Path of the Self

Those on the Path of the Self serve the ideals of Id and Soular, seeking before all else to guarantee their own safety and agency. They tend to be selfish and distrusting of others, but willing to work in groups to their own benefit.

Path of the Self Spells

Priest Level

Spells

1st

Inflict Wounds, Shield

3rd

Spiritual Weapon, Ray of Enfeeblement

5th

Vampiric Touch , Bestow Curse

7th

Blight, Summon Greater Demon

9th

Raise Dead, Negative Energy Flood

Channel Divinity: Strike Back

In response to being injured by an attack, you can respond with unmitigated fury. As a reaction, you call upon your connection to Soular and strike back against your foe. The creature that damaged you must make a Constitution saving throw against your spell save DC, taking damage equal to two times your adherent level on failure or half on success. If they failed, they are also Blinded until the end of your next turn.

Self-Serving

At 1st level, you may grant boons to yourself as well as other creatures. When you grant a boon to yourself, roll a 1d4. You add the 1d4 to your next attack roll, ability check, or saving throw.

Rule of the Strong

At 6th level, you have developed techniques to enhance your battle prowess. Whenever you make a weapon or spell attack you can use your bonus action to choose to do additional damage. On a hit you deal an additional 2d4 necrotic damage, but you take 1d4 necrotic damage on a miss which can't be reduced in any way.

Untouchable

At 11th level, you have learned to turn others' attacks against you to your advantage. When you would take damage from an attack, you can instead use your reaction to transform the damage into healing magic. Instead of taking the damage of the attack you regain hit points equal to half the damage you would have taken. Once you use this feature you cannot use it again until after you complete a long rest.

Right of the Strong

At 18th level, you have learned to turn your desire for what others have into action. When a creature you see comes under the effects of a spell you can use your reaction to also come under the effects of that spell. If the spell requires concentration then you count as the spellcaster for concentration checks. Once you use this feature you cannot use it again until after you complete a long rest.