Soul Conjoiner

Those necromancers who diligently studied the nature of souls, found that many souls can be manipulated by using their own as conduit for arcane energy. The Soul Conjoiner bolsters the strength of those standing besides them for the purpose of overcoming collective weakness and harnessing the true potential of the soul. Having analyzed techniques used by Soul Spinners and denizens of the Soul Cairn, these specific necromancers create temporary tethers to increase their magical versatility.

Soul Conjoiner Features
Level Feature
2nd Art Spells, Conjunction
6th Restorative Synergy
14th Spirit Branding
18th Triad of Souls

Art Spells

2nd-level Soul Conjoiner feature

Your necromantic art grants you the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to arts spells. See the Art Spells class feature in Enemies of Elsweyr for how art spells work.

Soul Conjoiner Art Spells
Level Spells
3rd Empowering Chains*, mind spike
5th sending, Rallying Inspiration*
7th arcane eye, fire shield
9th circle of power, skill empowerment


2nd-level Soul Conjoiner feature

At 2nd level, your understanding of the soul allows you to temporarily link yours with that of one of your allies. As a bonus action, you weave a spectral, silvery tether in a direct line between you and an ally within 30 feet. The tether moves in accordance to the two of you, but cannot get longer than 30 feet. For the duration of this feature, your ally gains half the amount of magicka (rounded up) you gain from the Death Glaring feature.

Additionally, enemies that move through the tether or end their turn in it, take 1d6 necrotic damage.

The feature ends when your ally leaves your range or after 1 minute has passed. After using this feature, you can’t do so again until you finish a long rest.

Restorative Synergy

6th-level Soul Conjoiner feature

Starting at 6th level, the connection you shape between souls gains in strength. While linked to an ally using the Conjunction feature, you can freely transfer hit points among the two of you using a bonus action. The amount of hit points you take from an ally, cannot exceed your hit point maximum, nor can the hit points you give to an ally exceed theirs.

Additionally, whenever enemies take damage from the tether, you and your ally regain hit points equal to half the damage dealt (rounded up).

Spirit Branding

14th-level Soul Conjoiner feature

Starting at 14th level, the moment you use the Conjunction feature, a straight line of occult sigils is branded onto the ground between you and your ally. When these sigils are formed, they remain fixed to the ground for the duration of the tether. Every enemy who stands on or crosses the sigils has to succeed on a Willpower saving throw equal to your spell save DC or become paralyzed until the end of their next turn.

Additionally, you can now use Conjunction twice before needing to finish a long rest.

Triad of Souls

18th-level Soul Conjoiner feature

From 18th level onwards, your soul is now magically trained to expand its boundaries and, through it, extend its reach. Whenever you use the Conjunction feature, you can link yourself to a maximum of two allies, instead of one.