a tendency to make those around them uncomfortable; their connection to the negative energy plane makes them gaunt, pale, and cold, both in body temperature and temperament.

Clerics of the soul domain can be found worshipping almost any evil deity, or any deity with power over destruction, death, war, battle, or the like; while not all such clerics are themselves evil, to meet a goodly soul mage is rare beyond rare.

Soul Domain Spells
Cleric Level Spells
1st Hellish rebuke, ray of sickness
3rd Crown of madness, caster’s fury*
5th Animate dead, vampiric touch
7th Blight, black tentacles
9th Brothers in arms*, dominate person

Soul Mage

When you choose this domain at 1st level, you gain the ability to drain others to gain soul points. To drain another, once per round you may choose a target you can see within 60 feet.

That target must succeed at a Charisma save against your spell save DC. Allies make this save at disadvantage; enemies make this save at advantage. If the saving throw fails, the target loses 1d4 points of Constitution and you gain the same amount in Soul Points.

Each Soul Point you gain can be exchanged for an additional use of Channel Divinity, or to regain expended spell slots.

If the target is an enemy, the effect is instantaneous and ends.

If the target is an ally, the effect is persistent; once a link with an ally is made, it is not easy for a mage to stop draining life. You drain another 1d4 points each round, and gain equivalent Soul Points, unless your target chooses to spend the entire round (during which they can take no actions, reactions or bonus actions) attempting to sever the bond by making a successful Charisma save (at disadvantage for allies, and advantage for enemies), or you spend an action to make a Wisdom save against your own spell save DC to sever the link. If both you and the target choose to sever the link, severing is automatic, but still costs you an action and costs your target a full round.

Targets reduced to zero Constitution are also reduced to zero hit points, incapacitated, and must begin to make Death Saves. Constitution loss from this ability returns after the victim completes a long rest. Soul points gained from this ability last until the end of an encounter.

You may use soul points to gain additional uses of channel divinity, or to recover expended spell slots.

Channel Divinity. Each soul point you expend grants one additional use of Channel Divinity. This use of Channel Divinity must be used immediately upon converting the soul point and cannot be “Banked” for later use.

Spell Slot Recovery. You may also use soul points to recover expended spell slots. Recovering an expended spell slot costs double the level of spell slot you wish to recover (thus, recovering a first level spell slot requires 2 Soul Points, and a third level slot requires 6 Soul Points).

You may use the soul drain ability as many times as you like during one encounter. After an encounter in which you use the soul drain ability ends, you must complete a long rest before using it again. At tenth level, after using this ability, you must complete a short or a long rest before using it again.

Channel Divinity: Dark Healing or Harm

At second level, you may expend one or more uses of Channel Divinity to cause harm to an opponent. To heal, choose one target you can see within 60 feet. That target rolls one hit die per use of Channel Divinity you spend (minimum one hit die) and heals the result in hit points. These hit dice are expended just as though the target had done so during a short rest. You may target yourself with this ability.

If you choose to harm another, choose a target you can see within 60 feet and make a ranged spell attack. If you succeed, you deal 3d8 points of psychic damage to the victim, plus 1d8 per use of Channel Divinity spent (minimum 1d8). You may expend as many uses of Channel Divinity as you like, up to the maximum you have left.

Improved Dark Healing or Harm

Beginning at sixth level, you may split the dice for your healing or harm among multiple targets. You may choose as many targets as you like, to a maximum of the number of Channel Divinity uses you expend. Thus, if you expend three uses of Channel Divinity, you may choose up to three targets, dividing the uses among targets as you like. You may heal one target for 1 hit die and damage another for 2d8, you may damage 3 targets for 1d8 each, etc.

If you choose to damage multiple targets, you make only one ranged spell attack regardless of how many targets you choose, and compare the result to each target’s AC separately.

Enervate

At eighth level, you gain the ability to weaken those around you by attacking their life force. Choose one target you have damaged using a spell or a use of Channel Divinity. That target is enervated, suffering disadvantage on all attacks, ability checks and saving throws until the end of its next turn. At the end of the victim’s next turn, they must make a Wisdom saving throw against your spell save DC. If they succeed, they free themselves from the effect. If they fail, they remain enervated. The victim can repeat the save at the end of each of its turns, ending the effect on itself with a success.

After using this ability, you must complete a short or a long rest before using it again.

Supreme Dark Healing or Harm

At 17th level, when you use Dark Healing or Harm, instead of rolling dice to see how much damage you heal or deliver, you automatically deal the maximum value in healing or harm on all dice that would normally be rolled. Thus, if you spend three uses of Channel Divinity to harm a foe, you deal 24 points of damage (or 8 points of damage to three targets, or 16 to one and 8 to another, etc.) If you expend three uses of Channel Divinity to heal a sorcerer who has a d6 hit die, they spend 3 hit dice and heal 18 damage (3d6 and all dice treated as a result of 6).

Section 15: Copyright Notice

5th Edition Players Guide to Airhde, 1st Printing, Copyright 2019, Troll Lord Games; Author Jason Vey & Stephen Chenault