Rules
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Clerics of the gods, druids of the wild, shamans of the spirits, and warlocks of the unknown. Soulcasters are conduits of the divine, the natural, and the occult. The reasons for their powers are as varied as the soulcasters themselves. Some wish to spread the word of their god, healing or smiting through faith, others wish to protect the natural world, and others still wish to gain power from an otherworldly source.

Weapons. Tiny, Small, and Medium weapons.

Armor. Light Armor and Shields.

Stat Boost. +1 to your SOUL stat.

Spellcasting. You can cast spells you know. At level one, you know three level 0 spells and two level 1 spell from your chosen spell list. Choose one of the following spell lists: Divine, Occult, or Nature. Your spellcasting stat is SOUL. See the spellcasting basics page for more information.

Patron. You have a patron that grants you your spellcasting abilities. If you chose the Divine spell list, your patron is a god. If you chose the Occult spell list, your patron is a powerful entity. If you chose the Nature spell list, your patron is a nature spirit. You can view a list of patrons on the gods & patrons page.

Practiced Caster. Add your archetype bonus to cast checks.

Favored Spell. Choose a spell you know. You gain a +1 bonus to the cast check for that spell. In addition, you do not suffer the penalty for casting the spell silently. You can change your favored spell whenever you level up.

Language of the ancient. You can speak parts of the Elder language, which is used to cast spells. However, you cannot read or write it.

Soulcaster Aspects

Soulcasters can choose from the following aspects. You start with one aspect and gain more as you level up. See the level advancement page for more information. Aspects with an asterisk (*) can be chosen multiple times.

Aspect

Description

Animal Whisperer

You gain a +2 bonus to casting checks for spells that target beasts.

Channeler*

Once per full rest, you can channel your patron's power into one of your spells. It deals additional healing/damage equal to your level.

Elementalist*

Choose one of the following elemental types: acid, cold, fire, force, lightning, poison, thunder. Spells that do damage of that type do an additional 1 damage. (You cannot choose an element multiple times unless you chose the nature spell list.)

Double Dip*

You learn one soulcaster spell from a list other than your own. The spell's level can be no higher than half your level (rounded down).

Healer

You gain a +2 bonus to casting checks for healing spells. In addition, your healing spells heal double their normal amount.

Patron's Chosen*

You learn one spell of a level equal to your achetype bonus or lower from your spell list.

Soul Ward

Once per full rest, you can channel your power to form a protective barrier around you. As long as you are not wearing armor, you gain a bonus to your AR equal to your SOUL bonus. This effect lasts for 8 hours.

Soul Weapon

Once per full rest, you can channel your power into a weapon that you can wield. Your attack rolls for this weapon use your SOUL bonus. Only you can use a weapon in this way. This effect lasts for 8 hours.