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Soulmonger

Black smoke billows from underneath the

ground, seeping towards a mortified

half-elf as he puts his hand to his chest,

clutching tightly on his own flesh. As a last

stand against the approaching fiend, he calls out

a wakening phantom inside his body that wraps

him in ghastly armor and appendages. He rises once

more, now clad in a visage of eldritch power enough

to take down his foe.


The human stands vigilant, ready to strike down

hostilities if ever anyone else made the first move. The

thugs circle around her in suspense, and she clutches her


blade knowing that they were finally ready to attack. A man
leaps forward, shortsword swinging down from the air, and
suddenly a burst of light stops the thug in his tracks--hurtling
him away as the human now takes on the form of a white
angel, dawning upon her enemies.
Blasts of light and energy crackle across the battlefield,
careening from one side to the other. Sensing that nothing
would be soon accomplished this way, the tiefling leaps out
from cover and erupts with a deathly wave of magic. An
apparition of death overtakes him as he is now transformed
into a scythe-wielding avatar flitting in every direction.
Soulmongers harbor a vindictive spirit inside them, and
bestowed upon them are transformative, eldritch powers.
These spirits inhabit would-be soulmongers when they

are still young, some would even possess a mother

to access the unborn child. They grant their

services to the soulmonger, teaching them unique

arcane faculties in exchange for a future favor.

One cannot unbecome a soulmonger, for the apparition

is now a part of their existence. Instead, they learn

to tame the vengeant ghost and become its

master.
Avatars of

Vindication
In order to counteract this, a soulmonger learns to tame their
Each soulmonger is a vessel of a varying spirit--one may be of spirit, and most times even assert total dominance by using
hatred, one of despair, and on rare accounts, a spirit of joy their own 'borrowed' powers against the spirit's creeping
and peace. Some command a spirit of destruction and control. As a result, their selves are subconsciously split into
flames; one that occupies the body in order to unleash two, one that functions as normal and another to keep their
ruptures in the ground or blades of solid fire hurled at foes. spirit in check. Soulmongers are drawn to the life of
There are, however, others who may have been harboring a adventure, in order to avoid the mundanity of their old lives
specter of celestial rectitude; one that makes a soulmonger in and find greater sources of power in order to truly master
order to continue working against sinister elements. their situation.
Soulmongers are masters of both magic and martial arts,
and albeit untrained, they receive these gifts as if they grew Creating a Soulmonger
up with them naturally. These talents fully foster once the The motif of a soulmonger character is that their will needn't
spirit awakens inside them. Those that are none the wiser of be easily shaken. The moment you become weak, the more
the soulmonger's existence and origin may think that they are likely your spirit would begin to sway from your control. A
mutants, and some divine followers may treat them as targets soulmonger's spirit is introduced at 1st level, and each
of exorcism. archetype is focused on abilities and eldritch, martial powers
Fragmented Self while the soulmonger's base class leans more towards the
strengthening of will and discipline, albeit in a more
A soulmonger doesn't become one by choice. There are aggressive way than how a monk would train themselves.
differing reasons why the spirits inhabit them, but ultimately, First, you must recognize what kind of spirit you are a vessel
they await the moment that their harbored apparition betrays for. A soulmonger's
them and overtakes their consciousness.

spirit represents the vindication that carries over to your Class Features
character. Is the harbored spirit a baleful entity that seeks to As a soulmonger, you gain the following class features.
persist just to cause destruction? Or is your spirit a saintly
apparition that wishes to extend their life through you, in Hit Points
order to purvey light and vanquish a recurring evil? Perhaps
you share the same vindictive quality from that of your spirit, Hit Dice: 1d6 per soulmonger level
and you've achieved a harmonious metaphysical bond. Or you Hit Points at 1st Level: 6 + your Constitution modifier
want to make use of your awakened powers, and defeat this Hit Points at Higher Levels: 1d6 (or 4) + your Constitution
possessive entity inside of you after mastering the powers modifier per soulmonger level after 1st
they've granted you? Have you a secluded lifestyle, acting as if Proficiencies
you aren't harboring such a strange phantom, or do you relish Armor: Light armor
in your transformative abilities and use them frequently? Weapons: Simple weapons, martial weapons
Quick Build Tools: Choose one type of artisan's tools
You can make a Soulmonger quickly by following these Saving Throws: Dexterity, Charisma
suggestions. First, make Strength or Charisma your highest Skills: Choose two from Athletics, Acrobatics, Persuasion,
ability score, depending on whether you want to lean on Intimidation, Insight, Perception, and Survival
martial competence or on your spirit's powers, respectively. Equipment
Your next-highest scores should be a balance of Constitution You start with the following equipment, in addition to the
and Dexterity. Second, choose the outlander background. equipment granted by your background:

2
(a) a martial weapon or (b) two simple weapons Eldritch Will
(a) a dungeoneer's pack or (b) an explorer's pack
Leather armor and a dagger Beginning at 2nd level, you know how to harness the strange,
mystical power that grows stronger inside of you as your
Host Spirit spirit acclimates to its vessel. This allows you to begin
At 1st level, your host spirit has finally introduced their utilizing the unique powers of your spirit in exchange of your
powers to you, which you learn naturally and eventually. Once vitality, which is represented by a number of willpower that
you've mastered them, you can summon the ghost to merge you have. Your soulmonger level determines the number of
with your physical body to become an avatar of vindictive, maximum willpower you can have, as shown in the
eldritch power. Your choice of a host spirit grants you features Willpower column of the Soulmonger table.
at 1st level and again at 7th level, 11th level, and 18th level. As an action, you can choose to restore your hit points by
Your abilities with the Host Spirit can affect other expending any number of willpower. When you do, you roll a
creatures through saving throws, in which case you would number of inner force die equal to the number of willpower
normally use your Spirit save DC. expended this way, and you regain hit points equal to the
result.
You regain all expended willpower after finishing a long
Spirit Save DC = 8 + your proficiency bonus + rest.
your Charisma modifier
Ghastly Arcana
Subconscience Starting at 3rd level, your bodily transfusion with your host
Starting at 2nd level, your spirit already manifests itself spirit allows you to harness the magical powers that it stores
physically in different ways, and it is up to you how you would within you. Choose two spells from the warlock spell list of a
interact with it. Upon gaining this feature and whenever you level you can cast, as shown in the Ghastly Arcana Spell
increase in levels as a soulmonger, choose Conflict or Accord, Level column of the Soulmonger table.
depending on how you wish to approach your spirit's To cast these spells using Ghastly Arcana, you expend a
existence. You will grow with boons or vices of different kinds number of willpower equal to the level of the spell being cast.
for each choice you make. You cannot use willpower to cast any spell except for those
Conflict. You gain an instance of Conflict for each level chosen with this feature. After finishing a successful long
wherein you chose this subfeature. For each level that rest, you can choose to swap any number of chosen spells to
Conflict was chosen, you gain a bonus to your weapon attack another from the warlock spell list, so long as the new spell is
damage rolls equal to half the total instances of your Conflict, of a level you can cast.
rounded down (minimum of 1). Charisma is your spellcasting ability for your chosen spells.
Accord. You gain an instance of Accord for each level Refer to your Spirit save DC if necessary.
wherein you chose this subfeature. For each level that Accord
was chosen, you gain a bonus of 2 to your maximum hit
points.
Your Inner Force feature is tied to Subconscience, wherein
whichever chosen instance is greater grants a certain
modification to your inner force die. For example, if you are a
4th-level soulmonger with 2 Conflict and 1 Accord, you have
accrued a total bonus of 2 maximum hit points, a +1 to any of
your weapon attack damage rolls, and you gain a Conflict
bonus to your Inner Force feature. If you have your Conflict
and Accord instances tied, you gain a bonus of your choosing
for that level.
Inner Force
Starting at 2nd level, you have learned to focus your inner
strength and increase the ceiling of your potential through
your host spirit. Whenever you make an ability check, you can
choose to roll your inner force die. When you do, you add can
add the result to your ability check. You can only use this
feature again after finishing a short or long rest.
Conflict Bonus. If you have greater Conflict than Accord,
you can also roll your inner force die whenever you make an
attack roll.
Accord Bonus. If you have greater Accord than Conflict,
you can also roll your inner force die whenever you make a
saving throw.
Your inner force die changes as you gain soulmonger
levels, as shown in the Inner Force column of the
Soulmonger table.

3
Become Phantasm Spiritual Concord
At 3rd level, you gain access to your spirit's physical Beginning at 15th level, you've come to closer terms with
manifestation, allowing you to transform into an avatar that your host spirit, allowing you to reap the benefits of a united
represents them. As an action, you can transform into an existence with an otherworldly entity. You do not need to eat,
incarnation of the spirit inside of you. While you are drink, breathe, or sleep.
transformed this way, the following effects apply. In addition, whenever you use your inner force die, you can
Your Host Spirit features gain amplified or new effects. spend 1 willpower to reroll the result. You may do this an
When you first transform and at the start of each of your unlimited number of times, but you must always use the
turns, you gain temporary hit points equal to your newest roll.
soulmonger level. You immediately lose these temporary Master of the Soul
hit points when your transformation ends.
At 20th level, you've truly acclimated to the powers surging
At the start of each of your turns while transformed, you throughout your body, solidfying your command on the
lose 1 willpower. If you would start your turn and you have 0 inhabiting spirit inside of you depending on your relationship
willpower, the transformation ends. Your transformation is with it. You gain a unique enhancement depending on the
ended early if you become unconscious, or if you're subjected number of times you've chosen Accord over Conflict, or vice
to the effects of a dispel magic spell cast at 7th-level or higher. versa.
Alternatively, you can spend an action to end your Domination. If you've chosen more Conflict than Accord in
transformation. Whenever your transformation would end your Subconscience feature, you've acquired a fettering grip
and you have more than 0 willpower, you cannot use Become on your spirit's power and will. Transforming using your
Phantasm for 1 hour or until you finish a long rest. Become Phantasm feature now expends 5 willpower, but you
don't lose any willpower anymore at the start of each of your
Unyielding next turns. Instead, your transformation lasts for 1 minute,
Beginning at 6th level, when you make a saving throw, you unless it is ended early.
can expend any number of willpower you have. The amount Harmony. If you've chosen more Accord than Conflict in
you expended is added to the roll, and you must decide to use your Subconscience feature, you've made peace and forged
this feature before the DM decides the outcome of the save. compromised terms with your spirit, allowing you to gain a
Once you use this feature, you can’t use it again for 1 minute. natural freedom over your body and mind. You regain 5
willpower on a successful short rest.
Second Shadow

In addition, you gain another feature if you've chosen nothing


Starting at 10th level, before you take the Attack action on but only one of the two.
your turn, you can spend 2 willpower to cause your spirit to Total Domination. If you've only chosen Conflict
appear as an afterimage to your movements. When you throughout your soulmonger levels in your Subconscience
choose to do so, an ethereal phantasm emerges from you, feature, you acquire total domination over your host spirit.
and it attacks a creature you target for each of your attacks. You may force your host spirit to manifest as a Small illusory
The spirit mimics all of your weapon attacks, such as entity that follows you, hovering up to 5 feet around you. You
attacking with a sword, or shooting an arrow. Second may have it speak on your behalf, and it can always be
Shadow attacks are counted as weapon attacks from you, but understood by any creature with at least 7 Intelligence.
it deals your inner force die + your Charisma modifier as Pure Harmony. If you've only chosen Accord throughout
force damage instead. The spirit doesn't need to make an your soulmonger levels in your Subconscience feature, you
attack roll, and they automatically hit an attack whenever you achieve pure harmony with your host spirit. Whenever you
hit for each of the attacks you make. are unconscious but not dead, your host spirit observes your
Vindictive Self surroundings for up to 30 feet away from you. It has truesight
and can hear even the faintest of whispers up to its range, but
Beginning at 14th level, when you succeed on a saving throw it cannot speak. When you are no longer unconscious, your
that would otherwise charm, frighten, or force you to move or spirit telepathically relays to you everything it has observed.

act against your will (such as the effects of the suggestion

spell), you gain advantage on attack rolls against the creature


that tried to affect you this way. Additionally, that creature has
disadvantage on saving throws you force it to make. The Diversity of Soulmongers
effects of this feature last on the target for 1 minute, and it Each soulmonger has their own ways of dealing and
ends early if you become unconscious or when this feature interacting with the spirit they're hosting. Some are more in-
affects another creature. conflict with them, while some maintain a sense of concord--
use these options to diversify your journey as a soulmonger.

4
Host of Death Shadow Death's Envoy
You're the chosen host of a vindictive spirit of death. It's When you reach 18th level, death has loosened its grip on you
inhabited your body in order to plant seeds of eldritch power, as you have now become the avatar of one of its incarnations.
and when you've fully grown the death shadow hopes to You only need one success on a death saving throw to
overtake you and bring death to its enemies. The abilities stabilize yourself.
granted to you by this spirit allow you to bypass death easily Transformed. Once on your turn, as an action, you can
as well as swiftly deliver your opponent's demise through a bring down a large scythe that ruptures the space in front of
barrage of necrotic attacks. you. Each creature in a 15-foot cone must make a Dexterity
saving throw against your spirit save DC. On a failed save, a
Sickle of Death creature takes 5d6 necrotic damage and is frightened of you
Starting at 1st level, you can manifest death's scythe as you until the end of its next turn. If the creature has less than half
attack, allowing you to flit it in front of you to strike each its maximum hit points, it takes 10d6 necrotic damage + your
enemy. On a successful hit, you may have your weapon Charisma modifier instead.
attacks deal necrotic damage instead.
Transformed. Whenever you take the Attack action, you
can replace any of the attacks you make with a magical
scythe strike as part of that action. When you do, you make a
melee weapon attack against each creature in a 20-foot
radius sphere centered on you. You are proficient with the
scythe used by this feature. On a hit, a creature gets struck by
the manifested weapon of death, and it takes necrotic
damage equal to your inner force die + your Charisma
modifier.
Rip Life
Starting at 7th level, your powers can corrupt your enemies,
clinging to their souls and draining their stagnating life.
Whenever you deal necrotic damage to another creature, it
cannot regain hit points until the start of your next turn.
Transformed. On your turn, you can use a bonus action to
target a creature you can see within 60 feet of you that has
been dealt necrotic damage since your last turn. You force the
target to make a Strength saving throw against your spirit
save DC. On a failed save, the target is forcibly pulled 5 to
15ft towards you (your choice of range) and you roll your
inner force die. You regain missing hit points equal to the
result of your roll.
Aura of Demise
Beginning at 11th level, you gain resistance to necrotic
damage. In addition, you gain a whirring, incorporeal wind of
anguish that stagnates the living around you. Whenever
another creature is reduced to 0 hit points, if it is within 5
feet of you, you may have it die instead.
Transformed. When another creature you can see within
60 feet of you would be reduced to 0 hit points, you can use
your reaction to teleport to an unoccupied space within 5 feet
of that creature.
Transcendent End
Starting at 11th level, you can transform alternatively
whenever you use your Become Phantasm feature. When you
do, you release a wave of death, and each hostile creature
within 60 feet of you must make a Dexterity saving throw
against your spirit save DC. On a failed save, a creature takes
necrotic damage equal to twice your soulmonger level, and
half as much damage on a successful save. If you transform
this way, you become incapacitated until the end of your next
turn.

5
Transformed. You can use your bonus action on your turn, or
a reaction whenever you would be hit with an attack or fail to
succeed a saving throw, to force yourself into a meditative
state. While in this state, you are incapacitated, cannot move
or speak, and you do not lose willpower every turn from
Become Phantasm. You regain 1 hit point at the end of every
turn, and you reduce any incoming damage by an amount
equal to your soulmonger level. You remain in this state for 1
minute or until you fall unconscious, but you can end the
effects on yourself at will (no action required). Once you use
Steel Resolve this way, you cannot use it again until you finish
a long rest.
Agile Blade
Starting at 11th level, you burst in a vigor of swordsmanship
and gain unparalleled footwork whenever you transform
using your Become Phantasm feature. When you do, you gain
an additional 15ft of movement speed until the start of your
next turn.
Additionally, you can spend 1 willpower as you transform.
When you do, you are able to manifest a magical Spirit
Sword in a free hand. The Spirit Sword lasts for as long as
your transformation is active, and you can use a bonus action
to teleport it back to your hand whenever you lose it.

Host of Fallen Swordsman


Once lost of purpose and a home, a master of the blade now Spirit Sword
finds solitude within your shared soul. Holding secrets of melee weapon (martial, sword)

peerless technique and unmatched melee proficiency, the

fallen swordsman wants nothing more than his martial You can use your Charisma modifier instead for the
legacy to continue living through you. The abilities granted to damage rolls made with this weapon.

you by this spirit allow you to gain extreme martial prowess

at an instant, blazing through the battlefield as an Damage: Inner Force die


unstoppable warlord of finessed skill. Damage Type: Slashing, magical

Properties: Light, finesse

True Strike Weight: 0 lb.


Starting at 1st level, your spirit grants you a technique that
allows you to pinpoint where an enemy is immediately
vulnerable. When you make a melee attack with a weapon

you are proficient with, you can choose to gain a bonus to Fallen's Breath
your attack roll equal to half your soulmonger level. If you do, When you reach 18th level, a final technique is taught to you,
you cannot use this feature again for 1 minute. one that requires the utmost excellence in swordsmanship to
Transformed. You can use True Strike's bonus an perfectly unlock. You can use an action on your turn to regain
unlimited number of times. When your transformation ends, hit points equal to your soulmonger level. Once you use this
you cannot use True Strike for 1 minute. feature, you cannot do so again until you finish a long rest.
Art of the Blade Transformed. When you use Fallen's Breath to regain hit
At 7th level, the fallen swordsman bestows upon you the points, you can also dash towards a creature you can see
knowledge of every weapon it had wielded in their lifetime. within 15ft of you as part of the same action. If you do, you
You gain proficiency in all simple and martial melee weapons. can target a hostile creature you can see that's within your
range as you move with this feature. Make a melee weapon
Transformed. You can attack twice, instead of once, attack against the target. On a hit, you calculate your damage
whenever you take the Attack action on your turn. as if you've scored a critical hit against your target. Reducing
Steel Resolve a creature's hit points to 0 with this attack grants you another
Beginning at 11th level, your spirit sharpens your mind and use of Fallen's Breath.
body, allowing you to face adversity with a calm disposition
and an unbent will. You gain advantage on Dexterity saving
throws.

6
Host of Vengeful Mage While transformed, your Spectral Spellbook is counted as
always on your person.
You are harboring the spiteful ghost of a once-great wizard, In addition, whenever you would choose spells for your
now fallen to hubris and the embrace of oblivion. Finally Ghastly Arcana feature, you can also choose from the wizard
finding a means to incarnate itself once more, this spirit has spell list.
found a suitable vessel and aims to uncover forgotten magic
through your body. The abilities granted to you by this spirit Soulbound Sorcery
allow you to cast a wider array of spells and twist these Starting at 7th level, you can soulbind a spell using this
mystical powers to your will. feature. To soulbind a spell, choose a spell at the end of a
successful long rest. It must be a spell of 5th-level or lower
Spectral Spellbook that you can cast with your Ghastly Arcana feature. The spell
Starting at 1st level, you gain a Small book of magical spells gains the Soulbound tag. If a different spell is already
that your spirit once possessed in its lifetime. The book is an soulbound, that spell loses the tag.
indestructible object that you can summon into your In addition, you can choose one additional spell for your
possession from any distance by concentrating for 1 minute, Ghastly Arcana feature.
as long as you are within the same place of existence as the Transformed. You can cast soulbound spells at will,
spellbook. without material components. Soulbound spells do not cost
Choose two cantrips from the wizard spell list. While the willpower.
spellbook is on your person, you are able to cast these
cantrips. You may spend an hour during a short or long rest Controlled Potential
to replace one of the chosen cantrips. Beginning at 11th level, you've been blessed with an exterior
Transformed. You can cast any cantrip from the wizard that can easily withstand magical threats. You have
spell list regardless of whether or not they are currently resistance to spell damage from any spell with a level less
chosen for your Spectral Spellbook feature. than or equal to half your soulmonger level (maximum of 9).
In addition, you gain proficiency in the Arcana skill. If
Ledger Soul you're already proficient with that skill, double your
At 3rd level, the Host of the Vengeful Mage modifies your proficiency bonus whenever you make an Arcana skill check.
Become Phantasm feature. You no longer gain the temporary Transformed. Whenever another creature within 30 feet of
hit points that the feature grants. Instead, you infuse your you casts a spell, if you aren't incapacitated, you can use your
Spectral Spellbook within yourself, granting you the full reaction to suppress the spell's potency. If you do, make a
power of the wizard spirit inhabiting your body. You cannot spellcasting ability check using your Charisma. The DC
transform with Become Phantasm if your Spectral Spellbook equals 10 + the spell's level. On a success, you reduce the
is not in your possession. level of the spell by 1. If the spell is cast at its lowest level, this
feature has no effect instead.
Vindicative Arcane
Starting at 11th level, you ascend from mortality as your
spirit's arcane power wraps you in a majestic aura. Whenever
you transform using your Become Phantasm feature, you can
cast a spell as part of your action. The spell must be of a
chosen spell from your Ghastly Arcana feature, and it has a
casting time of a single action. When you cast the spell, roll
your inner force die. You reduce the amount of expended
willpower for casting that spell by the result, but it cannot be
reduced to 0 this way.
In addition, your concentration cannot be broken as a
result of taking damage unless it would reduce your hit points
to 0.
Unbound Magic
When you reach 18th level, you achieve full understanding of
your spirit's desire, gaining new wizardly talents that hone
your prowess with magic. Choose a spell from the wizard or
warlock spell list for each spell level from 6th, 7th, 8th and
9th. You become able to cast these spells with your Ghastly
Arcana feature, but do not count toward the number of spells
chosen by the feature.
Transformed. Whenever you use your action to cast a
cantrip, you regain 1 expended willpower.

7
Host of Sacred Ghost
Inhabiting your body is the ghost of a fallen paladin or
servitor of good. It's chosen a vessel, such as you, in order to
continue their work to defeat the lurking evil in the world.
The abilities granted to you by this spirit allow you to protect
your allies and mend their wounds, as well as punish the
wretched creatures of darkness from above, with bright,
angelic wings.
Dawning Hope
At 1st level, you can cast the Spare the Dying cantrip. When
you cast it using this feature, the range of the spell is
increased to 15 feet.
Bright Spear
Starting at 1st level, you can manifest a spear of light in your
hand, which you can deploy as a homing bolt of energy to
either heal your allies or sear your enemies. You have a pool
of d4s equal to your soulmonger level. As an action, you can
expend any number of dice from this pool to create a spear of
holy light. As part of this action, you target a creature you can
see within 120 feet. If the target is friendly, the spear causes
the creature to regain hit points equal to the number of d4s
expended. If the target is hostile, make a ranged spell attack
against it using your Charisma as your spellcasting modifier.
On a hit, a creature takes radiant damage equal to the result
of all the d4s expended. You regain expended dice from this
pool after you finish a short or long rest.
Transformed. You can use this feature as a bonus action
instead, and you can use your inner force die in place of the
pool of d4s for this feature, as shown in the Inner Force
column of the Soulmonger table.
Sacred Knowledge
At 3rd level, the Sacred Ghost has granted you the means to
emulate the holy practices. Whenever you would choose
spells for your Ghastly Arcana feature, you can also choose
from the cleric spell list.
Aid of the Ghost
Starting at 7th level, your spirit can extend their divine reach
from your body, allowing you to shield your allies with
protective energies. Friendly creatures within 5 feet of you
gain advantage on Wisdom saving throws.
Transformed. When a creature you can see within 60 feet
of you would be dealt damage, you can use your reaction to
roll your inner force die. If you do, you reduce the damage
taken by the target equal to the result of your roll.
Divine Blessing
Starting at 11th level, the sacred ghost has granted you
celestial providence in order to shield you from harm. You
gain resistance to radiant damage.
Transformed. If you would be reduced to 0 hit points,
make a Constitution saving throw with disadvantage against
your spirit save DC. On a successful save, you are reduced to
1 hit point instead. If you would be reduced to 0 hit points as
a result of taking necrotic damage, you have advantage on
this saving throw.

8
Enlightened Purity
Starting at 11th level, you sprout wings of divine significance Art Credits
and take to the skies as a vigil of light for those in need. Standing stones by Kaeriya @ kaeriya.deviantart.com
Whenever you transform using your Become Phantasm
feature, you gain 30ft of flying speed until your

transformation ends. Ghost shadow © DNF Game

Purger of Darkness

When you reach 18th level, the holy power inside you has Ghost from D&D 5e © Wizards of the Coast LLC
reached its full potential to finally vanquish evil with
impunity. Whenever you use your Bright Spear to attack a

hostile creature as an action on your turn, you can use Knight by soft-h @ soft-h.deviantart.com
Second Shadow. Using your Second Shadow this way
expends 2 willpower instead, and it copies the amount of dice

expended for your spell attack. Nirkana Revenant by Igor Kieryluk, MTG Art © Wizards of the
Transformed. At the start of each of your turns, you regain Coast LLC
one expended die from your Bright Spear feature.

Character Art Lineage II Art © NetMarble

Oghma Infinium by Minomi9

Dark Avenger by EyeDentity Games @ Dragon Nest

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