‘Art by angelsarteviantart om, nd wil
‘Bevemewed Wvequscted
ANIMANCER
Awhlie robed woman steps caustously through a lang-
‘forgotten tomb, her eyes alight. She tenderly brushes
layer of dust from the top of the ancient sarcophogus,
and murmurs a reverent incantation. A transhicent wisp
‘isos through the stone, slowly forming into the kmage
cf an aged sman with a brolcen crown upon his head, his
ghoetly eyes blinking as though he were waking from a
ong slumber.
Ayyoung halfelf backs into an alleyway, tro of burly
‘ggressors brandishing weapons at hin with confident
‘sheers. Behind hrs back, he curls iishand in an arcane
‘gestis aod whispers a command, Around him, the
detritus in the alley begins to dater. A discarded broom,
‘wroken botiles and old bones begin to rise from the
‘ground, shaking the:mselves as though eonsciats of the
dirt upon them. He smirks, pointing a finger and they
‘surge forwards with an ancuistakeable air of gee net of
found in loantmate clyects
Blood! drippag from her palma as she draws it across
‘the fresh wound, an elven, woman amiles with sinister
satisfaction. Raudy tavern songs can be heard muifled
‘through the door as she raises her hand, etheneal ight
ddafting out from the gash tn the dead marie chest
She draws the light up and across to her other hand,
‘wherefn she cupsa dull crystal, The gem thruras as she
iguiclssthe light Into fis eare, trembling in her grip until
thelast ofthe light 4 gone. Cleaning her hand off with a
‘Bick af her wrist, she tucks the gem away before slipping
‘oot and back to the taproom below, leaving the man's
body lfeleas on the bed.
‘Animancers are spelleasters who deal in the magle
of the soul, an art seldom encountered and even more
seldom accepied. Where wizards craw on the fiherent
‘magic permeating the cosmos, arimancers derive their
‘power from the energy of souls bath living and dead, An
antmancer {a baile is beaut and terrifying, as the
‘essence of the lost moveswth thelr every step Uke an.
‘unearthly vel, imbulog them with strength bothmystical
and physical.
Ecnors OF LirE
Animancers craw on the energy of souls to-pawer thelr
spells, aad in doing sa, they hold the potential for great
evil Many are the animancers who wrest urwiling
spirits from their rest; consuming them for the sake of
‘power But thisis not the case with all. Equally many
fare those anfmancers whe take only what fs freely
spften, beseeching the spirits of lnngdead ancestors or
selfless heroes for aftin fuelling thetr magic. Others
stil have mastered the art of manipulating the energy of
thelrown soul, carefully tapoing thelr own life-force for
strength.
‘There sre many who are discomforted by the nature
‘ofan animancer's mage, regardless ofthe care they
tale in practising it Maayequate ittonecramsacy or
even darker magica, or fear that by even speaking toan
antmancer they rid haviag thetr soul stolen from their
Teast.
How animancy functions in deta is, ultimately,
dependent upon the setting in which you play, though
‘ene example hasbeen provided at the end of this
document. Some settings may reject the concept of a
‘soul altogether, ia which case‘ is advised to discs
‘with the Dungeon Master how the core feel ofthe class
-mightstil be captured without disrupting the sstting's
low,
AWAKENED SOUL
[Unite arcane maglo, not anyone can became an
antmancer, no matter the training they might recelwe,
Some.ire bora with the gif able to sense and touch the
souls of others from.a very young age. Others may come
‘pon thefr soul’ awakening by some extranrelinary
event. This could be a near-death experience, wherein
the anfmancer stone! upon deaths docnstep and stared
‘nto the beyond, but was pulled back from the brink.
Acsplrtt of the departed mighi have taken an {nterest
jnthem, and over thne touched thetr soul enough
tocawdken ft Or perkaps thelr powerisa blessing
bestowed upon them ty powerful oulsider, or even a
god -ikely one ofthe dead.
However they came by thetr gift; few antmancers can
{ignore it, Some mfght even wew tas a curse,
(CREATING AN ANIMANCER:
(Creating an animancer requices you to think upon.
several core factors, The foremost is where yourFeatures
Spelicasting Soulsight
Vestiges
Animantic Art
Ability Score Improvement
Channelspirt
Animantc Art Feature
Ability Score Improvement
Soul Bond
Abily Score Improverent
Animantic-Art Feature
Ability Score Improvement
Animanic Art Feature
‘Ability Score improvement
True Soubight
‘Veatiges'
xen
2
2
2
3
3
3
‘
4
‘
5
5
5
6
6
6
7
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7
8
SRSEGHGHLELEAE LSS
— Spall Slote per Spall Level —
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character derived their spittual powers. Some
‘examples are glven atove, but you shold fed free
‘tw discuss with your DM any altemattve causes that
‘may strike your imagination. You should also carefilly
‘consider your character's attitude towards theirmagic,
Dothay see soulsas-merely 1 tool, a well of power to
‘betupped for personal gain? Or do they treat the fragile
‘essences with reverence and care, being sure never
‘w-take so much from a single soul as to consume tt
Perhaps they even have a personal rélatonship with
‘he spirits they draw on -might they be your character's
sane stors? Paragons of their-ruce or nation history? Do-
‘hey pve their power willingly, or does your character
‘take what they need without regard for theic wishes?
‘Be sure to reach an agreement with your DM aver
‘how your powers function. Dosouls, one drained,
recovertheir strength over time? Or do you leave them
‘forever drained, tare whispers of thet former selves?
‘Do souls retain per sncaitty even {they haver't formed
‘nta ghosts, or are they mé ely another farm afenergy
floating through the cosmos?
However you choose to play your antmanoer, the care
smechanics of the class should remain unchanged.
‘ruthless aaimancer who consumes souls callously
shouldn't have a mechanical advantage over aan
‘antmancer whe takes care over thelr charges these
decisions should solely affect your roleplaying andthe
‘way the world reactsto your character,
Quick Bump
You can male aa animaacer quickly by following these
suggestions. First; Charisma should be your highest
abliity scone, fcllowed by Wisdom ar Constitution. IF
‘you plan to make a Soul Vessel animancer, consider
exchanging Wisdom with etther Dexterity or Strength.
Second, choose the hemit ‘Thtrd, choose
‘the mage hand, gatlance, and chill taach eantrips.
(CLASS FEATURES:
Asan animancer, you have the following class fea tires.
Hrr Pours
Hit Dice: 1d8 per anirancer level
Hit Points at Ist Levek 8+ your Constitution modifier
Hit Points at Higher Levels: 165 (or 5)+-your
‘Consitiution modifier per animancer level after your Lst.
PROFICENCES:
‘Armor, Light armor
‘Weapons: Simple weapons
‘Toots None
‘Saving Throws: Charisma, Wisdom
‘Skills: Choose two from Arcana, History, Insight,
Perception, Persuasion and Religion.
EQUPMeENT
‘You start with the following equipment, in addition to
the equipment granted by your background:
(a)2 quarterctaffar(b) any simple weapon
(@)2 compozent poich or(b) an arcane focis
(@)ascholar’s pack ar (b) a dungeoneer’s pack
Leather armour, any simple weapon, and a dagger
SounsicuT
At 1stlewe, your animantic powers have awakened
such that you can see spitits clearly. Within
SOR youre able to see foto the Ethereal Plane, and.
can always see the true form of Jneorporeal undead
‘creatures, even seeing through frvsttiy.
‘POF compifed, edited and designed to ressemble the offal Player's Handbook by /y/Barilot4 by atperm deviantart coos
tied wi be removed Wraguasted
VESTIGES
FFrom 2nd level, you have the abit to draw on tha
‘energy of souls for specific benefits, known as vestiges.
‘These vostiges are Fagments or echoos af souls and
Spirts, but thete specic origin isp toyouto detercaine,
‘They may be aspects of your own soul made-manifest,
cr ghostly wisps pulled -be t wilogly or not from the
gripof he afterkfe, or ewn echoasef ancient heroes
‘drew from the astral plane.
Avestige does not by default take a plysteal foro,
‘tutyou may choose to allowftto do so. vestige might
appear a simply mote of lightthat occasionally
swirls around you, or asa feint kurnancid gare ower
"Your shoulder. Athos, west(ge can emit den ight
‘hat fluminates the space you occupy, and they cannot
appear cosvinciogly human or alter themselves tato
ther thisory forms,
‘To call avestigo to you, you must undertake arias
‘huatyou caa perform dusiag a longrest. At 2nd ave,
‘you ca. only control a single vestige at any one time, You
tan ‘additional vestiges atthe levels indicated.
‘nthe ‘Vectge Slots’ eokuson ofthe anirusncer table, at
‘which potnt you can exchaage any-number of called
‘wuctiges for ethers that you know during along rest.
‘Vestigns grant spaciic benefits depending on theis
_asture, so long as they remain present. Some
-may be expenchd for oneclf ben fis. Vactigos expanded
‘tis way cannot be benefited from aga wn you
‘complete 2 ong rest to eal them back to you, At 2x1
level, pou know of two vestiges. You laarn of addtional
‘vestiges atthe levels inccatelin the “Vestiges Kann
‘column ef the acimancer tate.
Vestife of Arcana: When you bind the Vestige of
Arcana, select one spel! from the Wizard or Sorcerer
spel st: While you have the Westige of Arcana bound,
you can cast that spell as though it were an Antmancer
Spell that you knew:
Vestije of Awareness: While you have the Vestige af
Awareness bound, your passive Pence pon fs increased
Tye 5. You may expend the Vestige of Awareness (Fa
‘combat staris fn which you would be surprisedin
‘orderto remove the surprised condition from yourself,
allowing you to act on the first round as normal,
Vestige of Battle: While you have the Vesitge af
atile bound, you are considered proficient with martial
‘weapons and shields.
Vestige of Companionship: While you have the
‘Westige of Companionship bound, younay treat tt as
afasuliar called by the find farntiar spell. The stats
for this Vestige are inclidedl at the end of the elas
document Ifthe Vestige of Companionship issiain or
dismissed, t counts as having been expended.
Vestige of Dap city: While yas have the Vestige
‘of Duplicily bound, you are considered proficient in
Deception. You can expend the Vestige of Dupletiy
focastdlsy:ise self without expendiag a spell slo or
smaterfal compane:ts,
Vestife of Feracity: While you have the Westige of
Feronity bound, whenever you rell damage fara spell
of Ast level or higher you have cast, you may reroll any
sesulisofa 1. You can expend the Vestige of Feroctty to
deal addtional damage equal-to your Animancer lewel +
your Charisma modifier when rolling damage for a spall
ff Lt level or higher you have cast. This damages of
the same lype asthe spells darnage.
‘Vastife off Focas: While you have the Vestige af Focis
‘tound, you have advantage on cancentraticn checks
‘and Inestigetion checks You can expend the Vestige of
Focus to achleve perfect conceniraiton for the duration
‘fone active spell that raquires concentration. you do-
50, youcanaotloss concentration on that spell unless
you chocee tn.
Vestie of Fortitude: While yor have the Vestige
of Fortitude bound, you have a poo! of temparary hrt
‘potais equal to yout Charisma modifier that mgenerate
‘over time. Ion your turn, you havent taken damage
since your last turn, youregatn one temparary hit polnt
‘ip toa maximum of your Charlama modifier. You cas
‘expend the Vasttge of Forittude to Immediately get
temporary hit points equal io your Animancerlevel +
‘your Charisma modifier.
Vastige of Negation: While you have the Vestigeat
‘Negation bound, i'you fall a swing throw ageinst.a spell,
you may expend ‘tin order ta succeed instead,
Vestige of Shadows: Wile youhave the Vestige
‘of Shadows bound, you are considered proficfent in
‘Steath. You may expend the Vestige of Shadows to gala
advantage on Stealth checks for ene minate,
Vestife of Sturdiness: While you have the Vestige
of Sturdiness bound, you have acvantageon Aibletics
and sAcrobatics checks madeto resist being tavahuntartly
-maved, You can expend the Wastige of Sturdiness to
‘temporactly fix pourself in place. Your Speed becemes
, and you cannot be moved by 1ny means (Induting
(gravity unit! the end of your next turn.
‘Vestige of Swiftness: While you have the Vestige of
‘Sedliness bound, your base apeed is ncrecned by 108.
‘You can expend the Vestige of Swifiness to gain the
sibility totale the Dash action as a bonus aciion for ene
sninute.(CHANNEL SPIRIT
‘AtSthlevel, you gala the abdtty to chanel the spirits of
creatures drawn from theaftedife, You may perform a
10-minute ritual a the ste of s persnc's death, thetc body,
‘or at a place they considered precious in life, in order
‘todraw thetr spit to you, You must maise a Charisma
check, adding your proficiency bonus to determine the
‘Sucoess of te tual. The DC of this cheek is 15 at base,
‘tut may be modified 45 detarlec in the tate belowe Your
[DM may also choose to alter the DC as they seeft.
Cireumetance DC Modifier
‘Yousrewithin oR ofthe spiri'sfomer body 3
You possessan object that belongedtothe = -2
spit inife
Aclosefriend ora family memberofthespirt 3
Ispreent
‘The spit is unwilling +"
Youdo not knowthe spirits name +10
‘While channelling a spisttin this way, you must maintain
‘concentration, aad youand others present may ask the
spiritquaetions. Tha sprit isnot compelled to answer
‘truthfully. You ean mafntsin this connectian for a