User:Balmz/Favored soul

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Author: balmz (talk)
Date Created: may 1 2018
Status: tbc
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Favored Soul[edit]

Favored souls cast divine spells by means of an innate connection rather than through laborious training and prayer, so their divine connection is natural rather than learned. They are the messiah, prophets, emissaries of their religion or abstract concepts. Coming from all types of religions and abstract concepts, races and cultures Favored Souls are as sorcerers are to wizards. Some favored souls do not worship deities or draw power from deities. Instead they draw power from the divine force of certain beliefs,philosophies or abstract concepts. It is unknown if they have traces of outsider or divine blood and it is often debated among scholars.

Favored Soul vary in their characteristics. Some are wanderers and loners, others seek out fellow comrades who share their deity's or beliefs. Favored Souls are more common in more wild cultures then clerics where studying and orgainization is rare.


Making a Favored Soul[edit]

Favored Souls are somewhat similar to clerics, they use divine spells, can assist allies and harm foes.

Abilities: Favored Souls use charisma as their primary spellcasting attribute. Constitution is as always important as well. The DC for saves against Favored Souls is 10 + the spell's level + the favored soul's Charisma modifier.

Races: Any.

Alignment: Like a cleric, a Favored Soul does need to stay within one step of their god's alignment to keep their powers. If a favored soul does not worship a deity they may draw their powers from the divine forces, causes and beliefs that empower divine magic. They then need to pick a alignment side that fits it best and stay with it, i.e. any good, any neutral or any evil.

Starting Gold: 4d4×10 gp (110 gp).

Starting Age: Simple, As Sorcerer.

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Bluff (Cha), Concentration (Con), Craft (Int),Decipher Script (Int) ,Diplomacy (Cha), Heal (Wis), Intimidate (Cha),Jump (Str), Knowledge (arcana) (Int), ,Knowledge (religion) (Int), (Int), Profession (Wis),Sense Motive (Wis), Spellcraft (Int), Survival (Wis), Use Magic Device (Cha).

Class Features[edit]

  • Weapon and Armor Proficiency: Favored souls are proficient with all simple weapons and if their belief or deity has a favored weapon that weapon, with light armor but not shields. Although a favored soul is not proficient with medium or heavy armor or shields, wearing it does not interfere with their spellcasting.
  • Spells: A favored soul casts divine spells (the same type of spells available to clerics), which are drawn from the cleric spell list. They can cast any spell they know without preparing it ahead of time the way a cleric must.
  • To cast a spell, a favored soul must have a Charisma score of 10 + the spell's level (Cha 10 for 0-level spells, Cha 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a favored soul's spell is 10 + the spell's level + the favored soul's Charisma modifier. Like other spellcasters, a favored soul can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is given on Table 1—1: The Favored Soul. In addition, they receive bonus spells for a high Charisma.
  • Unlike a cleric, a favored soul's selection of spells is limited. A favored soul begins play knowing four 0-level spells and three 1st-level spells of your choice. At each new favored soul level, they gain one or more new spells, as indicated on Table 1—2: Favored Soul Spells Known. (Unlike spells per day, their Charisma score does not affect the number of spells a favored soul knows; the numbers on Table 1—2 are fixed.)
  • Upon reaching 4th level, and at every favored soul level after that, a favored soul can choose to learn a new spell in place of one they already know. In effect, the favored soul "loses" the old spell in exchange for the new one. A favored soul may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that they gain new spells known for the level.
  • Unlike a cleric, a favored soul need not prepare their spells in advance. They can cast any spell she knows at any time, assuming they have not yet used up their spells per day for that spell level.


  • Favored Domain and Bonus Domains At levels 1,6,and 12 the Favored Soul may choose a Domain. If worshiping a deity the Favored Soul must pick one of their deities domains. If not worshiping a deity the Favored Soul should pick ones that align with their beliefs best. You gain access to the domain spells and add them to your spell list as spells automatically known. You can use the granted powers of the domains as a cleric does. You must still meet the caster level requirements for domain spells to cast them. At level 9 you may cast spells from one domain you chose as now known as favored domain as a spell like ability, they still have the same use limits and spellcaster requirements as your non domain spells. At level 18 you may cast level 1-3 spells from the chosen domain as a supernatural ability at will, level 4-9 spells in the domain are still spell-like and still have the same use limits as before. Additionally there is no longer use limits on the granted power if there was before. and it is now supernatural. A Favored Soul may change the favored domain once a day to another one of the other two chosen domains at any level. At level 20 level 4-9 spells in the favored domain are now supernatural.


  • Wings (Ex) At 14th level a Favored Soul gains wings and can fly at a speed of 60 feet (perfect maneuverability). The wings a Favored Soul grows can be chosen at reaching this level and range from feathered, bat like, furry wings, insect wings, scaly wings and pterosaur wings. A Favored Soul's alignment affects how the wings look. Note that the wing types are not restricted by alignment.


  • 'Divine Armor (Ex) At levels 5, 11, 16 a Favored Soul gains energy resistance 5 to sonic,fire,cold,electric,acid, positive and negative for a total of 15 points of resistance.
  • Favored Luck (Ex) At 10th level a Favored Soul may a number of times equal to their charisma bonus per day reroll any attack, damage rolls, saving throws,ability checks and skill checks for themselves. They must keep the result of the second roll even if it is worse then the first.


  • Numinous (Sp) At levels 4, 8, 13, 17 a Favored Soul may choose a new Numinous ability that fits their alignment and deity/beliefs best. These can be used a number of times equal to the Favored Soul's charisma bonus per day. They may choose from the following:


  • Transcendental At level 20 a Favored soul ascends to a new form and gains the native subtype template. They also may choose from 3 abilities for their new form:
  • Fast healing 3,
  • 1 type of damage reduction 10 that is either lawful, chaotic, good, evil, neutral, magic, cold iron
  • No longer needing to eat or sleep
  • Numinous abilities becoming supernatural
  • Immunity to death effects, petrifaction, poison
  • A fourth domain
  • Immunity to one damage type
  • Immunity to hostile mind affects
Table: Favored Soul

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spells per Day1
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 Favored Domain 5 3
2nd +1 +3 +0 +3 6 4
3rd +1 +3 +1 +3 6 5
4th +2 +4 +1 +4 Numinous 1 6 6 3
5th +2 +5 +2 +4 Divine Armor 5 6 6 4
6th +3 +6 +2 +5 Bonus Domain 6 6 5 3
7th +3 +6 +3 +5 6 6 6 4
8th +4 +6 +3 +6 Numinous 2 6 6 6 5 3
9th +4 +7 +4 +6 Favored Domain 6 6 6 6 4
10th +5 +7 +4 +7 Favored Luck 6 6 6 6 5 3
11th +5 +8 +5 +7 Divine Armor 10 6 6 6 6 6 4
12th +6/+1 +8 +5 +8 Bonus Domain 6 6 6 6 6 5 3
13th +6/+1 +9 +6 +8 Numinous 3 6 6 6 6 6 6 4
14th +7/+2 +9 +6 +9 Wings 6 6 6 6 6 6 5 3
15th +7/+2 +10 +7 +9 6 6 6 6 6 6 6 4
16th +8/+3 +10 +7 +10 Divine Armor 15 6 6 6 6 6 6 6 5 3
17th +8/+3 +11 +8 +10 Numinous 4 7 6 6 6 6 6 6 6 4
18th +9/+4 +11 +8 +11 Favored Domain 8 7 7 6 6 6 6 6 5 3
19th +9/+4 +12 +9 +11 9 8 8 6 6 6 6 6 6 4
20th +10/+5 +12 +9 +12 Favored Domain, Transcendental 10 9 9 8 7 6 6 6 6 6