Hit Points
Proficiencies
Soulshaper
| Level | Proficiency Bonus | Features | Cantrips Known | Spells Known |
|---|---|---|---|---|
| 1 | + 2 | Mystical Defense Spellcasting | 2 | 3 |
| 2 | + 2 | Mystical Defense Spellcasting | 2 | 3 |
| 3 | + 2 | Mystical Defense Spellcasting | 2 | 4 |
| 4 | + 2 | Mystical Defense Spellcasting | 3 | 4 |
| 5 | + 3 | Mystical Defense Spellcasting | 3 | 5 |
| 6 | + 3 | Mystical Defense Spellcasting | 3 | 5 |
| 7 | + 3 | Mystical Defense Spellcasting | 3 | 6 |
| 8 | + 3 | Mystical Defense Spellcasting | 3 | 6 |
| 9 | + 4 | Mystical Defense Spellcasting | 3 | 7 |
| 10 | + 4 | Mystical Defense Spellcasting | 4 | 7 |
| 11 | + 4 | Mystical Defense Spellcasting | 4 | 8 |
| 12 | + 4 | Mystical Defense Spellcasting | 4 | 8 |
| 13 | + 5 | Mystical Defense Spellcasting | 4 | 9 |
| 14 | + 5 | Mystical Defense Spellcasting | 4 | 9 |
| 15 | + 5 | Mystical Defense Spellcasting | 4 | 10 |
| 16 | + 5 | Mystical Defense Spellcasting | 4 | 10 |
| 17 | + 6 | Mystical Defense Spellcasting | 4 | 11 |
| 18 | + 6 | Mystical Defense Spellcasting | 4 | 11 |
| 19 | + 6 | Mystical Defense Spellcasting | 4 | 12 |
| 20 | + 6 | Mystical Defense Spellcasting | 4 | 12 |
Spell Slots per Spell Level
| Level | Proficiency Bonus | Features | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|
| 1 | + 2 | Mystical Defense Spellcasting | 2 | 0 | 0 | 0 | 0 |
| 2 | + 2 | Mystical Defense Spellcasting | 2 | 0 | 0 | 0 | 0 |
| 3 | + 2 | Mystical Defense Spellcasting | 3 | 0 | 0 | 0 | 0 |
| 4 | + 2 | Mystical Defense Spellcasting | 3 | 0 | 0 | 0 | 0 |
| 5 | + 3 | Mystical Defense Spellcasting | 4 | 2 | 0 | 0 | 0 |
| 6 | + 3 | Mystical Defense Spellcasting | 4 | 2 | 0 | 0 | 0 |
| 7 | + 3 | Mystical Defense Spellcasting | 4 | 3 | 0 | 0 | 0 |
| 8 | + 3 | Mystical Defense Spellcasting | 4 | 3 | 0 | 0 | 0 |
| 9 | + 4 | Mystical Defense Spellcasting | 4 | 3 | 2 | 0 | 0 |
| 10 | + 4 | Mystical Defense Spellcasting | 4 | 3 | 2 | 0 | 0 |
| 11 | + 4 | Mystical Defense Spellcasting | 4 | 3 | 3 | 0 | 0 |
| 12 | + 4 | Mystical Defense Spellcasting | 4 | 3 | 3 | 0 | 0 |
| 13 | + 5 | Mystical Defense Spellcasting | 4 | 3 | 3 | 2 | 0 |
| 14 | + 5 | Mystical Defense Spellcasting | 4 | 3 | 3 | 2 | 0 |
| 15 | + 5 | Mystical Defense Spellcasting | 4 | 3 | 3 | 3 | 0 |
| 16 | + 5 | Mystical Defense Spellcasting | 4 | 3 | 3 | 3 | 0 |
| 17 | + 6 | Mystical Defense Spellcasting | 4 | 3 | 3 | 3 | 1 |
| 18 | + 6 | Mystical Defense Spellcasting | 4 | 3 | 3 | 3 | 1 |
| 19 | + 6 | Mystical Defense Spellcasting | 4 | 3 | 3 | 3 | 2 |
| 20 | + 6 | Mystical Defense Spellcasting | 4 | 3 | 3 | 3 | 2 |
Class Spells
Class Features
Level 1
Level 10
Level 11
Level 12
Level 14
Level 15
Level 16
Level 18
Level 19
Level 2
Level 20
Level 3
Level 4
Level 5
Level 6
Level 7
Level 8
Spells Known Progression
| Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Spells Known | 3 | 3 | 4 | 4 | 5 | 5 | 6 | 6 | 7 | 7 | 8 | 8 | 9 | 9 | 10 | 10 | 11 | 11 | 12 | 12 |
Caster Progression
Cantrip Progression
| Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Cantrips Known | 2 | 2 | 2 | 3 | 3 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 |
Proficiencies
simple
Starting Equipment
Class Features
Mystical Defense (Level 1)
Your soul manifests an invisible barrier that protects you from attacks. While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
Spellcasting (Level 1)
Your pure connection to your soul and your ability to manipulate the souls of others allows you to draw forth the power of spells.
Cantrips
At 1st level, you know two cantrips of your choice from the soulshaper spell list. You learn an additional soulshaper cantrip of your choice at 4th level and another at 10th level.
When you gain a level in this class, you can replace one of the soulshaper cantrips you know with another cantrip from the soulshaper spell list.
Spell Slots
The Soulshaper table shows how many spell slots you have to cast your spells. To cast one of your soulshaper spells of 1st level or higher, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell guiding bolt and have a 1st-level and a 2nd-level spell slot available, you can cast guiding bolt using either slot.
Spells Known
You know three 1st-level spells of your choice from the soulshaper spell list. The Spells Known column of the Soulshaper table shows when you learn more soulshaper spells of your choice. Each of these spells must be of a level for which you have spell slots.
Additionally, when you gain a level in this class, you can choose one of the soulshaper spells you know and replace it with another spell from the soulshaper spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Wisdom is your spellcasting ability for your soulshaper spells, since the power of your magic relies on the connection between you and your soul. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a soulshaper spell you cast and when making an attack roll with one.
Spell
Spell
Inner Focus
Whenever you cast a soulshaper spell that requires a material component, you can ignore that component, unless it has a specific value noted in gp.
Spiritual Discipline (Level 2)
When you reach 2nd level, you direct your spectral powers towards a spiritual discipline. Your choice grants you features at 2nd level and again at 5th, 10th, and 15th level.
Discipline Spells
Each discipline has a list of associated spells. You learn these spells at the levels specified in the discipline description. The spell counts as a soulshaper spell for you, but it doesn't count against the number of soulshaper spells you know.
Spectral Sight (Level 2)
Also starting at 2nd level, your vision pierces into the realm of spirits. The souls of creatures you can see manifest in your vision as colorful, formless objects floating within them. Dim light and darkness do not obscure your vision of these souls and thus do not affect you in regard to creatures with souls, but anything that fully blocks your vision does.
As a bonus action, you can focus your senses on the soul of a creature you can see within 120 feet of you, choosing one of the following things to learn about the target.
Emotions. You learn the target's current emotional state, such as happy, confused, afraid, or violent— which appears as a distinct color that their soul emanates. This also grants you advantage the next Wisdom (Insight) check you make against them.
Capabilities. You learn the target's damage resistances, immunities, and vulnerabilities, as well as any condition immunities it has. You also learn if it is above or below half its maximum hit points.
Secrets. The target must make a Charisma saving throw against your spell save DC. On a failure, you learn one fact or secret about the target, determined by the GM. If the target's saving throw is successful, the creature is immune to this effect for the next 24 hours. The target automatically succeeds the saving throw if it is immune to being charmed.
You can focus your senses in this way a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Soul Surge (Level 3)
When you reach 3rd level, you gain the ability to soul surge, unleashing an overwhelming amount of spiritual energy from your soul in a devastating assault. You also choose an emotional aspect, which modifies how this soul surge functions.
Using Your Soul Surge
As an action, you can soul surge, provided you aren't wearing heavy armor. Each creature of your choice within 30 feet of you must make a Dexterity saving throw against your spell save DC. A target takes force, radiant, or necrotic damage (your choice) equal to 2d10 + your soulshaper level on a failed save, or half as much on a successful one. Then, for the next minute, you shed bright light in a 30-foot radius and dim light for an additional 30 feet. The light can be any color of your choice. If you are knocked unconscious during this time, your soul surge ends.
Once you use your soul surge, you can't use it again until you finish a long rest.
Starting at 11th level, you can use your soul surge twice between each long rest. At 20th level, you can use it three times between each long rest.
Emotional Aspect
An emotional aspect awakens within you, which represents the pure emotion you felt when your spiritual powers awakened and the cause in which you now fight for. At 3rd level, choose one of the following aspect options, each of which granting you additional benefits when you soul surge.
Ability Score Improvement (Level 4)
When you reach 4th 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.
Ethereal Sense (Level 5)
Beginning at 5th level, you can expend one use of your Spectral Sight feature to cast either the see invisibility or speak with dead spell once without expending a spell slot.
Spiritual Discipline feature (Level 5)
At 5th level, you gain a feature granted by your Spiritual Discipline.
Spiritual Meditation (Level 6)
Once you reach 6th level, invigorating spiritual energy begins emanating from your soul. You can spend 10 minutes in a meditative state to increase the hit point maximum of creatures of your choice that can see you, which can include you. The total number of hit points increased is equal to three times your soulshaper level, which you can divide among the chosen creatures however you like. Each target also gains a number of current hit points equal to their increase in hit point maximum.
Once you use this feature, you can't use it again until you finish a long rest. All of the effects of this feature fade for a creature after they finish a long rest or after you use this feature again.
Phantasmal Eye (Level 7)
Starting at 7th level, your ability to see the souls of creatures grows stronger. When viewing souls through your Spectral Sight feature, you can see the souls of creatures behind walls, so long as they are not behind more than than a total of 1 foot of material or invisible.
Also, you can expend one use of your Spectral Sight feature to invisibly mark the soul of a creature you can see. The mark lasts for 8 hours and allows you to faintly detect the direction of that soul from you, granting you advantage on any Wisdom (Perception) or Wisdom (Survival or Navigation) checks you make to find the marked creature.
Ability Score Improvement (Level 8)
When you reach 8th 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.
Spiritual Discipline feature (Level 10)
At 10th level, you gain a feature granted by your Spiritual Discipline.
Reaper/Guardian (Level 11)
Once you reach 11th level, you choose the path of the Reaper or the Guardian. Your choice grants you a feature, which is detailed below.
You can use the reaction of the feature you gain three times, regaining all expended uses when you finish a long rest.
Reaper
You can absorb the energy from souls to empower yourself. When a creature within 30 feet of you dies, you can use your reaction to absorb a fragment of their soul, which you can keep within you until you finish your next long rest.
Once per turn when you deal force, radiant, or necrotic damage to a creature, you can expend a soul fragment to increase the damage that creature takes by 2d10.
Guardian
You can grant souls some of your spiritual power to protect from death. When you or a creature within 30 feet of you is reduced to 0 hit points but not killed outright, you can use your reaction to have that creature drop to 1 hit point instead.
Soul Surge (two uses) (Level 11)
At 11th level, you can use Soul Surge twice between long rests.
Ability Score Improvement (Level 12)
When you reach 12th 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.
Elevated Vision (Level 14)
Starting at 14th level, you have an unlimited number of uses of your Spectral Sight feature.
Spiritual Discipline feature (Level 15)
At 15th level, you gain a feature granted by your Spiritual Discipline.
Ability Score Improvement (Level 16)
When you reach 16th 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.
Everlasting Soul (Level 18)
Once you reach 18th level, your pure connection to your soul causes you to age slower. For every 10 years that pass, your body ages only 1 year.
Spirit Shift (Level 18)
Also starting at 18th level, you can cast either the etherealness or astral projection spell once without expending a spell slot. You regain the ability to cast either spell after you finish a long rest.
Ability Score Improvement (Level 19)
When you reach 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.
Ascendant Aspect (Level 20)
At 20th level, your journeys have awakened another emotional aspect within you. Choose another aspect option from those provided in your Soul Surge feature.
Soul Surge (three uses) (Level 20)
At 20th level, you can use Soul Surge three times between long rests.
Multiclassing
Multiclassing Requirements
{"wis":13}
Subclasses
Subclass Features
Discipline of Manifestation
Discipline of Manifestation (Level 2)
Those who follow the Discipline of Manifestation are brawlers who focus on the ability to summon a physical incarnation of their soul. The incarnation they manifest is often an augmented representation of themselves; stronger, faster, with a magnificent appearance shaped by their core emotions.
Discipline Spells
You learn a discipline spell at each of the levels listed.
| Soulshaper Level | Spells |
|---|---|
2nd | |
5th | |
9th | |
13th | |
17th |
Manifest Soul
When you choose this discipline at 2nd level, you gain the ability to manifest your soul as an ethereal guardian to fight for you. You can summon and dismiss this manifestation at will (no action required). Your manifestation occupies your space, is intangible, and grants you the following benefits while it is active:
Soul Strike. As an action, you can command your manifestation to strike, making a melee spell attack against a creature within 10 feet of you. On a hit, it deals damage equal to 2d6 + your Wisdom modifier. The damage type is force, radiant, or necrotic (your choice when you summon your manifestation). Your reach is considered to be 10 feet in regard to opportunity attacks. Whenever you make an opportunity attack, you can command your manifestation to make this attack against the target instead, in place of that attack.
The damage dice of this attack increases to 2d8 once you reach 10th level and it increases again to 2d10 once you reach 15th level.
Deflect. When a creature within 10 feet of you hits a melee attack against you or another creature within that range, you can use your reaction to reduce the damage the target takes by 1d8 + your proficiency bonus (to a minimum of 0 damage).
Brawn. While your manifestation is active, you can use your Wisdom modifier in place of your Strength modifier when making Strength checks and Strength saving throws.
Soul Scout
At 2nd level, you gain the ability to send your soul manifestation out short distances to scout areas. As an action, you can turn your manifestation invisible and gain the ability to see through its eyes for the next 10 minutes. During this time, you are blind in regard to your own senses. You can use your action to control your manifestation, allowing it to manipulate objects. You can move your manifestation up to 30 feet each time you use it, and it can be a maximum of 60 feet away from you at any given time. Your manifestation can carry a maximum of 20 pounds.
You lose all of the benefits of your Manifest Soul feature while the manifestation is in this state. You can dismiss this state at any time (no action required), at which time your manifestation immediately returns to your space. Your manifestation drops anything it is holding before it returns.
Spirit Brawl (Level 5)
At 5th level, when you use your action to command your manifestation to use its soul strike, you can command it to make two soul strikes instead of one. Also, you can now command your manifestation to grapple or shove a target in place of one or both of its soul strikes, provided the target is within 10 feet. When you do, you make the required ability check in place of your manifestation.
Beatdown (Level 10)
At 10th level, you can command your manifestation to unleash a rapid flurry of strikes as an action. It makes three soul strikes, which you can individually direct against creatures of your choice within range. A target hit by one of these soul strikes must make a Constitution saving throw or be stunned until the end of its next turn.
Once you use this feature, you can't use it again until you finish a long rest.
Flash Strike (Level 15)
At 15th level, your manifestation can move at an incredible speed. When a creature you can see makes an attack, you can use your reaction to immediately take an extra turn before the attack is resolved. During this extra turn, you can't use your movement, but you can use your Beatdown feature without expending its use.
Once you use this feature, you can't use it again until you finish a short or long rest.
Discipline of Soothsaying
Discipline of Soothsaying (Level 2)
Those who follow the Discipline of Soothsaying focus on enhancing their connection to the ethereal, granting them clairvoyant abilities. These soulshapers serve as oracles that channel and decipher omens delivered by spirits in order to predict the future.
Discipline Spells
You learn a discipline spell at each of the levels listed.
| Soulshaper Level | Spells |
|---|---|
2nd | |
5th | |
9th | |
13th | |
17th |
Spiritual Visions
Starting at 2nd level, your otherworldly connection allows spirits to deliver mysterious omens to you. You can spend 10 minutes performing a seance to receive three visions, which last until you finish your next short or long rest. Once you perform a seance, you can't do so again until you finish a short or long rest.
When you or a allied creature within 60 feet that can hear you makes an attack roll, ability check, or saving throw, you can use your reaction to expend a vision and grant them advantage on the roll. You do so by warning them of an incoming threat, informing them of a weak point, or telling them any other useful information that could be provided by your vision, as the true meaning of the omen is revealed to you. You can also expend a vision as a reaction when a hostile creature makes an attack against you or one of your allies within 60 feet that can hear you, imposing disadvantage on the attack roll.
Soothsayer's Rituals
At 2nd level, you learn to cast rituals through the aid of spirits. You can cast any soulshaper spell you know as a ritual if the spell has a ritual tag.
Also, you have a set of additional spells which you can cast only as rituals. When you gain this feature, your set of ritual spells contains the augury spell and any two 1st-level ritual spells of your choice from the bard, cleric, or druid spell lists. Whenever you gain a level in this class, you can choose one of the spells in the set and replace it with another ritual spell from any of those spell lists. The spell's level must be no higher than half your soulshaper level (rounded up).
Spirit's Blessing (Level 5)
Beginning at 5th level, when you use your action to cast a soulshaper spell, you can call a spirit to aid a creature you can see within 30 feet of you. Once before the end of their next turn, the creature can roll 1d8 and add the number rolled to one attack roll or damage roll they make. Alternatively, if the spell you cast was a soulshaper spell that restores hit points, you can call the spirit to add 1d8 to the number of hit points restored for one creature.
Guidance of the Spirits (Level 10)
Starting at 10th level, whenever you expend a vision to grant an ally advantage on a roll, you can also end either the frightened condition or charmed condition on the target. Also, they regain hit points equal to 1d6 + your Wisdom modifier.
Summon Spirit (Level 15)
At 15th level, you can use your bonus action to summon a spirit from the Ethereal Plane, which appears in a space within 30 feet of you. The spirit is intangible and disappears after 1 minute. As a part of the bonus action used to summon it and as a bonus action on each of your turns thereafter, you can cause the spirit to affect one creature within 10 feet of it, choosing one of the following options:
Spectral Shield. The target gains temporary hit points equal to 1d8 + your Wisdom modifier, which last until the spirit disappears.
Decaying Touch. Make a melee spell attack against the target. On a hit, it takes necrotic damage equal to 1d8 + your Wisdom modifier. Once you use this feature, you can't use it again until you finish a short or long rest.
Discipline of Soulblades
Discipline of Soulblades (Level 2)
Those who follow the Discipline of Soulblades specialize in manifesting their soul into spectral weaponry. The form of the weapons they conjure is often intricate and personal, driven by their core emotions. These soulshapers are often wanderers or thieves, who use their conjured soulblades to defend themselves when necessary.
Discipline Spells
You learn a discipline spell at each of the levels listed.
| Soulshaper Level | Spells |
|---|---|
2nd | |
5th | |
9th | |
13th | |
17th |
Conjure Soulblades
At 2nd level, you learn how to conjure soulblades, weapons made out of spiritual energy that you draw from your soul. As an action, you can conjure up to two of these weapons. You choose the form of each weapon, which can be melee or ranged, from the weapon options you are using in your game. You are proficient with weapons you conjure this way, and you can use your Wisdom modifier, instead of Strength or Dexterity, for their attack and damage rolls. Whenever you conjure a soulblade, you choose whether it deals force, radiant or necrotic damage, which it deals instead of its regular damage type.
You can have a maximum of two soulblades active at a time. If you conjure a third one, the earliest one you created disappears. A soulblade you created also disappears if it is more than 5 feet away from you for 1 minute or more, if you dismiss the weapon (no action required), or if you die. At the end of your turn, you can choose to return any of your soulblades that are not in your possession back to into your hands.
When you make an attack with a soulblade, you can choose to do so with advantage. If you do, the soulblade is destroyed after the attack, regardless of if you hit or missed.
Fighting Style
Also at 2nd level, you adopt a style of fighting as your specialty. Choose a Fighting Style from those available to the Fighter class. You can't take the same Fighting Style option more than once, even if something in the game lets you choose again.
Wanderer's Poise
Starting at 2nd level, you gain proficiency in the Deception, Intimidation, or Persuasion skill (your choice). Also, choose one of those skills. Whenever you make a check with it, you can use your Wisdom modifier in place of your Charisma modifier.
Extra Attack (Level 5)
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn and only attack with soulblades.
Once you reach 15th level, the number of attacks you can make increases to three.
Battle Trance (Level 10)
At 10th level, you enter a spiritual trance whenever you are maintaining concentration on a spell, granting you the following benefits:
You have advantage on all Constitution saving throws made to maintain your concentration on the spell.
You can't be frightened or charmed.
Creatures you can see have disadvantage on opportunity attacks against you.
At the start of each of your turns, you can conjure one soulblade (no action required).
Extra Attack (2) (Level 15)
At 15th level, you can attack three times whenever you take the Attack action on your turn and only attack with soulblades.
Soulblade Overdrive (Level 15)
At 15th level, you can enlarge your soulblades to an enormous size. When you start to take the Attack action on your turn, you can choose to enter a spiritual overdrive for the next minute.
While in this overdrive, any soulblades you are wielding are enlarged to an enormous size, as are any you conjure for the duration. The damage dice of these enlarged soulblades are doubled, and only you can wield them while they are enlarged this way. Once your overdrive ends, any active soulblades of yours revert back to their original size.
Once you use this feature, you can't use it again until you finish a long rest.
Discipline of Witchcraft
Discipline of Witchcraft (Level 2)
Those who follow the Discipline of Witchcraft train and experiment with their abilities to manipulate the souls of others. Some do this to enhance their combat capabilities, while others do it to see how far they can push their powers. In either case, live subjects are required for their experiments, which tend to push these soulshapers into lives of reclusivity, where they experiment with rats and other vermin to explore their spiritual powers.
Discipline Spells
You learn a discipline spell at each of the levels listed.
| Soulshaper Level | Spells |
|---|---|
2nd | |
5th | |
9th | |
13th | |
17th |
Bound Familiar
At 2nd level, you learn to place magical bindings on the souls of animals an in order to control them. As an action, you can choose a Tiny, non-hostile beast within 30 feet of you and bind it to your service. (This is likely to be a rat, raven, cat, or spider in Prismatic Falls). It becomes your familiar, abiding by all of the effects of the find familiar spell, except the familiar is a beast and you cannot choose to dismiss it forever. You can only have one animal bound this way at a time. If you use this feature again, the previous beast is no longer bound to your service.
Additionally, while you have such a familiar, you can cast the animal messenger spell on it as a ritual. This frees it from service as your familiar.
Spectral Brand
Also starting at 2nd level, you learn to curse creatures by placing brands on their soul. As a bonus action, you can place a spectral brand on a creature within 60 feet of you, which lasts for 1 minute. Whenever that creature makes an attack roll or saving throw, it must roll a d4 and subtract the number rolled from the result. If a creature with this brand drops to 0 hit points before the effect ends, you can use a bonus action on a subsequent turn of yours to brand a new creature within range. Alternatively, you can use this bonus action to siphon energy from the target's soul. This ends your brand and causes you to regain hit points equal to 1d4 + your Wisdom modifier.
Once you use this feature, you can't use it again until you finish a short or long rest.
Ruinous Witchery (Level 5)
Beginning at 5th level, whenever you cast a soulshaper cantrip, you can add your Wisdom modifier to one of its damage rolls. Additionally, whenever you use your action to cast a soulshaper spell of 1st level or higher, you can cause one of the targets to take force, radiant, or necrotic damage (your choice) equal to your Wisdom modifier. You can deal this damage even if the target wasn't affected by the spell.
Soul Shackle (Level 10)
At 10th level, whenever you place a spectral brand, you can place it on two creatures instead of one, which must be within 15 feet of each other. Those creatures are then mystically linked for the duration, which affects them in the following ways:
The creatures can't move further than 15 feet away from each other.
Whenever one of the creatures is affected by a condition, except for the unconscious condition, you can force the other creature to make a Charisma saving throw. On a failure, that creature is also affected by the condition while it persists on the original target.
Whenever one of the creatures takes damage, you can use your reaction to deal 1d6 damage of the same type to the other creature.
Eldritch Control (Level 15)
At 15th level, when a creature you can see makes an attack, you can use your reaction to tug on their soul, forcing them to make a Charisma saving throw. On a failure, you redirect the attack to any other target of your choice within range that you can see.
You can use this feature twice. You regain all expended uses when you finish a short or long rest.