PT:Order of the Worm


Playtest Material

This class is currently being previewed for the next update of the Basic Rules.

Order of the Worm

Given to the darker arts, a practitioner of mysticism can manipulate the natural order of Mundus to meet their unholy desires. The soul, or animus, is the source of power for a mystic who follows the one of the many varying teachings of the Order of the Worm. These mystics, either by misguided ideals of ‘responsible necromancy’ or through a sheer desire to gain unmitigated vile powers, use their psionics to manipulate the essence of life in order to meet their end goals. Such goals may include the pursuit of achieving resurrection for a loved one who had passed onto Aetherius, to unlock knowledge from the deceased, or perhaps to seek out their own immortality.

For responsible, or ethical necromancers, such as the lich Vastarie, this necromancy is devoted to communion with the dead in order to record their knowledge, but they avoid all forms of thralldom and seek to cause as little harm to the soul they wish to commune with. These Worms rely on the use of ’white’ souls from lesser creatures to act as protectors and minions on their behalf.

Others, such as the lich Mannimarco, saw the use of necromancy for purely personal gain at the expense of the dead. Many of these Worms are sadists that enjoy inflicting pain on others and wish to extend their lives into immortality. These Worms rely on the use of ’black’ souls from humanoid creatures to act as their minions.

Order of the Worm Features
Level Feature
1st Bonus Discipline, Soul Harvest
3rd Soul Trapper
6th Extra Attack, Undead Thralls
14th Command Undead

Bonus Discipline

1st-level Order of the Worm feature

You learn one additional psionic discipline of your choice. It must be chosen from among the Worm disciplines.

Soul Harvest

1st-level Order of the Worm feature

You gain the ability to reap life energy from creatures you kill with your psionics. Once per turn, when you kill one or more creatures with a psionic discipline, you regain hit points equal to twice the psionic discipline’s psi point cost. You don't gain this benefit for killing constructs or undead.

Soul Trapper

3rd-level Order of the Worm feature

When you kill a creature with your psionics, you can choose to forgo the benefits gained from your Soul Harvest feature, and instead you can immediately cast the soul trap spell on that target.

A filled soul gem in your possession can be used to empower your psionic attacks. While holding a filled soul gem, you can deal an additional 1d6 psychic damage to a single damage roll that deals psychic damage. This spends the use of the soul gem.

This damage increases to 1d8 at 6th level, and again to 1d10 when you reach 14th level.

Extra Attack

6th-level Order of the Worm feature

You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can use one of your talents or cause an undead thrall you control to make an attack in place of one of those attacks.

Undead Thralls

6th-level Order of the Worm feature

You learn to produce the animate dead spell as a psionic ability without expending magicka at 3rd level only, which requires you to expend 3 psi points in order to cast it. When you cast animate dead in this manner, you can target a number of corpses or piles of bones equal to your psi limit, instead of the spell's limit, creating additional zombies or skeletons, as appropriate. Whenever you create an undead using this feature, it has additional benefits:

  • The creature's hit point maximum is increased by an amount equal to your mystic level.
  • The creature adds your proficiency bonus to its weapon attack and damage rolls.

Command Undead

14th-level Order of the Worm feature

You can use magic to bring undead under your control, even those created by necromancers. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Personality saving throw against your psionics save DC. If it succeeds, you can't use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.

Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.