Soulthief
About this class
The Soulthief claims the energy of their adversaries, using Souls to power up their weapon and gain every possible advantage.
Download the Soulthief character sheet and class cards here:
https://drive.google.com/drive/folders/11SsrIqA0xshoET20yDywxT-szQFGnFuB?usp=drive_link
Domains
Midnight
Bone
Starting stats
Hope feature
Class features
-
Soulsteal
When you make a successful attack, you gain one Soul. You can mark a Stress to gain an additional Soul. When you gain a Soul, place a Soul token on this part of your character sheet. You can store a number of Souls equal to your Spellcast trait. Stored Souls are lost when you take a long rest. You can spend a Soul to:
Soulfuse a weapon, conjure a cold blue flame, cover your face with a spectral veil or freeze a small pool of water. -
Soulfuse
You can spend a Soul to Soulfuse a weapon. If a weapon is already Soulfused, you must mark a Stress for each additional Soul you infuse into the weapon. When you Soulfuse a weapon, place a Soul token on the weapon on your character sheet.
When you make a successful attack with a Soulfused weapon, you can expend the Souls on it and add an additional d4 to your damage roll for each Soul that's infused. When the Souls are expended, clear them from the weapon and you do not gain Souls from that attack. If you deal Severe damage with a Soulfused weapon, the target becomes temporarily Soulburned. If your attack is a failure with Fear, the weapon loses one Soul. -
Soulburn
When you deal Severe damage to an adversary with a Soulfused weapon, you inflict the Soulburned condition temporarily. While Soulburned, the adversary has disadvantage on Reaction rolls and if you succeed an attack against them with Hope, you gain an additional Soul.
Class items
- A small handheld mirror
- A pouch of coloured pebbles
Character questions
Background prompts
- You went somewhere seeking answers and came back with more than you expected. Where did you go, and what was it that you gained?
- You were blamed for an accident when you were younger, but you've never told anyone what actually happened. What was the cause of the accident?
- Someone you were once close to joined a group that you despise. Who were they to you, and why do you hate the group they are now a part of?
Connection prompts
- Why do I secretly watch your back more than anyone else?
- What's an inside joke that we have?
- What's a drunken prank that we've pulled on an unsuspecting stranger?
Subclass cards
Printable via header menu
Duskreaver
Foundation
SPELLCAST TRAIT: Finesse
Soul Shiver: When you deal Soulfused damage, mark a Stress to target one creature in Very Close range. That creature becomes terrified, moves to a point in Close range and is temporarily Restrained.
Pierce the Veil: You can draw on memories of the dead. Spend a Hope and touch a deceased target in Melee range to learn about one of the following:
A happy memory
A sad memory
A scary memory
Duskreaver
Specialization
Reaper of Souls: After you make your damage roll, if your attack was a success with Hope, you can mark a Stress and expend a Soul. When you do, a target within Melee range that the attack would also succeed against must mark a Stress.
Vanish: Make a Spellcast (15) roll. On a success, you can spend two Hope to vanish from sight, reappearing in any location you can see within Very Close range.
Duskreaver
Mastery
Soulgrip: Make a Spellcast roll against a target in Far range. On a success, you can mark a Stress to pull that target into Melee range. When you do, the target becomes temporarily Soulburned.
Moonlight: Make a Spellcast (14) roll. Once per long rest, on a success, you conjure a beam of moonlight at a point within Close range. The beam illuminates the area in Very Close range around that point. If an adversary begins their Spotlight while inside the beam, they must succeed a Reaction (14) roll or take 2d8 mag damage. You can spend two Hope to move the location of the beam. The beam lasts until you mark HP, the GM spends a Fear to end it, or the scene ends.
Dawnpiercer
Foundation
SPELLCAST TRAIT: Finesse
Strikethrough: When you expend a Soulfused weapon, you can spend 2 Souls to further empower your attack. When you do, adversaries in a line behind your target that the attack would succeed against take d6 mag damage using your proficiency.
Sunrise: Make a Spellcast (13) roll. On a success, spend a Hope to leap within Very Close range into the air. When you do, you can slow your speed to take an action before landing. You gain advantage on actions while using Sunrise.
Dawnpiercer
Specialization
Blinding Light: Make a Spellcast (15) roll. On a success, leap into the air and target up to two adversaries in Very Close range. Those you succeed against become temporarily Soulburned.
Open Skies: When you use Sunrise, you can take one additional action before landing. You can further extend the duration of Sunrise by one action for each Soul you spend.
Dawnpiercer
Mastery
Sunshot: When you make a successful attack while airborne, you can spend any number of Souls to add that many d8s to your next damage roll.
Soulstorm: Make a Spellcast (16) roll. Once per long rest, on a success, you cause sunlight and nearby sources of light to flicker rapidly in darkness and spectral wind. All adversaries in Far range must mark a Stress. You gain a Soul for each adversary who marks a Stress.
Soulthief
The Soulthief claims the energy of their adversaries, using Souls to power up their weapon and gain every possible advantage.
Download the Soulthief character sheet and class cards here:
https://drive.google.com/drive/folders/11SsrIqA0xshoET20yDywxT-szQFGnFuB?usp=drive_link
Domains
Midnight + Bone
Starting Evasion
12
Starting Hit Points
5
Class Items
- • A small handheld mirror
- • A pouch of coloured pebbles
Soulthief’s Hope Feature
Soulcharged : Spend 3 Hope to Soulfuse any number of Souls into a weapon without marking a Stress. You gain advantage on your next attack with this weapon.
Class Features
Soulsteal
When you make a successful attack, you gain one Soul. You can mark a Stress to gain an additional Soul. When you gain a Soul, place a Soul token on this part of your character sheet. You can store a number of Souls equal to your Spellcast trait. Stored Souls are lost when you take a long rest. You can spend a Soul to: Soulfuse a weapon, conjure a cold blue flame, cover your face with a spectral veil or freeze a small pool of water.
Soulfuse
You can spend a Soul to Soulfuse a weapon. If a weapon is already Soulfused, you must mark a Stress for each additional Soul you infuse into the weapon. When you Soulfuse a weapon, place a Soul token on the weapon on your character sheet. When you make a successful attack with a Soulfused weapon, you can expend the Souls on it and add an additional d4 to your damage roll for each Soul that's infused. When the Souls are expended, clear them from the weapon and you do not gain Souls from that attack. If you deal Severe damage with a Soulfused weapon, the target becomes temporarily Soulburned. If your attack is a failure with Fear, the weapon loses one Soul.
Soulburn
When you deal Severe damage to an adversary with a Soulfused weapon, you inflict the Soulburned condition temporarily. While Soulburned, the adversary has disadvantage on Reaction rolls and if you succeed an attack against them with Hope, you gain an additional Soul.
Soulthief Subclasses
Choose either the Duskreaver or Dawnpiercer subclass.
Duskreaver
Claim Souls and apply pressure, vanishing and reappearing to keep your foes on the back foot.
Spellcast Trait
Finesse
Foundation Features
Soul Shiver: When you deal Soulfused damage, mark a Stress to target one creature in Very Close range. That creature becomes terrified, moves to a point in Close range and is temporarily Restrained.
Pierce the Veil: You can draw on memories of the dead. Spend a Hope and touch a deceased target in Melee range to learn about one of the following:
A happy memory
A sad memory
A scary memory
Specialization Feature
Reaper of Souls: After you make your damage roll, if your attack was a success with Hope, you can mark a Stress and expend a Soul. When you do, a target within Melee range that the attack would also succeed against must mark a Stress.
Vanish: Make a Spellcast (15) roll. On a success, you can spend two Hope to vanish from sight, reappearing in any location you can see within Very Close range.
Mastery Feature
Soulgrip: Make a Spellcast roll against a target in Far range. On a success, you can mark a Stress to pull that target into Melee range. When you do, the target becomes temporarily Soulburned.
Moonlight: Make a Spellcast (14) roll. Once per long rest, on a success, you conjure a beam of moonlight at a point within Close range. The beam illuminates the area in Very Close range around that point. If an adversary begins their Spotlight while inside the beam, they must succeed a Reaction (14) roll or take 2d8 mag damage. You can spend two Hope to move the location of the beam. The beam lasts until you mark HP, the GM spends a Fear to end it, or the scene ends.
Dawnpiercer
Claim Souls and launch yourself into the air, dealing increased damage and pressuring your enemies from above.
Spellcast Trait
Finesse
Foundation Features
Strikethrough: When you expend a Soulfused weapon, you can spend 2 Souls to further empower your attack. When you do, adversaries in a line behind your target that the attack would succeed against take d6 mag damage using your proficiency.
Sunrise: Make a Spellcast (13) roll. On a success, spend a Hope to leap within Very Close range into the air. When you do, you can slow your speed to take an action before landing. You gain advantage on actions while using Sunrise.
Specialization Feature
Blinding Light: Make a Spellcast (15) roll. On a success, leap into the air and target up to two adversaries in Very Close range. Those you succeed against become temporarily Soulburned.
Open Skies: When you use Sunrise, you can take one additional action before landing. You can further extend the duration of Sunrise by one action for each Soul you spend.
Mastery Feature
Sunshot: When you make a successful attack while airborne, you can spend any number of Souls to add that many d8s to your next damage roll.
Soulstorm: Make a Spellcast (16) roll. Once per long rest, on a success, you cause sunlight and nearby sources of light to flicker rapidly in darkness and spectral wind. All adversaries in Far range must mark a Stress. You gain a Soul for each adversary who marks a Stress.
Background Questions
Answer any of the following, or create your own.
- • You went somewhere seeking answers and came back with more than you expected. Where did you go, and what was it that you gained?
- • You were blamed for an accident when you were younger, but you've never told anyone what actually happened. What was the cause of the accident?
- • Someone you were once close to joined a group that you despise. Who were they to you, and why do you hate the group they are now a part of?
Connections
Ask one of the following, or improvise.
- • Why do I secretly watch your back more than anyone else?
- • What's an inside joke that we have?
- • What's a drunken prank that we've pulled on an unsuspecting stranger?
Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.