> [!warning]
> This page is a work in progress. Information on this page is subject to change.
# Soul Weaver
*Version 0.5*
| **Class Overview** | |
| ------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| **Primary Ability** | [[Constitution]] |
| **Hit Point Die** | D6 per Soul Weaver level |
| **Save Proficiencies** | - [[Constitution]]<br>- [[Charisma]] |
| **Skill Proficiencies**<br>_(Choose two)_ | - [[Arcana]]<br>- [[Insight]]<br>- [[Medicine]]<br>- [[Perception]]<br>- [[Religion]]<br>- [[Survival]] |
| **Weapons<br>Proficiencies** | - [[Simple weapons]] |
| **Armor<br>Proficiencies** | - [[Light armor]]<br>- [[Medium armor]]<br>- [[Shield\|Shields]] |
| **Tool <br>Proficiencies** | - [[Weaver's Tools]] |
| **Starting <br>Equipment** | - 1 [[Quarterstaff]] <br>- 2 [[simple weapons]] or 1 [[light crossbow]] and 20 [[Crossbow Bolts]]<br>- [[Light armor]]<br>- 1 [[Diplomat's Pack]]<br>- 1 set of [[Weaver's Tools]]<br>- 15 🅖 |
| **Subclasses**<br>*(Soul Weaving Legions)* | - [[#Legion of Annihilation]]<br>- [[#Legion of Manipulation]]<br>- [[#Legion of Mending]]<br>- [[#Legion of Warding]] |
## Class Features
| **Level** | **Features** | **Soul Die<br>Value** | **Soul Link<br>Count** | **Proficiency <br>Bonus** |
| --------- | ------------------------------------------------------------------ | --------------------- | ---------------------- | -------------------------- |
| 1st | [[#Soul Burn]], [[#Spellcasting]] | 1d4 | 3 | +2 |
| 2nd | [[#Extract Essence]], [[#Studied Soul]] | 1d4 | 3 | +2 |
| 3rd | [[#Soul Link]], [[#Subclass: Soul Weaving Legion]] | 1d4 | 3 | +2 |
| 4th | [[#Ability Score Improvement]] | 1d4 | 3 | +2 |
| 5th | [[#Subclasses – Soul Weaver Legions\|Soul Weaving Legion Feature]] | 1d4 | 4 | +3 |
| 6th | [[#Spiritual Rejuvenation]] | 1d6 | 4 | +3 |
| 7th | [[#Soul Link Enhancement]] | 1d6 | 5 | +3 |
| 8th | [[#Ability Score Improvement]] | 1d6 | 5 | +3 |
| 9th | [[#Subclasses – Soul Weaver Legions\|Soul Weaving Legion Feature]] | 1d6 | 6 | +4 |
| 10th | [[#Soul Savant]] | 1d6 | 6 | +4 |
| 11th | [[#Extract Arcana]] | 1d8 | 6 | +4 |
| 12th | [[#Ability Score Improvement]] | 1d8 | 6 | +4 |
| 13th | [[#Subclasses – Soul Weaver Legions\|Soul Weaving Legion Feature]] | 1d8 | 7 | +5 |
| 14th | — | 1d8 | 7 | +5 |
| 15th | [[#Soul Link Mastery]] | 1d8 | 8 | +5 |
| 16th | — | 1d10 | 8 | +5 |
| 17th | [[#Subclasses – Soul Weaver Legions\|Soul Weaving Legion Feature]] | 1d10 | 9 | +6 |
| 18th | [[#Spiritual Awakening]] | 1d10 | 9 | +6 |
| 19th | — | 1d10 | 9 | +6 |
| 20th | [[#Boundless Soul]] | 1d10 | 10 | +6 |
### Level 1
#### Soul Burn
> At first level, you learn how to burn away the outer fringes of your soul, sacrificing some of your own vitality to enhance your other abilities. You gain access to Soul Dice, dice which represent this manipulation of lifeforce.
>
> ***Soul Dice.***
> Your Soul Dice start as d4's and gradually grow as you acquire levels in this class. See the class features table above.
>
> You may roll and add Soul Dice to any d20 roll you make as a reaction but before knowing the outcome. If you wish to use Soul Burn to augment another creature's d20 roll, you must be able to see said creature. Upon rolling, you add the total to the d20 roll, then you receive d6's in force damage equivalent to the number of Soul Dice used. This force damage can’t be reduced in any way.
>
> For example, if you're a 3rd-level soul weaver who sees a an allied ranger making a ranged attack, you may add 2 of your Soul Dice, 2d4, to their d20 roll. If the ranger rolled a 12 to hit, and you rolled 6 from your 2d4 Soul Dice roll, the new total would be 18 to hit. You'd then take 2d6 in force damage.
>
> You may use a number of Soul Dice equal to your [[Proficiency Bonus]] per long rest.
#### Spellcasting
> You’ve studied the workings of the soul and how to cast spells by channeling the magical energy that resides in and flows around living beings. To observers, you don't appear to be casting spells in a conventional way; you appear to weave the energy emanating from living creatures.
>
> ***Ready to Weave.***
> You produce your soul weaver spell effects through the use of [[Weaver's Tools]]. You must have [[Weaver's Tools]]—as they function as a spellcasting focus—in hand when you cast any spell with this Spellcasting feature (meaning the spell has an ‘M’ component when you cast it). You must be proficient with [[Weaver's Tools]] to use them in this way.
>
> ***Cantrips.***
> At 1st level, you know two cantrips of your choice from the [[soul weaver spell list]]. At higher levels, you learn additional artificer cantrips of your choice, as shown in the Cantrips Known column of the Spellcasting table.
>
> When you gain a level in this class, you can replace one of the soul weaver cantrips you know with another cantrip from the soul weaver spell list.
>
> ***Preparing and Casting Spells.***
> The Spellcasting table shows how many spell slots you have to cast your soul weaver spells. To cast one of your soul weaver spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
>
> You prepare the list of soul weaver spells that are available for you to cast, choosing from the soul weaver spell list. When you do so, choose a number of soul weaver spells equal to your Constitution modifier + half your soul weaver level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
>
> For example, if you are a 5th-level soul weaver, you have four 1st-level and two 2nd-level spell slots. With an Constitution of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell [[Cure Wounds]], you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.
>
> You can change your list of prepared spells when you finish a long rest. Preparing a new list of soul weaver spells requires time spent weaving soul energy and meditating with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.
>
> ***Spellcasting Ability.***
> Constitution is your spellcasting ability for your soul weaver spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Constitution whenever a soul weaver spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a soul weaver spell you cast and when making an attack roll with one.
>
> **Spell save DC** = 8 + your proficiency bonus + your Constitution modifier
> **Spell attack modifier** = your proficiency bonus + your Constitution modifier
>
> ***Ritual Casting.***
> You can cast an soul weaver spell as a ritual if that spell has the ritual tag and you have the spell prepared.
>
> ***Sacrificial Casting.***
> When casting a 1st level spell or higher using a soul weaver spell slot, afterwards, you roll 1d6 for each level of spell cast and take the damage as force damage of which cannot be reduced in any way.
>
> For example, if you cast the second level [[Hold Person]] spell and roll 2d6 resulting in a 9, you would suffer 9 force damage and successfully cast the spell.
>
> Damage taken from sacrificial casting doesn't impact concentration in any way.
| Level | Cantrips | 1st | 2nd | 3rd | 4th | 5th |
| ----- | -------- | --- | --- | --- | --- | --- |
| 1st | 2 | 2 | — | — | — | — |
| 2nd | 2 | 2 | — | — | — | — |
| 3rd | 2 | 3 | — | — | — | — |
| 4th | 2 | 3 | — | — | — | — |
| 5th | 2 | 4 | 2 | — | — | — |
| 6th | 2 | 4 | 2 | — | — | — |
| 7th | 2 | 4 | 3 | — | — | — |
| 8th | 2 | 4 | 3 | — | — | — |
| 9th | 2 | 4 | 3 | 2 | — | — |
| 10th | 3 | 4 | 3 | 2 | — | — |
| 11th | 3 | 4 | 3 | 3 | — | — |
| 12th | 3 | 4 | 3 | 3 | — | — |
| 13th | 3 | 4 | 3 | 3 | 1 | — |
| 14th | 4 | 4 | 3 | 3 | 1 | — |
| 15th | 4 | 4 | 3 | 3 | 2 | — |
| 16th | 4 | 4 | 3 | 3 | 2 | — |
| 17th | 4 | 4 | 3 | 3 | 3 | 1 |
| 18th | 4 | 4 | 3 | 3 | 3 | 1 |
| 19th | 4 | 4 | 3 | 3 | 3 | 2 |
| 20th | 4 | 4 | 3 | 3 | 3 | 2 |
---
### Level 2
#### Extract Essence
> At 2nd level, you learn how to search through another creature's soul and extract the essence of what makes them capable and talented in their class. To extract another creature's essence in this way, you must meditate for 1 hour with your left hand touching their forehead and your right hand touching their chest.
>
> The feature you extract stays with you until you finish a long rest or until you decided to shed the extracted essence. Upon successfully extracting a creature's essence, you take 2d6 force damage. This damage can’t be reduced in any way.
>
> If you take enough damage from Extract Essence to render you [[Unconscious]], the feature fails and you must wait until you've completed a long rest to attempt Extract Essence again.
>
> Upon successfully extracting a creature's essence, you temporarily gain the class feature of your choice from the list below. Effects of the extracted feature function as if you are 2nd level in that class; however, you utilize your ability scores to execute the selected class feature.
>
> If you attempt to extract essence from a creature against their will, the creature must succeed on a Charisma saving throw against your spell save DC to resist. If the creature is hostile towards you, or would be hostile, they make their saving throw with advantage. Upon a successful save, the creature is immune to this feature for the next 24 hours.
>
> You choose one feature to extract from the following lists:
> - **Essence of Artificer.** Infuse Item, Magical Tinkering, or Spellcasting
> - **Essence of Barbarian.** Danger Sense, Rage, Reckless Attack, or Unarmored Defense
> - **Essence of Bard.** Bardic Inspiration, Jack of All Trades, Song of Rest, or Spellcasting
> - **Essence of Cleric.** Channel Divinity, or Spellcasting
> - **Essence of Druid.** Druidic, Spellcasting, or Wild Shape
> - **Essence of Fighter.** Action Surge, Fighting Style, or Second Wind
> - **Essence of Monk.** Ki, Martial Arts, Unarmored Defense, or Unarmored Movement
> - **Essence of Paladin.** Divine Sense, Divine Smite, Fighting Style, Lay on Hands, or Spellcasting
> - **Essence of Ranger.** Favored Enemy, Fighting Style, Natural Explorer, or Spellcasting
> - **Essence of Rogue.** Cunning Action, Expertise, Sneak Attack, or Thieves' Cant
> - **Essence of Warlock.** Eldritch Invocations, or Spellcasting
> - **Essence of Wizard.** Arcane Recovery, or Spellcasting
> [!Info]- Optional Class Features
> Optional class features up to 2nd level, which directly impower base class features apply if they do so for the creature you're extracting essence from. For example, if a bard benefits from the optional class feature, Magical Inspiration, then so would you if you choose to extract the Bardic Inspiration class feature.
>
> The same logic applies to the cleric's feature, Channel Divinity and the optional class feature, Harness Divine Power.
> [!Info]- Spellcasting
> When choosing to extract the class feature Spellcasting, you gain access to that classes spell list rather than the structural set up of their Spellcasting feature. Once extracted, you may reselect your spells for the duration of the extraction but loose access to the extracted spells once this feature ceases. Your spellcasting ability modifier, spell save DC, and available spell slots are unchanged, and you still take damage as noted in the [[#**Sacrificial Casting**|Sacrificial Casting]] section above.
>
> For example, if you use Extract Essence to extract Spellcasting from a cleric, you'd gain access to the cleric spell list and subclass spells available to said cleric and would reselect spells based on the newly added spells available to you.
> [!Info]- Channel Divinity and Eldritch Invocations
> When choosing to extract Channel Divinity or Eldritch Invocations, you only gain access to what the other creature has access to through that class feature.
>
> For example, if you extract the Channel Divinity class feature from a Cleric, and they are a Life Domain Cleric, you'd gain access to both Turn Undead, and their Preserve Life Channel Divinity features. In this example, you would never gain access to Blessed Healer however, because you may only extract features up to 2nd level.
>
> Similarly, if you extract Eldritch Invocations from a Warlock, you gain access to 2nd level Eldritch Invocations that are utilized by the creature you extract them from.
#### Studied Soul
> At 2nd level, you've developed a keen eye for seeing the subtle differences between varying creatures' souls—making you an expert at spotting similarities and differences between different creature types.
>
> As an action, you can examine a creature you can see within 60 feet. You learn the creature's type (humanoid, fey, fiend, etc.). You may decide to expend any number of Soul Dice to learn the following mechanics about the creature:
> 1. One of the creature's traits
> 2. The creature's condition resistances
> 3. The creature's damage resistances
> 4. The creature's highest ability score
>
> You then suffer a number of d6's as force damage equal to the number of Soul Dice used. This damage cannot be reduced in any way.
---
### Level 3
#### Soul Link
> At 3rd level, your esoteric talents grow even further. You can now weave and link the incorporeal strands of spiritual energy that exists with and between living souls.
>
> As an action, you weave supernatural threads of concentrated lifeforce between soul-bearing creatures within 60 feet of you of which you can see. This link lasts for 1 minute, until you lose concentration—as if casting a concentration spell—or until you dismiss it. You may link a number of creatures equal to 1 plus your proficiency bonus. You may use Soul Link a number of times equal to half your [[Constitution]] modifier (rounded down, to a minimum of 1) per long rest.
>
> ***Anchors.***
> Upon creating a Soul Link, you designate one creature in the link to be the anchor. If the anchor moves further than 60 feet from you, the link breaks but will reconnect if the anchor re-enters your range. You may also designate a new anchor from the remaining creatures in the link as a bonus action.
>
> ***While Soul Linked.***
> - When one creature in the link takes damage, the others take **half that damage** as force damage.
> - When one creature in the link is healed, the others are also healed **half the hit points healed** by the targeted creature.
> - Once established, you may not add creatures to a link, but, you may release creatures from one.
>
> ***Area of Effect.***
> Only single-target effects impact creatures who are linked by Soul Link. Area of effect abilities, features, spells, and traits—such as a dragon's breath weapon— damage creatures as normally unless a Soul Weaver feature specifically says otherwise.
>
> ***Limited To The Living.***
> Soul Link has **no effect** on constructs or undead (unless a subclass feature says otherwise). These creatures do not have souls.
#### Subclass: Soul Weaving Legion
> Beginning at 3rd level, soul weavers train to use their mystical soul weaving abilities in a number of disciplines and forms.
>
> ***Legion Spells.***
> As part of your training in a legion, you gain access to a unique list of spells — legion spells — that you gain at the soul weaver levels noted in the legion descriptions below. Once you gain a legion spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.
>
> Below are several legion options you can choose from at 3rd level:
> - [[#Legion of Annihilation]]
> - [[#Legion of Manipulation]]
> - [[#Legion of Mending]]
> - [[#Legion of Warding]]
---
### Level 4
#### 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.
>
> Using the optional feats rule, you can forgo taking this feature to take a [[Feats|feat]] of your choice instead.
---
### Level 6
#### Spiritual Rejuvenation
> At 5th level, you uncovered techniques for reversing some of the damage taken from soul weaving. As a bonus action, you channel the arcane energy surrounding you in the form of spell slots to regain hit points. You may choose one spell slot of any level, expend it, and roll d6's equal to the level of spell slot expended.
>
> For example, if you expend a 3rd level spell with this feature, you roll 3d6 and heal the rolled total in hit points.
>
> The number of times you can use this feature per long rest is equal to half you proficiency bonus rounded down.
>
> You regain all expended uses when you finish a long rest.
---
### Level 7
#### Soul Link Enhancement
> Your Soul Link techniques evolve as you reach 10th level. You may now add one additional creature to your Soul Link chain and the range of your Soul Link feature increases to 90 feet.
>
> ***Dynamic Link.***
> As a reaction, you can use Soul Burn to amplify or diminish another creature's d20 roll who you can see and who is actively Soul Linked. You suffer the force damage as usual. This damage cannot be reduced in any way.
---
### Level 10
#### Soul Savant
> Your Studied Soul range increases to 120 feet.
>
> In addition to learning a creature's type when using Studied Soul, you may now decide to expend any number of Soul Dice to learn even more mechanics about the creature:
> 1. The creature's alignment
> 2. One of the creature's traits
> 3. The creature's condition immunities
> 4. The creature's condition resistances
> 5. The creature's damage immunities
> 6. The creature's damage resistances
> 7. The creature's highest ability score
> 8. The creature's lowest ability score
---
### Level 11
#### Extract Arcana
> At 11th level, your ability to scan other creatures' souls for arcane energy grows to new heights. Once per long rest, when you use your Extract Essence feature on a creature to extract Spellcasting from them, you may choose one 6th-level spell from the creature's spell list and gain the ability to cast that spell. The spell causes force damage as specified under the Sacrificial Casting section of your 1st Level [[#Spellcasting]] feature.
>
> You can cast this 6th level spell once. You must finish a long rest and re-extract their essence before you can do so again.
>
> When you cast this 6th level spell, you only suffer 4d6 force damage as opposed to 6d6 force damage from Sacrificial Casting.
---
### Level 15
#### Soul Link Mastery
> At 18th level, your Soul Link feature reaches its most powerful state. You may now add one additional creature to your Soul Link chain and the range of your Soul Link feature increases to 120 feet.
>
> ***Lasting Link.***
> You roll concentration checks with advantage to maintain concentration of your Soul Link.
---
### Level 18
#### Spiritual Awakening
> Starting at 18th level, your practice and skill using Soul Burn to bolster your abilities has improved. You gain one additional Soul Die you may use per long rest, and you may now add your constitution modifier to one Soul Burn roll per long rest.
---
### Level 20
#### Boundless Soul
> You cannot be affected by opposing soul weaver features and abilities should you choose not to and the damage you'd take when using Soul Burn or from Spellcasting drops from 1d6 to 1d4. Additionally, Soul Link expands to include one additional creature.
>
> Finally, all age-modifying effects from curses, diseases, and spells end on you and you become immune to age altering magic.
---
## Subclasses – Soul Weaver Legions
Soul Weavers are sometimes solitary, especially those who hide their abilities from the outside world. Others, however, seek to hone their talents by joining a Soul Weaver legion. Typically, these groups are philosophical collectives that guide Soul Weavers towards a specialty.
In the case of Yanis-based legions, they're typically part of The Soul Chain Society. Joining one of these legions means you become part of a battalion dedicated to its purpose. For example the Battalion which serve the Legion of Annihilation are specifically trained to destroy with their Soul Weaver abilities.
Here are a list of playable Soul Weaver Legions:
- [[#Legion of Annihilation]]
- [[#Legion of Manipulation]]
- [[#Legion of Mending]]
- [[#Legion of Warding]]
---
### Legion of Annihilation
Those who serve a Legion of Annihilation are often cold, calculated, killing machines. They are usually trained from a young age to refine their Soul Weaver abilities to execute maximum damage.
The features acquired in this legion are tailored for battle.
| Soul Weaver Level | Feature |
| ----------------- | -------------------------------------------------------------- |
| 3rd | [[#Bonus Proficiencies]], [[#Legion of Annihilation Spells]], [[#Martial Soul]] |
| 5th | [[#Alchemical Savant]] |
| 7th | [[#Soul Breaker]] |
| 11th | [[#Soul Reaper]] |
| 15th | [[#Chain Reaction]] |
#### Bonus Proficiencies
> At 3rd level, you gain proficiency with martial weapons and heavy armor.
#### Legion of Annihilation Spells
> At 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Annihilation Spells table. These spells count as Soul Weaver spells for you, but they don't count against the number of Soul Weaver spells you prepare.
| Soul Weaver Level | Spell |
| ----------------- | ------------------------------------------- |
| 3rd | [[Crystal Armor]], [[Arcane Shield]] |
| 5th | [[Mirror Image]], [[Shatter]] |
| 9th | [[Blink]], [[Conjure Barrage]] |
| 13th | [[Blight]], [[Psychic Lance]] |
| 17th | [[Destructive Wave]], [[Steel Wind Strike]] |
#### Martial Soul
> Also at 3rd level, as part of your Bonus Proficiencies feature, you may choose a martial or simple weapon to wreath in soul energy. Upon hitting creatures linked by your Soul Link feature with this weapon, you may apply your Constitution modifier to the attack as force damage. This added force damage cannot be reduced by the recipient in any way. Other Soul Linked creatures receive half damage as normal. You may use this Martial Soul feature a number of times equal to your proficiency bonus per long rest.
%% Spirit Shock. Also at 3rd level, the first time you use Soul Link, you may immediately roll one Soul Die and apply force damage to the Soul Link anchor—the remaining linked creatures take half damage. You do not take Soul Burn damage from this Soul Die and you do not expend a Soul Die when rolling one using Spirit Shock. You may use Spirit Shock once per short rest. %%
#### Alchemical Savant
> Starting at 5th level, you can attack twice, instead of once, whenever you take the [[Attack]] action on your turn.
#### Soul Breaker
> At 7th level, once per short rest, you may single out your Soul Link anchor and add two times your Constitution modifier to an attack made against them. Additionally, the attack turns into force damage (regardless of its original damage type). When targeting the Soul Link anchor in this way, the remaining creatures in the link do not suffer any damage. However, if the anchor dies from this attack, the nearest next creature in the Soul Link automatically takes twice your Constitution modifier as force damage and becomes the new anchor.
#### Soul Reaper
> Starting at 11th level, if you kill an anchor in a Soul Link using your Soul Breaker feature, you may roll a hit die and heal the total rolled plus your Constitution modifier.
#### Chain Reaction
> At 15th level, when a linked enemy drops to 0 hit points, you deal damage equal to your Constitution modifier + Soul Die to all remaining linked enemies.
---
### Legion of Manipulation
Tugging on the strands that bind creatures' souls can lead to interesting results in a battle. Soul Weavers who master the manipulation weaving techniques can often control a battlefield. Occasionally, these operatives are called marionettes, and in Yanis-centric campaigns, they're used by TSCS to change the tide of negotiations or battle in their favor.
| Soul Weaver Level | Feature |
| ----------------- | ------------------------------------------------ |
| 3rd | [[#Bonus Cantrips]], [[#Spirit Shackle]] |
| 5th | [[#Puppeteer]] |
| 7th | [[#Soul Knot and Slip]] |
| 11th | [[#Soulbind]] |
| 15th | [[#Hangman's Knot]] |
#### Bonus Cantrips
> Upon choosing Legion of Manipulation at 3rd level, you gain the [[Friends]] cantrip.
#### Manipulation Spells
> At 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Manipulation Spells table. These spells count as Soul Weaver spells for you, but they don't count against the number of Soul Weaver spells you prepare.
| Soul Weaver Level | Spell |
| ----------------- | ------------------------------------------ |
| 3rd | [[Charm Person]], [[Command]] |
| 5th | [[Hold Person]], [[Suggestion]] |
| 9th | [[Haste]], [[Slow]] |
| 13th | [[Charm Monster]], [[Freedom of Movement]] |
| 17th | [[Geas]], [[Hold Monster]] |
#### Spirit Shackle
> At 3rd level, when you use your action to Soul Link creatures, you may also cast one of your Legion of Manipulation spells as a bonus action. The spell you cast and your Soul Link share concentration—if you fail a concentration check, you lose both Soul Link and your spell.
>
> You receive damage as normal from [[#Spellcasting|sacrificial casting]], which cannot be reduced by any means.
#### Puppeteer
> This 5th-level feature allows you to tie up or swing creatures bound by your Soul Link. You gain access to the following abilities:
##### Tangle
> Tangling allows you to force the anchor in your Soul Link to make a Constitution saving throw against your spell save DC. If the creature fails, they become [[Prone]], [[Restrained]], or [[Stunned]] (your choice) until the end of your next turn. You must be within a distance equal to at least 5 times your proficiency bonus to use this feature, and you expend a Soul Die to use it. You must roll the Soul Die and take damage as if using the Soul Burn feature.
##### Swing
> You may swing Soul Link strands to boost a linked ally's movement a distance up to 5 times your proficiency bonus. To use this feature, you expend a Soul Die and take damage as if using the Soul Burn feature.
#### Soul Knot and Slip
> Upon reaching 7th level, you learn how to weave elaborate knots which you can quickly untie to shuffle creatures through a Soul Link chain in battle. As a bonus action, you may tie a knot in the soul thread between two creatures, pulling them closer together. They move a number of feet equal to 5 times your proficiency bonus collectively, and you may divide the movement as you see fit.
>
> For example, if you move creatures a collective 15 feet, one creature may be pulled 5 feet, while the other is pulled 10 feet.
>
> At 13th level, you master knot slipping. You may swap the locations of any two creatures who are within the range mentioned above: 5 times your proficiency bonus.
#### Soulbind
> At 11th level, you may quickly shuffle through the threads that link creatures together and find the weakest or strongest link between them. You may expend a Soul Die to force a creature as a reaction to use another creature's modifier so long as they are Soul Linked. You must select which creature you're swapping abilities with prior to knowing the outcome. You must roll the Soul Die and take damage as if using the Soul Burn feature.
#### Hangman's Knot
> Once you reach 15th level, you master the art of knot-making. Once per long rest, you are able to pull all creatures in your Soul Link a number of feet equal to 5 times your proficiency bonus towards the anchor of the Soul Link. If creatures collide with one another, you may roll 5 times the number of creatures colliding as force damage and apply that damage to the anchor. Other creatures in the Soul Link take half damage as normal.
>
> You may choose to use this ability to gather allies around an anchored creature to which you are Soul Linked, in which case no creatures take damage, and instead gain temporary hit points equal to your Constitution modifier.
>
> You may use this ability a number of times equal to half your Constitution modifier rounded down (to a minimum of 1).
---
### Legion of Mending
Soul Weavers who seek to hone their talents by joining the Legion of Mending are those who wish to heal and protect. These Soul Weavers often focus on using Soul Link to amplify healing across allies over using Soul Link against enemies to disperse damage.
For Yanis-based legions, the Legion of Mending typically aids The Soul Chain Society by keeping their soldiers up and ready. Joining this legion means you are a medical officer dedicated to healing and protecting other members and other legions of TSCS.
| Soul Weaver Level | Feature |
| ----------------- | ------------------------------------------------ |
| 3rd | [[#Bonus Cantrips]], [[#Spiritual Cleanse]] |
| 5th | [[#Restorative Tether]] |
| 7th | [[#Protective Surge]] |
| 11th | [[#Resilient Ravel]] |
| 15th | [[#Lifeline]] |
#### Bonus Cantrips
> Upon choosing Legion of Mending at 3rd level, you gain one of the following cantrips from the Cleric spell list: [[Light]], [[Mending]], [[Sacred Flame]], [[Thaumaturgy]], [[Toll the Dead]], or [[Word of Radiance]].
#### Mending Spells
> At 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Mending Spells table. These spells count as Soul Weaver spells for you, but they don't count against the number of Soul Weaver spells you prepare.
| Soul Weaver Level | Spell |
| ----------------- | --------------------------------------- |
| 3rd | [[Cure Wounds]], [[Healing Word]] |
| 5th | [[Aid]], [[Lesser Restoration]] |
| 9th | [[Mass Healing Word]], [[Revivify]] |
| 13th | [[Aura of Life]], [[Guardian of Faith]] |
| 17th | [[Mass Cure Wounds]], [[Raise Dead]] |
#### Spiritual Cleanse
> At 3rd level, when you heal creatures bound by Soul Link, you may also choose a creature linked in the same Soul Link to cure the [[Blinded]], [[Deafened]], [[Paralyzed]], or [[Poisoned]] condition.
>
> You may use this feature a number of times equal to your Constitution modifier (a minimum of 1) per long rest. You suffer one roll of your Soul Die as force damage upon using this feature. This damage cannot be reduced in any way.
%% When you cast a healing spell on a linked ally, choose one additional linked creature—they regain hit points equal to your Constitution modifier. %%
#### Restorative Tether
> At 5th level, when Soul Linked allies who aren't damaged receive healing, you may redirect the energy from the healing source to other linked creatures in need.
>
> For example, if one of your party members has full health when they receive a [[Mass Cure Wounds]] spell, the points that would have healed them would instead go to another linked creature of your choice.
>
> You may direct healing in this way a number of times equal to half your Constitution score rounded down per long rest.
#### Protective Surge
> Once you reach 7th level, you may manipulate the soul energy weaving around your allies to protect them from harm. As a reaction, if you see a creature who is linked to you take a critical hit, you can cause a surge in the link which forces the attacker to reroll their attack. The attacker must use the new roll.
>
> At 13th level, you learn how to invigorate your allies prior to receiving damage with this surge. If the new roll is below a 20, you reduce the incoming damage equal to the difference in attack dice rolled.
>
> For example, if an ogre attacks a bard who you are Soul Linked to, and you surge against the ogre's critical, forcing them to reroll a new roll of 14, the bard would reduce the incoming damage by 6 points.
#### Resilient Ravel
> At 11th level, creatures who are Soul Linked with you cannot have their max hit points reduced. Additionally, you may select a number of creatures up to half your proficiency bonus rounded up to gain an additional +1 bonus to their AC.
#### Lifeline
> Upon reaching 15th level, when a linked ally drops to 0 hit points, you can restore their hit points as a reaction by rolling Soul Dice. You take damage as normal, and any expended Soul Dice are consumed when used in this way. This restorative energy revitalizes the linked creature so quickly that they do not lose conditions or effects on their body as they would from going [[Unconscious]].
---
# Legion of Warding
Soul Weavers who join Legions of Warding are specialists in combating the undead and curses.
| Soul Weaver Level | Feature |
| ----------------- | ------------------------------------------------ |
| 3rd | [[#Warding Spells]], [[#Lifeless Linking]] |
| 5th | [[#Repelling Web]] |
| 7th | [[#Radiant Burn]] |
| 11th | [[#Unyielding Protection]] |
| 15th | [[#Occult Augmentation]] |
#### Warding Spells
> At 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Warding Spells table. These spells count as Soul Weaver spells for you, but they don't count against the number of Soul Weaver spells you prepare.
| Soul Weaver Level | Spell |
| ----------------- | ------------------------------------------ |
| 3rd | [[Ceremony]], [[Sanctuary]] |
| 5th | [[Spiritual Weapon]], [[Warding Bond]] |
| 9th | [[Glyph of Warding]], [[Spirit Guardians]] |
| 13th | [[Death Ward]], [[Resilient Sphere]] |
| 17th | [[Antilife Shell]], [[Wall of Force]] |
#### Lifeless Linking
> At 3rd level, your Soul Link feature functions on undead creatures, though undead creatures cannot benefit from healing effects.
#### Repelling Web
> At 5th level, while Soul Linked to you, creatures gain advantage on saving throws to avoid or end curses on themselves and become immune to possession.
#### Radiant Burn
> At 7th level, you may roll a Soul Die and take Soul Burn damage to change your Soul Weaver damage from any ability or spell to radiant damage.
#### Unyielding Protection
> At 11th level, while Soul Linked to you, creatures are under the effects of the [[Protection from Evil and Good]] spell.
#### Occult Augmentation
> At 15th level, while Soul Linked, you gain advantage on all death saving throws and cannot be turned into an undead creature (like when you're killed by a death dragon's Cataclysmic Breath ability).
>
> Additionally, enemy creatures who are Soul Linked by you must make a Wisdom saving throw against your spell save DC or gain the [[Frightened]] condition towards you. If a creature succeeds, they are immune to the effects of this fear for the next 24 hours.