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Psychopomp Class
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Psychopomp Class

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A man whispers soothing words while holding the hand of a dying warrior, helping its soul in the travel to the afterlife.
An elf ventures in remotest and gloom sylvan woods infested with banshees. Aided by kind spirits of the ethereal plane, the elf fights the tormented souls and put an end to their misery.
A group of dwarves explores an ancient stronghold to clash against the specter of a long dead dwarven king and its army of sword wraith that infests this place and terrorize nearby villages.
A woman travels the world to carry out ghost unfinished jobs cause they won't rest until their unfinished business won't be completed.

Psychopomps spend their life guiding souls to peace of the afterlife. Many of them are hermits or travellers that aid spirits on the material plane to find peace, some start this journey before bonding with a spirit guide who gives them superior knowledge

 

Soul Saviours

The psychopomp is a new class for D&D 5e that relies on utility spells and class features to interact with dead, spirits and souls. A psychopomp can mitigate mortal wounds or inflict them, as druids seeking balance in nature, psychopomps seek the balance of life and death.
The powers of a psychopomp are granted by the bond with a spirit guide, thanks to these powers a psychopomp becomes aware of what's around him, the invisible energies of life and death and the world beyond life. Each spirit has its own philosophy concerning death and life, different objectives and grants different powers to manipulate souls.

psychopomp



Inside you will find

  • The psychopomp class: halfway between a cleric and a warlock, psychopomps seek their path in a world of almost invisible sufferings, using their powers to heal or destroy tormented souls and to accompany souls of dying people to afterlife.
  • 4 subclass options: Guide of the Predestined, Guide of the Tormented, Guide of the Lost, Guide of the Ravenous.
  • 3 new spells: soul bolt, spiritual armor, soul anchor.
  • 3 new magic items: Boots of the Border, Staff of the Spiritual Anchor, Lantern of the Eternal Dream.
  • Scythe: a new simple and accurate weapon.
  • Chandling Supplies: a new tool to craft candles which also provides new skills.
  • Exorcist background.
  • Psychopomp NPC: a CR 5 NPC.

Class Expansions

          


 
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Reviews (3)
Discussions (6)
Customer avatar
Zachary M August 01, 2020 6:58 pm UTC
PURCHASER
Before buying I had a couple of questions concerning the class if you have a moment Massimo.
1. When do you recover consumed spell slots? The fact that the spell casting feature is called Pact-Magic leads me to believe they are recovered on a short rest similar to the only other Pact-Magic caster the Warlock. However one line of text in Preparing and Casting spells states that consumed spell slots are locked and ready to be unlocked after your next long rest. This could also be meant to infer that you recover spent spell slots on a long rest.
2. If you hadn't consumed an unlocked spell slot until your next long rest, does that unspent spell slot become locked and needs to be unlocked again?
3. It says that if you consume a spell slot it can't be unlocked until your next long rest, does this also apply to the ability to unlock spell slots using the death of puny goblins.
4. On the topic of puny goblins, what minimum CR would you recommend to be set in place of the limit of what creatures...See more
Customer avatar
Massimo T August 01, 2020 7:55 pm UTC
CREATOR
1. After a long rest a psychopomp recovers all its spell slots, I wanted to create a new pact-magic specific for this class. The advantage lies in the possibility to prepare your spells after a short rest.
2. Yes.
3. Yes. A consumed spell slot is "consumed", the ability to unlock a spell slot refers to "locked" spell slots.
4. There is no minimun CR, basically any creature of CR 0 or higher that dies can unlock any locked spell slot. What you say depends on the interpretation of the player, killing birds to unlock spell slots seems evil, my player who is still playing this class has never done anything similar but I know someone could do that.
5. Intelligence is related to memory and study, if so I'd say that the psychopomp have access to his spirit's knowledge/experiences and throught this can cast spells. But even so, I'm not completely sure it is fine

Regardless the pact-magic these days I was thinking of a small rework to simplify the system, as it...See more
Customer avatar
Zachary M August 01, 2020 8:20 pm UTC
PURCHASER
Thank you for the quick response, I like alot of the class after having read over it however I fail to see the reason for spell locking. What purpose does it serve to justify the additional micromanagement it causes? Again I really appreciate you as a creator for being as involved and helpful as you've been. Just bought it and love everything that's included, really great stuff!
Customer avatar
Matthew C June 14, 2020 2:29 am UTC
PURCHASER
So I have a campaign setting that has a sci-fantasy theme to it. For the most part it's like a typical fantasy setting, but there's a faction or two that has a lot of technology. As such, I like to make technology themed subclasses for a lot of classes I include.
So I had an idea: Guide of the Ascended or something like that, basically their spirit guide is a person whose mind was uploaded into a computer. I'm thinking they might also get some sort of lightsaber-scythe type weapon.

Any suggestions for features?
Customer avatar
Massimo T June 14, 2020 10:23 am UTC
CREATOR
Interesting idea! The first thing I'd ask myself is the goal of this spirit/mind. For example, instead of help souls to reach the afterlife the spirit/mind goal is to assimilate information of dying creatures (for good or evil reasons) or to upload them into its same computer in order to turn them into subordinates.
I think of this subclass as a sort of psion based on info drain and enhancing skills: "Whenever a creature suffers damage of your soul bind feature, you can force it to make a Wisdom (maybe Intelligence) saving throw against your spell save DC. On a failed save, you disable one of the creature's innate features and until the end of your next turn it can't use that feature. To clarify, an innate feature is given by the race such as the dragonborn breath weapon, the elven fey ancestry or the innate spellcasting ability. Resistances, immunities and proficiency in saving throws can be disabled too. You can use this feature a number of times equal to your Wisdom modifier per long rest."
Customer avatar
Matthew C June 15, 2020 7:40 am UTC
PURCHASER
Thank you!
Psychopomps serving Machine Ghosts (which I'll refer to as MGs) would tend to be from one specific transhumanist faction (which normally is Lawful Good-aligned, though it's a setting with a fairly low standard for 'lawful good').
The MG wanting to assimilate information from dying souls or upload them makes sense. I'm thinking Machine Psychopomps might not be overly liked by other Psychopomp orders as a result-they might be seen as keeping souls from the afterlife, for example.

An idea I had just now is that it can copy some form of ability of a creature who dies near it (such as a spell a spellcaster can cast) and can basically store one copied ability at a time. This could be its main gimmick. I'm thinking its 6th level might be having its Otherworldly Manifestation be souped up in a manner similar to the Hunted. Not sure about its 10th or 14th level feature.
Customer avatar
Massimo T June 15, 2020 2:01 pm UTC
CREATOR
Not bad at all. About the otherworldly manifestation, it could be the hologram of a soul your MG owns, maybe you have the power to summon different otherworldly manifestations each one with different skills. Btw, my discord is Massimo#2259
Customer avatar
Thomas J March 30, 2020 7:15 pm UTC
PURCHASER
The entire spell slot mechanic is very confusing.
Customer avatar
Thomas J March 30, 2020 7:15 pm UTC
PURCHASER
The entire spell slot mechanic is very confusing.
Customer avatar
Massimo T March 30, 2020 7:35 pm UTC
CREATOR
Hey, Thomas, I'm sorry to hear that.I will try to explain the pact of magic in short: when you finish a long rest all your spell slots are "blocked" except for some of your choice equal to half of your psychopomp level (rounded down) + your Wisdom modifier. When a creature dies within 300 feet of you, you can choose to unlock (no action required) a blocked (not consumed) spell slot of any level (depends on your level in this class). You can unlock multiple spell slots based on how many creatures have died within a minute: 4 goblins die during the turn of your allies? You can unlock 4 spell slosts!
When you cast a spell using any spell slot, that slot is consumed and can't be unlocked again until the next long rest.
Let me know if you have other doubts!
Customer avatar
Thomas J April 01, 2020 11:54 am UTC
PURCHASER
The thing is, this would feel confusing to anyone who is first trying the class. It works vastly different from other full casters. I give credit for making it a way to restore spell slits, even if the latent energy part at the end is also a bit confusing, like Sorcerer being able to open further slots.

I also raise a small point of the spell list feeling a bit too small, even with Homebrewed spells. The very small amount of cantrips may also XXX it a bit, given you only get the one and then the extras from your Guide Type. It feels like a cleric with a warlock bent, but meant to also focus a bit more on melee early.

It is a good class, and I would certainly play it given opportunity. I do like the effort you put in, and it has likely earned the electrum seller by being a new take on full caster. I am curious on what lead to some of the mechanical choices.
Customer avatar
Scott J January 14, 2020 6:14 pm UTC
PURCHASER
So there are Cantrips in the Spell List, but I can't seem to find anywhere within the Features that states how many a Player would have at a given time. Are they considered part of the Prepared Spells a Player would need to do when choosing what spells they want to be able to cast?
Customer avatar
Massimo T January 14, 2020 7:15 pm UTC
CREATOR
Hi Scott, with the 1st level feature "master medium" a psychopomp learns the soul bolt cantrip (described at the end of the pdf) and more cantrips with the 3rd level feature of almost any archetype. For example, guide of the predestined gives you the resistance and spare the dying cantrips. Unlike other classes, a psychopomp do not learn new cantrips at higher levels.
By the way, I think the problem could be a pdf display error? Perhaps under the "cantrips" word are listed the first level spells?
Customer avatar
August 23, 2019 1:02 am UTC
PURCHASER
Two issues

1. The "Accurate" weapon property isn't defined.
2. Spiritual Armor duration - ore instead of hour.
Customer avatar
Massimo T August 24, 2019 10:50 am UTC
CREATOR
1. My bad, I mean finesse not accurate
2. Fixed

Thank you!
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File Last Updated:
February 23, 2020
This title was added to our catalog on July 07, 2019.