Siether A flash of gold light shines from his right hand down to his sword a wood elf graciously runs into battle, a deadly bolt flys towards him as he feels something unnaturally tug him out of the way, dodging death once again.

On the lookout, a tired hill dwarf looks out into the wild as finely the orc he was waiting for appears, running down the narrow path. quickly the dwarf brings out his bow and flaming arrow the orc is shot and his soul is absorbed and trapped inside a wooden totem.

His hand quivering with power, a small human holds a mysterious crystal ball and as evil souls spill out of it he speaks magical words and a blast of icy necrotic energy shoots out and kills his master, but even after that he felt his master wasn't done teaching him.

As her dying husband's last words came out, a broken looking Dragonborn feels another personality merging with her body, she speaks a prayer and feels that even though he was dead he would always be with her.

Whether protecting the way souls enter and leave or using them to hurt others, siethers feel the need to interact with the supernatural many claiming to be masters of the soul and are easily corrupted by the very things they meddle with. Haunting Knowledge While seeking knowledge of death or death seeking them, a siether now has a soul bound to them and removing this bond will usually kill both, communicating with it gives them control over other spirits, most have come to good terms with their bonded soul but some bend it to their will by force, the soul is the personality and consciousness of the body and communicating with it gives them control over other spirits and magic that can be used to empower the body, without a soul you would become like a mindless beast attending to needs without thought. the way you choose to live affects the soul and the energy it produces. A New Connection Siethers are usually looked down upon for using this type of magic; thought to be wielders of dark necrotic magic and slavers of souls which some are. what people don't see is the connection that they have to the spiritual planes, either convincing evil spirits to stop their plots or helping a grieved soul come to terms with whatever happened a siether can do a lot of good through their connection. Creating a Siether When creating a siether think about how you came across the knowledge to bind someone's soul whether it was through research, another siether or a god. did you willingly bind? or did someone force you to?, how does your character view their bonded soul is he a hindrance to your cause? or a helpful ally that you would die for? Siethers, more than nearly all others, are aware of the great balance in the world between life and death, light and dark, good and evil. how does being a siether shape your world view does it make you realize the threat of death and make you want to help others overcome it or do you see this power as a chance to help your own selfish reasons before you die. which soul or souls are you bound to, a lost loved one, a mortal enemy or even a monster or beast These decisions may help you decide on your character traits and which archetype you choose. Quick Build You can quickly create a Siether by following these suggestions. First, Charisma should be your highest ability score, followed by the Constitution. Second, choose the haunted one background. 1

The Siether Level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 5th Alignment Die Soul Points 1st +2 One With The Soul,Soul Binding - - - - - - 1d4 1 2nd +2 Absorb Spirit,Spellcasting 2 2 - - - - 1d4 2 3rd +2 Soul Bonds 3 3 - - - - 1d4 3 4th +2 Ability Score Improvement 3 3 - - - - 1d4 4 5th +3 Extra Attack,Hex 4 4 2 - - - 1d6 5 6th +3 Ethereal Sight,Sixth Sense, 4 4 2 - - - 1d6 6 7th +3 Soul Bond Feature 5 4 3 - - - 1d6 7 8th +3 Ability Score Improvement 5 4 3 - - - 1d6 8 9th +4 - 6 4 3 2 - - 1d6 9 10th +4 Soul Bond Feature 6 4 3 2 - - 1d6 10 11th +4 Adaptive Soul,Hex 7 4 3 3 - - 1d8 11 12th +4 Ability Score Improvement 7 4 3 3 - - 1d8 12 13th +5 - 8 4 3 3 1 - 1d8 13 14th +5 Divine Energy 8 4 3 3 1 - 1d8 14 15th +5 Soul Bond Feature 9 4 3 3 2 - 1d8 15 16th +5 Ability Score Improvement 9 4 3 3 2 - 1d8 16 17th +6 - 10 4 3 3 3 1 1d10 17 18th +6 Mastery Over The Soul 10 4 3 3 3 1 1d10 18 19th +6 Ability Score Improvement 11 4 3 3 3 2 1d10 19 20th +6 Completly Bound 11 4 3 3 3 2 1d10 20 Class Features Hit Points Hit Dice: 1d10 per Siether level

1d10 per Siether level Hit Points at 1st Level: 10 + your Constitution modifier

10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per siether level after 1st Proficiencies Armor: Light Armor,

Light Armor, Weapons: Simple weapons,

Simple weapons, Tools: None Saving Throws: Charisma, Constitution,

Charisma, Constitution, Skills: Choose two from Animal Handling, Arcana, Athletics, Intimidation, Insight, Medicine, Religion, and Survival. Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) A Light Crossbow (b) Any Simple Weapon

(a) A Spiritual Focus (b)A Lantern (c)A Crystal Ball (d)A Key(e) A Wooden Totem

(a) A Dungeoneer's Pack or (b) An Explorer’s Pack

Leather armor, And a dagger



One With A Soul As a soul is connected to your body you can form the life essence of other souls into energy, Your access to this energy is represented by soul points. Your Siether level determines the maximum number of soul points you have, At 1st level, your soul point maximum is 1 + your charisma modifier (rounded up) and increase by 1 when you gain a level in this class. as a bonus action while you are holding your spiritual focus in one hand you can sacrifice 2 or more hit points to create soul points, for each 2 hit points you spend you gain 1 soul point

Creating Soul Points Hit Points sacrificed Soul Points gained 2 1 2

the alignment damage type that you get from hit points sacrificed into soul points is either slashing, bludgeoning, or piercing your choice,



you can spend 1 soul point after you hit with a melee, ranged or spell attack roll to deal extra damage equal to your alignment damage die. this damage is considerd magical for the perpose of by overcoming resistance and immunity to nonmagic attacks and damage.



whatever the alignment damage of the soul point you obtained last is your alignment die damage type.



your alignment damage increases as you gain levels in this class as shown in the alignment die column of the siether table. Soul Binding You can draw your even soul closer to the matrial plane provided that your are holding your spiritual focus in one hand.



You can use a bonus action to start Binding, which lasts for 1 minute. It ends early if you are incapacitated, or if you let go of your spiritual focus. You can also dismiss the Binding as a bonus action.



. when you are being attacked by a creature that you can see, you can use your reaction to have your soul points act as temporary hit points and are lost instead of hit points when taking damage any leftover damage is carried over to your hit points any damage taken this way is reduced by an amount equal to your alignment die(this damage reduction happens after any damage resistance).



. You can spend 1 soul points as an action to talk with the souls in your spiritual focus for one minute. you can communicate with your bonded soul or the souls you have absorbed. During this time, you are deaf and blind with regard to your own senses. you can end this (no action required) any time.



. You have resistance to your current alignment damage type.



. when you attack with a melee or ranged weapon attack, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.



. When you take damage equal to or more than half your maximum hit points in a turn, roll a Charisma saving throw against your spell save DC or be corrupted by your bonded soul, if you do an action that directly conflicts with your souls motives you have to make a Charisma saving throw against your own save DC, if you fail the save you can't do that action. You can use this feature twice. You regain all expended uses of it when you finish a short or long rest.















Absorb Spirits When you reach level 2 you can absorb the remainings of a dead humanoid body as an action it gives you soul points equal to your alignment damage die. you can't use absorb Spirits on the same body twice or on a creature that's size is tiny, when you absorb a spirt you learn its alignment, look at the alignment damage table to determine the spirits damage type, when you do damage with an attack roll you can use 1 soul point to instead do your current alignment dies dmage type, you also deal extra damage equal to your alignment die on the alignment die table. you can use this a number of times equal to half your charisma modifier(rounded down). the alignment table is on the 8th page Spellcasting By 2nd level, being fused with a soul has given you the ability to draw on your bonded souls life essence, this spritual energy fuels your spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting and the end of this document for the siether spell list. Spell Slots For example, if you know the 1st-level spell command and have a 1st-level and a 2nd-level spell slot available, you cast command using either slot. Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from Siether spell list. The Spells Known column of the siether table shows when you learn more siether spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach the 5th level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the siether spells you know and replace it with another spell from the siether spell list, which also must be of a level for which you have spell slots. Spellcasting Ability Charisma is your spellcasting ability for your siether spells, since you learn your magic through communicating with spirits, channeling the will of souls and shaping it into spells. You use your Charisma whenever a spell refers to your spellcasting ability. Also, you use your Charisma modifier when setting the saving throw DC for a siether spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier. Spell attack modifier = your proficiency bonus + your Charisma modifier. 3

Soul Bonds The soul or souls connected to you begin change you at level 3 you choose between the Bond Of Burning Hunger, The Bond Of The Stone Guardian, the Bond Of The WarBinger The Bond Of The Reaper. all detailed at the end of the class description. Your choice grants you features at 3rd level, and again at 7th, 10th, and level 15. Ability Score Improvement When you reach the 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Hex When you reach level 5 you adopt a particular style to your soul as your specialty through training. choose 2 of the following options, you can't take a hex option twice even if you later get to choose again.

Hex save DC = 8 + your proficiency bonus + your Charisma modifier.

Soul Archery if you attack with a ranged weapon and miss you can spend 2 soul points use your bonus action to make an attack roll against the target you missed.

Great Weapon Charge You can spend 3 soul points as a bonus action to charge souls into a weapon that you are wielding, you add 1+ to your attack and damage rolls if you use that weapon to attack, this effect lasts for 1 minute.

Soul Burst When you attack with a melee weapon and hit a creature you can use 2 soul points to shoot a burst of soul energy through the target, the target makes a Dexterity saving throw if he fails he is pushed back 15 ft and its speed is reduced by 10 feet until the start of your next turn.

Armor of Souls If a creature hits you with a melee attack while you have armor equipped you can spend 3 soul points as a reaction to deal half the damage you received back to the attacking creature.

Weaken Soul When you deal damage to a creature with the attack option you can spend 3 soul points to force the creature to make a Constitution saving throw if it fails he has disadvantage on all of his attack rolls until the end of your next turn.

you get another Hex at level 11, Ethereal Sight Beginning at level 6 You can see 60 ft. into the Ethereal Plane when you are on the Material Plane, and vice versa while you are binding. Sixth Sense At the 6th level the siether can sense the auras of the recently dead. As an action, you become aware of any creatures that have died in a 30-foot area around you in the last 24 hours. You do not know how they died, but you do know what type of creature they were (Such as humanoid, beast or monstrosity). This feature can be used once per long rest Additionally, you have advantage in Charisma (persuasion) checks made with spirits and the dead. Adaptive Soul Beginning at 11th level you start meddling with different types of souls big and small, you get to choose three types of creature other than undead and construct, you can now use absorb soul on these types of creatures. Divine Energy You learn how to bring out the divine essence of your bonded soul When you reach level 14 your maximum hit points can not be reduced in any way. Master Over The Dead When you reach level 18 You learn to master the spirits bonded to you, while binding you auto save the charisma saving throw you make when you take more than your maximum hit points. your bonded soul keeps you tied down to the martial plane and causes you to age more slowly. For every 10 years that pass, your body ages only 1 year. Completly Bound Beginning at level 20 you have unlimited uses of binding and it now lasts until you are incapacitated, when you lose all your soul points you can instintly transfer 2 hit points to 1 soul points as a free action, 4

Soul Bonds These are the archetypes that you get to choose from these spirits pick from one of these to change it you have to sacrifice the right amount of soul points as his soul binds with other souls or just one soul around him as he merges with them, the soul or souls that you bind with influence you in a different way depending on the soul and its alignment. Bond Of Burning Hunger This spirit had a burning desire, a creature who never gave up till his dying breath, a creature who never fulfilled his wildest dreams, you have a hunger that yearns for completion. Burning Hunger Spells SIETHER LEVEL SPELLS 3rd absorb elements, burning hands 5th enlarge, scorching ray 9th protection from energy, fire ball 13th wall of fire, fire shield 17th flame strike, circle of power Deep Hunger Beginning at the 3rd level the alignment damage that you get from sacrificing hit points can be fire damage.



you can use absorb spirits as a bonus action but the soul points you get from it only last until the end of your next turn. Go Beyond Beginning at 7th level you can now go beyond your limits, your soul points maximum is increased to double your charisma modifier.



Swift As The Flame Beginning at 10th level Your speed increases by 15 while binding Relentless Spirit Beginning at 15th level When you are reduced to 0 hit points but not killed outright, you can spend 6 soul points to drop to 1 hit point instead. Bond Of Burning Hungers Hex You get another hex when you reach level 5

Fire Shield when you are about to get hit by a melee attack you can spend 4 soul points to cast Fire shield as a reaction without using a spell slot this fire shield only lasts until the end of your next turn.



Bond Of The Stone Guardian You are now bound with soul's that had the duty to protect and serve a purpose higher than its own, either a small hired bodyguard or a giant keeper of a temple, you now feel the need to protect the ones you see fit. Stone Guardian Spells SIETHER LEVEL SPELLS 3rd sanctuary, alarm 5th warding bond, maximillian's earthen grasp 9th counterspell, spirit gaurdians 13th stone skin, guardian of faith 17th wall of stone, animate objects Defender Of The Meek Beginning at the 3rd level you are proficient with medium armor and Heavy armor. while binding you have resistance to 1 more damage type of your choice instead of just one when you bind, the damage types you can choose from is either slashing, bludgeoning, or piercing Keeper Of Souls Beginning at 7th level you can spend an action to create a soul ward That lasts for one minute and its duty is to protect a creature you can see, the soul ward stays within 5 feet whomever you chose to protect, you can change whom it protects to another creature you can see using a bonus action, the soul ward can only use its reaction, it has hit points equal to your alignment damage die + your constitution, you can only have one soul ward at a time, the soul ward is resistant to piercing, bludgeoning, and slashing damage. it can use the defender hex as a reaction. Giver Of The Hex Beginning at level 10 you or your soul ward can give one of your hexes (by spending the required amount of soul points for the hex) to a creature that you can see within 5 ft, that creature can use this hex once.

5

Ultimate Protecter As your powers advance, the energy can be channeled through a Soul Ward to be more powerful. Starting at 15th level, you can use your action to transform your Soul Ward. When you cast a spell that targets only one creature and has a range of self, you can have another target creature within 20 feet of the totem gain the benefits of the spell instead. If that spell has a casting time of one reaction, you can cast the spell on another creature if they would meet the condition for the reaction. For example, if a creature within 20 feet of the Soul ward takes fire damage, you can use your reaction to cast absorb elements and let them gain the benefits of the spell. For the duration, you can use this soul ward as your spellcasting focus, even if you are not touching it. You can use this feature a number of times equal to 1 + your Charisma modifier (minimum of once). You regain expended uses when you finish a long rest. Bond Of The Stone Guardian You get a hex when you reach level 5 depending on which archetype you choose.

Defender when a creature you can see attacks a target within 5 feet of you, you can use 2 soul points to have the attacker roll a dexterity saving throw if it fails you make that creature attack you instead, Bond of the Warbringer Death, destruction Warbringer Spells SIETHER LEVEL SPELLS 3rd heroism, bane 5th magical weapon, blur 9th haste, beacon of hope 13th faithful hound, staggering smite, 17th skill empowerment, steel wind strike Fighters Spirit Beginning at level 3 you are proficient with medium armor,martial weapons, and shields. Warriors Strength When you make a Strength saving throw or ability check: you can spend one soul points to add your alignment die to that roll.



you advantage on intimidation checks while binding. Never Forget The scars of your spirit produce anger that never fades. Starting at level 7 you gain the following moves. Vengeful Attack When you make an attack roll, you can spend 1 soul point to add your alignment die to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.



Vengeful Defence when you are attacked by a creature that can see you can use your reaction to spend a soul point to add your alignment die to your armor class until the end of your turn. Moral Boost Beginning at level 10

the first time you enter binding all allies within 30 ft gain advantage on their attacks until the start of your next turn



when you use the Help action to aid an ally in attacking a creature you can give them a soul point that they can spend to use vengeful attack or vengeful defense. Mind, Body and Soul Beginning at level 15 the first time you enter binding you have +4 to your AC and you gain hit points equal to your siether level.



you regain the ability to use this again during a long rest. Bond Of The Warbringer Hexes You get a hex when you reach level 5 depending on which archetype you choose.



Fast Thinking when you attack with a one-handed weapon you can spend 2 soul points to attack with the same weapon again as a bonus action. 6

Bond Of The Reaper A siether who binds with a restless spirit that is cursed for what he's done, a creature who did something horrible but doesn't seek redemption, and holds on to the grief and suffering, wishing to give this pain to others. Reaper Spells SIETHER LEVEL SPELLS 3rd cause fear, hunters mark 5th branding smite, hold person 9th animate dead, bestow curse 13th blight, phantasmal killer 17th hold monster, raise dead Spirit Of The Deadly Beginning at level 3 you are proficient with martial weapons. Not Yet Done Beginning at the 3rd level the alignment damage that you get from sacrificing hit points can be necrotic damage. If you’re proficient with a simple or martial melee weapon, you can use it as a spiritual focus. Reap The Soul Beginning at the 7th level when you make a two-handed weapon attack you can force the creature you hit to make a Constitution saving throw if he fails you can use absorb spirits on that creature loses hit points equal to the number of soul points received. Any attack roll you make against the a target with hunters mark is a critical hit on a roll of 19 or 20 on the d20 Life Force Eyes Beginning at 10th You can tell if a creature's health is higher equal or lower than yours by spending 4 soul points Vorpal Death Beginning at level 15 if you roll a 19 or 20 on a d20 on an attack roll and the creatures hit points are below half you can spend 10 soul points to instantly kill the creature and regain soul points equal to your alignment damage die. Bond Of The Reaper Hex You get more hexes when you reach level 5 depending on which bond you picked Deaths grasp

When you make an opportunity attack and hit, you can spend 2 soul points to have the targets speed go to 0 and it rolls a dexterity save or falls prone 7