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skill Slot (SS)

Every level gain 1 stat point, proficiency is free


You can spend HP to use spell slots when you're out of them (10 HP per slot and make sanity
check)
Striking, Healing, Protection, Acumen, Summoning, Control

Level 0:
Precise strike1: Target an unsuspecting target's weak point. When an enemy is not aware of
your presence or you have advantage on a non-somnetic attack you can deal an extra 1D6
damage. At each applicable level you get the next upgrade for this skill for free

Duel: At each available level you automatically gain the next duelist ability for free

Transformation: You are capable of altering your form into a more powerful one, this may come
from a disease such a lycanthropy or any number of other effects. Transformation allows for
you to take your more powerful form for 5 rounds/30 seconds. While transformed several effects
take place. Whenever you take damage the total damage you take is reduced by a number
equal to half your current level rounded down. You have a temporary pool of points for
improving your stats equal to your current level. Each time you transform you can choose how
to allocate your points but they can not be changed again until you use another transformation.
You can use this ability a number of times equal to half of your level rounded down to a
minimum of 1 time each day. The uses of your transformation reset after a long rest. Using one
of your transformations counts as a free action

Somnetic prodigy: At level 1, 4, 7, 10, 13, 16 and 19 select a level 1 spell. You will be able to
cast this spell at its lowest level for free. These Prodigy spells do not have to be spells you
selected while leveling up
Somnetic prodigy posible other version: At each level you receive double the SS you
normally would but in exchange you have a -10 to all non somnetic attack rolls and start with 5
less stat points when making your character

Seismic Sense: Spend 10 minutes to enhance your ability to detect the location of others
through vibrations. For the next 24 hours you are capable of feeling the locations of entities
within 5m/yds of you through vibrations that they cause. This grants immunity to effects such as
blindness and other negative effects regarding sight. 0 SS

Level 1: select free spell


AC boost: You can increase your AC by 2 for 1 min. 1SS, 1 bonus/action

Inspiring words: Give words of encouragement to an ally you can see; once during the next
ten minutes they can add a D4 to a roll of their choice. (applies to any rolls including death
saves, can not be granted to a target that can not hear you). 1SS, 1 bonus/action
Debilitating strike: Strike at a target's limbs. When you successfully strike a target, reduce their
movement speed by half on their next turn. 1 SS, 1 action

Drahbib’s Light Fist: Strike your fist forward with such speed and force that you create a gust
of dense air capable of damaging your opponent. Perform an unarmed strike with a range of up
to 5m/yds that deals 1D6 air damage added to your normal unarmed strike damage. This skill is
considered both an unarmed strike and a ranged attack. 1 SS, 1 Action

Duelist 1: Select a target that you can see and mark them with somnetic energy. For the next
30 seconds/5 rounds if the marked target makes an attack against someone who isn't you they
take damage to their health equal to your level. 1 SS, 1 Bonus/Action

Storage: Alter the dimensions of materials within a certain area turning three dimensional
material into two dimensional drawings. Turn an item that you can hold in your hand into a
drawing. The drawing can be placed on any nearby surface and the item will be stored inside of
the drawing. Items taken from the storage can appear either in the hand of the one taking it from
storage or directly against the surface it was stored on. Anyone can remove an item from
storage. 1SS, 2 actions to store the item. 0 SS, Bonus/Action to retrieve the item

Spectral hand: create a semi translucent hand from somnetic energy. The hand can exist up to
10m/yds away from the caster and is capable of doing anything a normal hand can do. The
hand is capable of carrying a weight in pounds equal to the number of SS used times 2. 1 SS,
Bonus/Action, 5 min

Manipulation: Look into a target creature's eyes. Roll an Acumen check against the target's
insight. On a successful check gain advantage on persuasion checks against a non hostile
target for one minute. 1 SS, 1 action

Fairy lights: Create ten spherical lights within 100m/yds of yourself, these lights illuminate the
immediate area around them; you can alter the color of the lights as well as their shape. Roll a
summoning check, this is how many minutes the lights can last for. 1 SS, 1 bonus/action

Fire Shot: Roll a Striking spell check against a target and send out a shot of fire from your body
dealing 1D6 damage to a target and setting flammable objects on fire. 1 SS, Action, For each
SS above the initial cost add an extra D6 damage

Air Shot: Roll a Striking spell check against a target and send out a shot of air from your body,
the shot whips up small items and deals 1D6 wind damage. 1 SS, action, For each SS above
the initial cost add an extra D6 damage

Ice Shot: Roll a Striking spell check against a target and send out a shot of ice from your body
dealing 1D6 cryo damage and freezing 1m/yd of liquids the shot makes contact with. 1 SS,
Action, For each SS above the initial cost add an extra D6 damage
Earth Shot: Roll a Striking spell check against a target and send out a shot of earth from an
area of unoccupied earth adjacent to yourself dealing 1D6 blunt damage. 1 SS, action, For
each SS above the initial cost add an extra D6 damage

Rot: Roll a Striking spell check against a target and touch a creature to infect them with dark
somnetic energy causing the corrosion of their soul. Make a somnetic attack against a target
within 1m/yd of yourself. On a successful hit deal 1D4 damage and reduce their HP maximum
by the same amount for 5 rounds. 1 SS, 1 Action

Healer: Touch a target and imbue them with regenerative energy, at the start of their turn they
will heal 1D4 HP + your healing spell skill for a number of turns equal to the number of Skill slots
spent to cast it. 1 action

Healing spell 1: Touch a creature and heal them for 1D4 + your healing spell skill. 1 SS, 1
Bonus/Action

Mass Healing Spell 1: Select up to 6 creatures within 6m/yds of yourself and heal them by 1D4
+ half of your healing spell skill. 1 SS Bonus/Action

Level 2:
Recovery: Take a moment to slow your breath and recoup. Regain HP equal to half of the SS
spent rounded down minimum of 1. 1 bonus/action

Precise strike 2: Improve Precise strike to deal 2D6

Drahbib’s Speed: You are now capable of making unarmed strikes as bonus actions.
Permanent upgrade

Improved attack: Add extra force behind melee attacks. Deal an extra 1D6 to damage rolls. 2
SS, free action

Ricochet: With great precision bounce ranged attacks so that they hit multiple targets. When
making a ranged attack cause your projectile to ricochet off of your initial target to hit a
secondary target within 2m/yds of the previous. You must roll to hit for each target you wish to
hit. Each subsequent target after the first gains a bonus to their ac equal to the number of
previous targets hit. Ie, the second target has a plus one to their AC and the third would have a
plus two. 2 SS, free action, this ability can be used multiple times in succession until the
projectile misses a target

Roast: Unleash a string of painful insults,Select a target that can hear you and roll a Striking
spell check against a target's concentration. If they roll lower then they take 2D4 fire damage
and have disadvantage on their next attack. If they roll higher then they take half damage and
don't take disadvantage. 2 SS, 1 Action for each SS above the normal cost add 1D4 damage

Swarm: Summon a small swarm of winged insects to do your bidding. The swarm has an HP of
1 and deals 1d4+ your summoning skill damage. The summoner is capable of communicating
with and understanding the swarm. The swarm shares an initiative with its caster. The swarm
has a +5 to hit and can attack once per turn. The swarm has an AC equal to your Summoning
skill. 2 SS, 1 Action. For every 2 SS above the initial cost the swarm gains 1HP 1AC and deals
an extra D4 damage.

Savage strike: Infuse somnetic energy into your nails and/or teeth growing and strengthening
them for one minute. Grow and strengthen your teeth or nails, for the duration of the spell your
unarmed strikes deal 2D6 additional piercing damage. For every slot above the initial cost add
1D6 damage. 2 SS 1 action

Scatter shot: Fire 2 projectiles made out of pure mental energy. Make a striking spell skill check
against a target's AC for each projectile. Each projectile deals 1D4 damage and can be directed
to separate targets. 2 SS, an extra projectile can be added for every 2 SS spent beyond the
initial 2. 1 action

Mending: repair physical damage to a non-living material such as torn clothes or broken glass.
Material can be repaired in a 1m/yd cube. 2 SS 1 Bonus/Action

Soul Searching: Focus on the presence of souls within your vicinity, for the next hour you can
sense the presence of souls within a 1000m/yds radius of yourself. You can feel for the specific
location of souls in the radius allowing you to detect the location of creatures with souls, and
creatures with souls gain no bonuses from invisibility against you. 2 SS, 1 Action

Aura of healing: You give off a healing aura, those around you find themselves recovering
more quickly. Any targets that you choose within 5m of you can be given 2D4+ half your healing
spell skill HP, This ability requires that you maintain concentration. 2 SS, 1 action for initial
casting, each use after takes 1 bonus/action

Healing spell 2: Touch a creature and heal them for 2D6+ your healing spell skill. 2 SS, 1
Bonus/Action

Mass Healing Spell 2: Select up to 6 creatures within 6m/yds of yourself and heal them by
2D4+ half your healing spell skill. 2 SS Bonus/Action

Level 3:
Frenzy: You move with reckless abandon. You gain the use of a second action for one turn. 3
SS, free action
2nd attack: You gain a greater mastery of physical fighting. You can make a second
non-somnetic attack on your turn with a bonus action . Permanent upgrade

Warning Shot: Make a ranged attack at the ground near creatures feet. Roll a weapon attack
VS your targets Wisdom save. If you roll higher than the target is struck by the fear effect, if you
roll lower then the target is unaffected. 3 SS, 1 Action

Disguise self: Use Somnetic energy to alter your appearance. Alter your appearance, you can
change your height by one foot higher or shorter and change any other part of your appearance
in any way you want.In order to see though the illusion others will need to roll a perception
check higher than your 3 SS, 1 bonus/action

Haste: Grant a target greater speed through somnetic energy. Select a target you can see
within 10m/yds; their move speed doubles, they gain advantage on all evasion, vehicle handling
and initiative checks, They gain an extra action on each turn. This effect lasts until the casters
concentration is broken or if five of the casters turns pass. Once the effect ends the one who
was hasted loses their next turn as they are hit with a wave of exhaustion. Any bonuses to
speed added after haste is cast are also doubled until the spell ends. 3 SS, 1 Action, 5
rounds/concentration

Detect thoughts: Connect yourself mentaly with another creature. For one minute you can read
the thoughts of a creature you select. This spell also allows you to detect if the spell Structure
Memory has been used on an item. A target can attempt to guard their mind against you by
making a concentration check against your Acumen 3 SS, 1 action

Mental Lash: Lash out at a target with mental energy. Target a creature within 10m/yds who
has to make an intelligence save VS your Striking spell skill. On a failed save the target can
only use an action, bonus action or movement on their turn, not all three. 3 SS, 1 action

Flight: Target yourself or someone else within 5m/yds, for the next 10 minutes they are able to
fly at a speed equal to your current running speed plus your control skill. 3 SS, Action

Comprehend Languages: For one hour use somnetic powers to alter your vision and hearing
allowing you to understand any language you see or hear. 3 SS, 1 Action

Rot 2: Gain the ability to cast an improved form of the rot spell that deals greater damage. Deal
3D4 damage to the target's health and lower their HP maximum by the same amount on a
successful strike.

Substitute: Form a spiritual bond with a target of your choice, whenever they are harmed a
portion of the damage appears on your body instead of theirs. Select a target within visual
range, for 10 min or as long as concentration is maintained, you will receive half of any damage
they take in their place. 10 min / Concentration, 3 SS, 1 bonus/action
Barrier: Form a barrier around yourself or someone else. Until the end of your next turn the
target AC increases by 3 plus half your Protection skill. 3 SS, 1 Action

Healing Spell 3: Touch a creature and heal them for 3D6+ your healing spell skill. 3 SS, 1
Bonus/Action

Mass Healing Spell 3: Select up to 6 creatures within 6m/yds of yourself and heal them by
3D4+ half your healing spell skill. 3 SS Bonus/Action

Level 4: select free spell


Proficiency: add 1 to a stat of your choice, this effect can be bought with SS multiple times

Precise strike 3: Improve Precise strike to deal 3D6

Quick Reload: Reload your ranged weapon with a bonus action instead of a full action.
Permanent upgrade

Drahbib’s Dash: Build momentum through your movement to create an extra powerful strike.
After activating this skill any amount of movement that is not interrupted adds to the damage of
your next unarmed strike. Each 1m/yd you move during your turn adds 1D4 damage to your
next unarmed strike. Your movement is considered interrupted if you are required to stop to
perform an action or if any outside force reduces your movement speed. If your attack roll does
not exceed your targets AC you instead take half of the damage you would have dealt to them 4
SS, Free Action

Alter size:Alter a target’s size through somnetic visualization. Select a target within 10m and
choose one of two ways to alter their size; Increase the target's size by 100%, double their
strength stat and move speed; Decrease their size by 50%, reduce their strength stat and move
speed by half. Additions to strength or speed after the spell is cast will also be increased or
decreased by the spell. 1 min / Concentration 4 SS, 1 action

Kahs Clarity: For 1 minute you or a target of your choice are capable of instantly recognizing
lies. You will know any time a purposeful lie is told to you whether it is spoken or conveyed to
you by some other means. 4 SS, 1 Action

Spirit Binding: Summon an ethereal being or spirit and bind them to an entity. The spirit is
invisible and intangible, passing through the spirit causes a cold feeling in your chest. Entities
with a spirit bound to them feel like they are constantly being watched and have disadvantage
on all Charisma based skill checks. The caster can choose to control the spirit personally.
When controlling the spirit the caster sees through the eyes of the spirit and can move objects
of up to 8 plus your summoning skill pounds. To bind the spirit to an entity the caster has to
know the target's name and what they look like. The spirit remains bound to the target for 24
hours. 4 SS, 4 Actions
Substitute 2: After greater study master a more effective form of substitution. Whenever an
entity within 5m of you takes damage you can choose to take on any amount of that damage in
their stead. Permanent, 4 SS, 1 Bonus/Action

Healing Spell 4: Touch a creature and heal them for 4D6+ your healing spell skill. 4 SS, 1
Bonus/Action

Mass Healing Spell 4: Select up to 6 creatures within 6m/yds of yourself and heal them by
4D4+ half your healing spell skill. 4 SS Bonus/Action

Level 5:
AC boost2: Improved version of AC boost, increases AC by 4 for one minute

Inspiring words2: Improved inspiring words, give 1D6 to allies rolls

Evasive action: Prepare and assess your surroundings, ready to dodge an attack. Spend your
bonus action to gain advantage on dodging an attack you can see. 5 SS, 1 bonus/action

Sleepers Fist: Throw an unarmed strike that is capable of crossing over into the dream realm
and damaging the essence of one's being. Make an unarmed strike against an opponent on a
successful strike and reduce one of their stats of your choice by 1D4. The effect ends when the
affected entity recovers any HP. 5 SS, 1 Action

Duelist 2: Your Dualist Mark can be applied with greater power. When cast at this level your
Duelist Mark also causes creatures it’s applied to, to deal half damage to you.

Precise spell: When casting an attack spell, spend 2x the slots it takes to cast the spell to add
your control spell skill to the spells attack roll. Free action

Resistance: Give yourself or someone else resistance to a damage type of your choice for 12
seconds/ 3 rounds. 5 SS, bonus/action

Fire Wall: Create a wall of fire that covers a total of 5m/yds. The fire can not be seen through
and is 3m/yds in height. If an entity passes through the Fire Wall or ends their turn inside of it
they will be dealt 5D6 plus half your summoning skill fire damage and be considered on fire. 5
SS, action, concentration

Air Wall: Create a wall of air that covers a total of 5m/yds. The wall whips up small nearby
items and deals 5D6 wind damage to entities that pass through the wall or end their turn inside
of it. Projectiles passing through the wall will have their attack roll reduced by a value equal to
your Summoning skill to hit their target. When a target takes damage from the wall they will be
inflicted with the wind effect if two of the damage dice roll 6’s. 5 SS, action, concentration
Ice Wall: Create a wall of ice that covers a total of 5m/yds. The ice can not be seen through
and has an HP of 5D6+ your Summoning skill. The Ice Wall is weak to fire damage. If the wall
is destroyed by non-fire damage or if concentration is broken then it will shatter dealing 2D6
Cryo damage to all entities within 1m/yd of the wall, if an entity is dealt maximum damage by the
wall being shattered then they will be considered frozen. If the wall is destroyed by fire damage
then it simply melts into a puddle of water and deals no Cryo damage. 5 SS, action,
concentration

Earth Wall: Create a wall of stone that covers a total of 5m/yds. The wall can not be seen
through and has an HP of 5D6+ your Summoning skill. The Earth Wall is resistant to blunt and
slashing damage. 5 SS, action, concentration

Impotent: Make a somnetic attack against an entity within 10m/yds. On a successful strike the
target has disadvantage on rolls utilizing one skill of your choice for their next 5 turns/30
seconds. This spell can affect the same entity multiple times adding more disadvantage to the
same stat or disadvantage to multiple stats. 5SS, 1 Action

Placeholder name 1: Create an area of improved healing. In an area of 4m/yds any healing
dice automatically counts for the maximum value. 1minute/concentration 5 SS, 1 action

Healing Spell 5: Touch a creature and heal them for 5D6+ your healing spell skill points. 5 SS,
1 Bonus/Action

Healer 2:Improved healer, Allow ally to recover 1D6+ your healing spell skill hp each turn

Mass Healing Spell 5: Select up to 6 creatures within 6m/yds of yourself and heal them by
5D4+ half your healing spell skill. 5SS Bonus/Action

Level 6:
Instincts: Over time you have honed your senses allowing you to react more quickly. You have
advantage on initiative checks. Permanent upgrade

Precise strike 4: Improve Precise strike to deal 4D6

Fan Fire: Hold down your firearms trigger while fanning the hammer with your hand to
dramatically increase fire rate at the expense of your accuracy. Make attack rolls up to as many
times as you have ammo in your firearm. You can target any number of entities with the amount
of ammo you spend. Make an attack roll against each of these entities with a -5 and
disadvantage to hit. 6 SS, 1 Action
Negation: cancel out a somatic effect you can see that is active or about to be used, The SS
used to cast this spell plus your Control spell skill must be equal to or higher than the SS used
to cast the effect + 10 to cancel it. 6 SS, 1 bonus/action

Create Familiar: Create the form of a creature out of clay and place a small portion of your soul
inside of it. You and your Familiar are capable of telepathic communication and sensing each
other's location with no limit to their range. When you summon your familiar you choose how
much of your soul to give it, this is represented by giving a certain amount of your HP maximum
to the familiar. If your familiar dies the portion of your soul inside of it returns to you and your HP
maximum is returned to normal while the clay statue that forms your familiars body is shattered.
You can also choose to take the portion of your soul back from your familiar at any time simply
returning it to a clay statue.Your familiars skills are equal to your own plus your Summoning skill
added to one skill of your choice. 6 SS, 1 Action to place your soul inside, 1 Bonus/Action to
retrieve it

Healing spell 6: Touch a creature and heal them for 6D6+ your healing spell skill. 6 SS, 1
Bonus/Action

Mass Healing Spell 6: Select up to 6 creatures within 6m/yds of yourself and heal them by
6D4+ half your healing spell skill. 6 SS Bonus/Action

Level 7: select free spell


Parry: when attacked by a melee weapon you can roll weapon stat+1d10+Level, reduce
incoming damage by this amount, if damage is reduced to 0 then you disarm your opponent.
Damage negation works against projectiles from ranged weapons but reducing the damage to 0
will not disarm your attacker if they do not make a melee attack. 7 SS, free action

Stunning strike: Make an attack against a target, they have to make a constitution+1D10+level
check greater than your weapon stat+1D10+level or be stunned until the start of your next turn.
7 SS, 1 action

Blast: within 10m of you create a 5x5m blast of wind damage dealing 7D4 damage to everyone
in range.Deal half damage to entities that can make an evasion check higher than your striking
spell check. 7 SS, 1 action

Placeholder name 2: Select a target that you can see, they make a wisdom save against your
Control spell skill; on a failure the target must spend their turns to get as close as they can, on a
successful save nothing happens. Effect ends when concentration is broken or the target gets
within 1m/yd of the caster. 7 SS, Concentration, action

Healing Spell 7: Touch a creature and heal them for 7D6+ your healing spell skill. 7 SS, 1
Bonus/Action
Mass Healing Spell 7: Select up to 6 creatures within 6m/yds of yourself and heal them by
7D4+ half your healing spell skill. 7 SS Bonus/Action

Level 8:
proficiency 2: add 2 to a stat

Powerful strike: spend 2 slots to add 1 to attack damage of non somnetic attacks. Free action

Precise strike 5:Improve Precise strike to deal 5D6

Marksman: Take a deep breath and steady your aim. Before you make an attack roll using a
ranged attack, choose to add an extra D6 to your chance to hit. 8 SS, Free Action, For every 8
SS spent above the initial amount add and extra D6 to your attack roll

Drahbib’s Draining fist: For the next minute/10 Rounds, you are capable of siphoning energy
from targets you hit with an unarmed strike. For each unarmed strike you land two SS from your
target.

Stat reduction spell name placeholder: Influence the capabilities of a target you know the
location of with somnetic energy. Reduce a single one of your targets stats by 1D4 for 15
seconds/3 turns. 8 SS, 1 Action

Dismissal: Target a creature with somnetic energy and send them to another plane of
existence. Make a Summoning spell check against the target's summoning skill, on a successful
check, put the target into another plane for a minute, at the end of the minute they will return to
the same spot they were dismissed from. 8 SS, using extra SS will allow for multiple targets,
concentration, 1 action

Transference: Select a target you can see within 10m/yds and for the duration of the spell any
damage dealt to you will instead be dealt to the target. The spell ends if you are moved or move
yourself 1m/yds or more from the location you cast the spell at. The spell is harder to maintain
as time goes on at the end of each of your turns the caster makes a concentration check. The
first concentration check has a difficulty level equal to a control check of the target and every
subsequent round the difficulty increases by 5. 8 SS, 1 Action

Healing Spell 8: Touch a creature and heal them for 8D6+ your healing spell skill. 8 SS, 1
Bonus/Action

Mass Healing Spell 8: Select up to 6 creatures within 6m/yds of yourself and heal them by
8D4+ half your healing spell skill. 8 SS, Bonus/Action
Level 9:
BodyGuard: Pull a target out of the way of danger. When you are within 1m/yd of a creature,
swap places with them and add 1D8 to either yours or their AC until the start of your next turn.
The AC bonus is lost if they move 1m/yd or more away from you. 9 SS, 1 Bonus/Action

Drahbib’s Battle analysis: Analyze your opponents techniques and battle style mid fight. For
ten minutes when an opponent hits you with an attack all of their following attacks against you
receive a -1 modifier. Each attack that successfully hits you adds another -1 modifier to the
opponent's next attacks. 9 SS, Action

Protective ward: Create a barrier around a target to protect them from harm. Select a target
within 5m/yds, enemies will need to succeed a Concentration check higher than your Protection
spell skill plus your somnetic stat, on a failed check they will have to switch the target of their
attack; effect lasts for 3 turns. 9 SS, 1 action

Benediction: Select a target you can see within 10m/yds, or yourself, whoever you select will
deal an extra 1D10 damage on their next attack. 9 SS, 1 Action

Lightning Shot: Fire a bolt of lightning from your body striking an entity within 10m/yds.
Entities struck with lightning are dealt 9D6 lightning damage and any flammable materials
between yourself and the target are lit on fire. 9 SS, 1 Action

Control Water: Use your somnetic abilities to alter the shape and consistency of water.
Manipulate any water you can see within 100m/yds to create specific effects. You can part
water alter its shape to look like anything you want and create water tentacles and whips. When
using water limbs to grapple an entity you will use a Control spell check in place of a grapple
check. When using water to deal damage such as a powerful jet or whip you will make a
somnetic attack using your control spell skill and deal 9D6 damage to a single target. If you
target multiple entities in an attack you will deal 9D4 damage. 9 SS, concentration, 1 Action

Metamorphosis: Manipulate somnetic powers to alter the shape of a creature. Turn a creature
you can see into another creature for 10 minutes, when turned into another creature the target
will use the new forms stats and health; if reduced to 0HP then the target will revert to its
original form, damage left over after reverting the transformed target back does not affect the
target's HP. 9 SS, concentration, 1 action

Healing Spell 9: Touch a creature and heal them for 9D6+ your healing spell skill. 9 SS, 1
Bonus/Action

Mass Healing Spell 9: Select up to 6 creatures within 6m/yds of yourself and heal them by
9D4+ half your healing spell skill. 9 SS, 1 Bonus/Action
Level 10: select free spell
AC boost3: Improved version of AC boost, increases AC by 6 for one minute

Inspiring words 3:Improved inspiring words, give 1D8 to allies rolls

Precise strike 6:Improve Precise strike to deal 6D6

Power Shot: Target a particularly vulnerable part of your target when making a ranged attack.
Before making a ranged attack add an extra 3D6 damage to your damage roll should you
successfully hit. 10 SS, Free Action, for every 10 SS spent above the initial cost add an extra
D6 to the damage roll

Drahbib’s Flash Fist: You are now capable of making two unarmed strikes per action. Skills
that state they cost one action still cost as much. Permanent upgrade

Duelist 3: You are now capable of casting your Duelist Mark at an even greater level. When
cast at this level you are able to deal extra damage to creatures under the effect of your mark.
When rolling damage against creatures under the effect of your mark add extra damage equal
to your level. 10 SS 1 Bonus/Action

Powerful Spell: Utilize somnetic energy to manipulate fate to make your somnetic attacks more
potent. When rolling damage for a somnetic attack spends an SS to re-roll a damage die, the
new damage value must be used even if it is worse than the original. Each SS used adds
another die that can be re-rolled, Free action

Lightning Cage: Create a cage made out of lightning around a creature you can see within
10m/yds. The Lightning Cage is capable of containing ethereal entities such as spirits. Entities
inside of the Lightning cage must make a constitution save VS casters Summoning spell skill in
order to escape the cage. On a failed save the creature takes 10D6 lightning damage and is
rendered paralized for a turn. On a successful save the entity takes half damage, is not parlized
and can move out of the cage. 10 SS, action, concentration

Air Cage: Create a tornado around an entity you can see within 10m/yds. Entities inside the
tornado can attempt to leave by making a Strength feat check VS the casters Summoning spell
skill. On a failed check the entity will be dealt 10D6 damage and be thrown by the wind back
into the cage. On a successful check the entity will take half damage and be capable of leaving
the tornado. 10 SS, action, concentration

Ice Cage: Create a cage made of ice around an entity you can see within 10m/yds. The cage
and entity inside can be easily slid around. The cage has an HP of 10D6+ the casters
summoning spell skill and is weak to fire damage. If the cage is destroyed by non fire damage
then it will shatter and deal 5D6 damage to the entity inside. 10 SS, action, concentration
Earth Cage: Create a cage of stone around an entity you can see within 10m/yds. The cage
has 10D6+ the casters summoning spell skill HP and is resistant to Blunt and Slashing damage.
The cage crumbles to dust if the caster's concentration is broken or if the cage's HP is reduced
to 0. 10 SS, Action, Concentration

Healing spell 10: Touch a creature and heal them for 10D6+ your healing spell skill. 10 SS, 1
Bonus/Action

Healer3: Improved healer, Allow ally to recover 1D8+ your healing spell skill hp each turn

Mass Healing Spell 10: Select up to 6 creatures within 6m/yds of yourself and heal them by
10D4+ half your healing spell skill. 10 SS Bonus/Action

Level 11:
Pressing attack: When making a non-somnetic attack uses tactical strikes to push your target
in the direction you want them to go. Each attack you make against a target can push them
1m/yd in any direction you choose. The attack does not have to deal damage to move the
target. 11 SS, Free Action at the time of attack

Drahbib’s Defense: Your reaction speed has reached incredible levels through your mastery of
martial arts. For one minute/ten turns you add your move speed to your AC. 11 SS, Free
Action

Doorway: Visualize a designated doorway and step through it from any other doorway. Spend
15 seconds/ 3 Actions to create markings on a doorway or to study the markings already
present. Once they have been memorized, whenever you pass through an entryway such as a
door, tent flap or trapdoor you can cause the entryway to lead through to the marked doorway.
11 SS to mark and link the doorways, 3 Actions to mark, memorize and link doorways.

Structure Memory: Make a copy of yours or another willing creature's memory and turn it into a
physical object. When turning the memory into an object it can be turned into a new one or be
placed inside of an already existing object. The memory can be accessed by anyone who
makes contact with the item containing the memory. If the memory is turned into an item it does
not hold any monetary value from the item it appears to be. The caster can place restrictions on
who can access the memory such as only specific people or requiring a code phrase first. 11
SS, 1 Action

Placeholder name 4: Select a target within 5m/yds and give them improved damage resistance
until the end of your next turn. For the duration of the spell the target you select will be dealt 5
less damage to their HP from damage rolls made against them. 11 SS, 1 Action, for every 5 SS
spent about the initial cost increase the target's damage resistance by another 1 point.
Hell-full Healer: For one minute the next time you deal damage to a target, take half of the
damage value and heal a creature within 5m/yds of you by that amount plus your healing spell
skill. 11 SS, Bonus/Action

Doctor of Death: For one minute the next time you heal a creature, take half of the healing
value and deal blunt damage to a creature within 12m/yds of you for that amount. 11 SS,
Bonus/Action

Healing spell 11: Touch a creature and heal them for 11D6+ your healing spell skill. 11 SS, 1
Bonus/Action

Mass Healing Spell 11: Select up to 6 creatures within 6m/yds of yourself and heal them by
11D4+ half your healing spell skill. 11 SS Bonus/Action

Level 12:
Proficiency 3:add 3 to a stat

Precise strike 7:Improve Precise strike to deal 7D6

Deflection: When an attacker misses a non-somnetic attack against you, you can choose to
redirect the attack towards a target of your choice within 1m/yd of yourself. Roll 1D6 and add it
to the attack roll that was made against you; this is now the value to hit the new target. 12 SS,
Free Action

Imbedded Somnetics: Cast a somnetic spell and place it within an entity. The Spell can be
placed inside of an object such as a door or a container, but it can also be placed inside of living
beings and even other spells. When a Somnetic spell is embedded it must have a specific
trigger that will cause it to go off. For example when a door is opened, when a person comes
within a certain distance of an object or location, when someone attempts to negate a somnetic
effect. The caster can also choose specific triggers that cause the spell not to take effect such
as stating a password.
When placing the spell inside of a creature or object it requires direct contact for 1
Actions worth of time and adds 12 SS to the cost of the spell being embedded.
When a spell is embedded inside of another spell it must be done during the time of the
initial casting but it does not have to be embedded into a spell that you have cast yourself, it can
be embedded into someone else's spell by using a prepared action. If embedded into your own
spell then the SS will be equal to the cost of both spells plus 12 and requires the use of both
your action and bonus action to do so.
The embedded somnetics last permanently until their trigger is met or the entity they are
embedded in is destroyed. When the Embedded spell takes effect and requires a roll it is rolled
using the stats of the caster at the time it was embedded and the entity that the spell is
embedded in is treated as the caster of the spell.

Healing Spell 12: Touch a creature and heal them for 12D6+ your healing spell skill. 12 SS, 1
Bonus/Action

Mass Healing Spell 12: Select up to 6 creatures within 6m/yds of yourself and heal them by
12D4+ half your healing spell skill. 12 SS Bonus/Action

Level 13: select free spell


Placeholder name 3: Make your next non-somnetic attack with advantage, if you hit it counts
as a critical. 13 SS, 1 Bonus/Action

Armor of Ishtar: Create a layer of somnetic energy around yourself capable of reducing
incoming damage and absorbing the life force from your attacker. For 5 rounds/30 seconds,
improve your AC by a value equal to your Protection skill. If an enemy makes it through your
improved defense siphon 1D8 HP from them. 13 SS, 1 Action

Healing Spell 13: Touch a creature and heal them for 13D6+ your healing spell skill. 13 SS, 1
Bonus/Action

Mass Healing Spell 13: Select up to 6 creatures within 6m/yds of yourself and heal them by
13D4+ half your healing spell skill. 13 SS Bonus/Action

Level 14:
Lucky Shot: When making a ranged attack take a moment to steady yourself and focus your
aim. You can roll your attack with advantage and if you crit roll two crit dice instead of 1. 1 SS,
free action at the time of an attack

Healing Spell 14: Touch a creature and heal them for 14D6+ your healing spell skill. 14 SS, 1
Bonus/Action

Mass Healing Spell 14: Select up to 6 creatures within 6m/yds of yourself and heal them by
14D4+ half your healing spell skill. 14 SS Bonus/Action

Level 15:
AC boost4: Improved version of AC boost, increases AC by 8 for one minute

Inspiring words4:Improved inspiring words, give 1D10 to allies rolls


Drahbib’s Mastery: Through mastery of Drahbib’s martial arts techniques you are able to strike
with even greater force than ever before. You now add half of your speed stat to the damage of
your unarmed strikes. Permanent upgrade

Maximize magic: Force an incredible amount of power into your somnetic spells to gain the
maximum effect. Spend 5 times the number of SS you normally would when casting a spell, as
a result all damage and healing die will automatically count for their maximum value. The cost
of this spell must be paid during initial casting. Free action

Healing Spell 15: Touch a creature and heal them for 15D6+ your healing spell skill. 15 SS, 1
Bonus/Action

Healer4:Improved healer, Allow ally to recover 1D10+ your healing spell skill hp each turn

Mass Healing Spell 15: Select up to 6 creatures within 6m/yds of yourself and heal them by
15D4+ half your healing spell skill. 15 SS Bonus/Action

Level 16: select free spell


Proficiency 4:add 4 to a stat

Precise strike 8:Improve Precise strike to deal 8D6

Astral Projection: Take a minute to sit and meditate. Separate your soul from your body and
project it to a location that you know about or have been to. While projecting your soul is
considered an invisible, ethereal entity and can only be touched by abilities and items that can
interact with ethereal entities. While projecting you can not cast spells, you can move through
physical objects. 16 SS, 1 min

Soul Broker: Target a creature within 10m/yds of you, make a Control spell skill check against
their AC, on a successful hit reduce their HP maximum by up to 100 points and increase the HP
maximum of another target you can see by the amount the first target was reduced by. The first
target's HP maximum can not be reduced to 0. The effect ends when concentration is broken or
when the first target's HP is reduced to 0. If the effect ends then any HP target two has above
their initial maximum is transferred back to the first target. For every 16 SS used beyond the
price of the initial effect you can siphon the HP from another target. 16 SS, concentration,
action.

Healing spell 16: Touch a creature and heal them for 16D6+ your healing spell skill. 16 SS, 1
Bonus/Action

Mass Healing Spell 16: Select up to 6 creatures within 6m/yds of yourself and heal them by
16D4+ half your healing spell skill. 16 SS Bonus/Action
Level 17:
Golem: Form a body out of clay and bring it to life by writing a symbol meaning life on the roof
of its mouth. When a golem is brought to life it will obey orders from its creator. While crafting
the golem the creator will create the equivalent to a level 1 character and every 17 SS spent at
the time of the initial casting will add 1 to the golem's level. 17 SS, 1 Action

Healing Spell 17: Touch a creature and heal them for 17D6+ half your healing spell skill. 17 SS,
1 Bonus/Action

Mass Healing Spell 17: Select up to 6 creatures within 6m/yds of yourself and heal them by
17D4+ half your healing spell skill. 17 SS Bonus/Action

Level 18:
Precise strike 9:Improve Precise strike to deal 9D6

Metempsychosis: Transfer the soul from one form to another at the time of death. When a
creature dies, it transfers its soul into the body of either a body that does not have a soul in it at
the time of casting or the body of another creature. In order to send the soul to the new body
the caster must spend twenty days preparing the body. Once the vessel has been prepared the
soul this spell is cast on will be sent directly to it regardless of distance. This spell must be cast
within 18 seconds/ 3 rounds of the soul's departure from its original body. After the spell has
been cast on a soul it can not be cast again for 1 year. 18 SS, 1 Action

Healing Spell 18: Touch a creature and heal them for 18D6+ your healing spell skill. 18 SS, 1
Bonus/Action

Mass Healing Spell 18: Select up to 6 creatures within 6m/yds of yourself and heal them by
18D4+ half your healing spell skill. 18 SS Bonus/Action

Level 19: select free spell


Healing Spell 19: Touch a creature and heal them for 19D6+ your healing spell skill. 19 SS, 1
Bonus/Action

Mass Healing Spell 19: Select up to 6 creatures within 6m/yds of yourself and heal them by
19D4+ half your healing spell skill. 19 SS Bonus/Action

Level 20:
AC boost5: Improved version of AC boost, increases AC by 10 for one minute

Inspiring words5:Improved inspiring words, give 1D12 to allies rolls


Proficiency 5:add 5 to a stat

Precise strike 10:Improve Precise strike to deal 10D6

Healing Spell 20: Touch a creature and heal them for 20D6+ your healing spell skill. 20 SS, 1
Bonus/Action

Healer5:Improved healer, Allow ally to recover 1D12 hp each turn

Mass Healing Spell 20: Select up to 6 creatures within 6m/yds of yourself and heal them by
20D4+ half your healing spell skill. 20 SS Bonus/Action

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