Base Class: Fighter
Those who follow this path follow a path of death and misery. They focus on dark magic that lets them steal a creature's life force to give themselves extra power. About every fighter who chooses this archetype is evil. To learn the secrets of Life Destroying means to be permanently scarred spiritually and physically. The magic these fighters learn is not only damaging to others, but it also is damaging to the user. Fighters that embrace this archetype usually work for necromancers or other magic-users that practice dark magic.
Soul Jar
At 3rd level, you have a magical container that is infused with dark magic. When you kill a creature, you can spend 1 minute to perform a ritual that extracts the creature's soul from its body. This soul is then stored in your Soul Jar. Your soul jar can contain a maximum of 5 souls. For each soul that you collect, you gain a soul point for each soul you have. You can spend a soul point to gain a benefit from the list below. Soul points are also used for features other than the benefits shown below. You can create your own benefit but make sure to check with the DM first to make sure it is no powerful than the other benefits. You have to meet the prerequisite of the benefit to use it. Once you use a soul point, it is gone forever. Once you use a benefit, you can't use it again until you finish a long rest. You know 2 benefits. You learn an additional benefit at 6th level, and again at 8th level and 10th level.
Benefits:
Strength (Prerequisite - 3rd level) : You can spend a soul point to increase your strength. This increase can exceed 20 but cannot exceed 25. You can expend multiple soul points. For each point expended, your Strength score increases by 2. This increase lasts for 1 hour.
Regenerate (Prerequisite - 3rd level): You can spend a soul point to regain some of your health. You can expend multiple soul points. For each soul point expended in this way, you regain hit points equal to 1d4 + your Constitution modifier.
Agility (Prerequisite - 3rd level): You can spend a soul point to make yourself extremely nimble and agile. This increase can exceed 20 but cannot exceed 25. You can expend multiple soul points. For each point expended, your Dexterity score increases by 2. This increase lasts for 1 hour.
Protection (Prerequisite - 7th level): You can spend 5 soul points to create an aura of protection around yourself. This aura takes the form of temporary hit points. you gain 30 temporary hit points. When a creature hostile to you hits you with a weapon attack while you have these temporary hit points, that creature takes 4d6 necrotic damage and its walking speed is reduced by 20 feet until the start of its next turn.
Deadly Weapons (Prerequisite - 7th level): You can spend 3 soul points to make your weapon attacks strike with a deadly and magical force. For 1 minute, your melee weapon attacks deal an extra 3d6 necrotic damage.
Haste (Prerequisite - 10th level): You can spend 3 soul points to give yourself a supernatural boost of speed and energy. For 1 minute, your walking speed is increased by 10 ft, you gain a +2 bonus to AC, have advantage on Dexterity checks, and can make a weapon attack as a bonus action.
Enhanced Mind (Prerequisite - 10th level): You can spend 2 soul points to change how you see the world. For 1 hour, you gain truesight out to a range of 120 feet. Also, you are immune to being charmed and frightened, madness, and you have resistance to psychic damage.
Possession
At 7th level, you have learned to tear a piece of your soul and place it in someone else's. Pick one creature within 30 feet of you. The target must make a Charisma saving throw (the DC is 8 + your proficiency bonus + your Charisma modifier). On a failure, your soul fragment starts taking over the creature's mind. For 1 round it has no effect. After 1 round, the creature falls unconscious and nothing can wake it up. You can use an action to fall unconscious and take control of the creature's body. You retain your alignment and your Charisma, Wisdom, and Intelligence scores. Also, you speak with your voice, not the creature's voice (if it has one) and while in the creature's body, the eyes of the body glow bright white as a result of the necromantic magic flowing through its body. While in the creature's body, you gain all features it may have, and your hit point maximum is replaced with the creature's hit point maximum. You can remain in the creature's body for as long as you like, but the longer you remain in the creature, the more damage you do to its soul. You can use an action to exit the creature's body. When you exit the creature's body, the creature takes 1d4 necrotic damage for each hour you stay in its body.
Living Statues
Starting at 10th level, you can spend 5 soul points to animate a statue that you can see. That statue becomes a construct under your control. The statistics for a humanoid statue are those of a zombie with the following modifications: The statue's Charisma and Intelligence scores are 1(-5). Also, the statue loses any features it has, has immunity to psychic and poison damage and has an AC of 20. Otherwise the DM chooses the statistics of the creature, but the modifications apply to every statue. You can have only one statue animated at a time.
Extinguish Life
At 18th level, you have been so exposed to the powers of dark magic that you have learned to kill creatures weaker than you without even lifting a finger. As an action on your turn, you can unleash a horrible wail. Every creature within 60 feet of you that you choose (the target must have at least half your hit point maximum or fewer, otherwise, this feature has no effect on it) that can hear you must make a Constitution saving throw. On a failed save, the target drops to 0 hit points. On a successful save, the target takes 4d6 psychic damage.
Ghostify
By 15th level, you have learned to use your magic to take on the appearance and capabilities of a ghost. You can expend 5 soul points as an action to gain the the following traits:
Incorporeal Movement: You can move through other creatures and objects as if they were difficult terrain.
Resistance: You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
Altered Movement: You gain a flying speed of 40 feet and your walking speed becomes 0.
These changes last for 1 hour. You can use a bonus action on your turn to end these effects. If the duration for these effects ends or if you end them yourself and are in the air, you fall to the ground and take the appropriate damage from doing so.
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