Base Class: Wizard
Using the magic of your soul you have learned how to manipulate the essences of souls to your will.
Soul Lock
2nd-level Soulium Magic feature
You can magically exert limited control over a creature's soul. As an action a creature of your choice must use one action, bonus action, or reaction but only one of them.
You can use this ability twice, and you regain any expended uses when you finish a long rest.
Soul Trace
2nd-level Soulium Magic feature
As an action you can attempt to gain a sample of a soul that has been in contact with a person.
This ability is tied to a DC 15 INT saving throw that is augmented based off of the upcoming table. On a failure you take 2d6 psychic damage and cannot use this ability until you finish a short or long rest, on a success you gain the sample of the soul
Once a sample is gained you can passively tap into a specific sample and search for another trace of it within 60 feet of you.

Soul Tether
6th-level Soulium Magic feature
After a long rest you can connect your soul to another creature, when this happens both creatures gain a shared health pool equals to the total level/CR of the connected Creatures
You regain all expended uses when you finish a long rest.
Mortal Vault
10th-level Soulium Magic feature
When you cast a spell using a spell slot of 6th level or lower, you can cast a spell’s magic into a soul for 1 hour. When the duration ends the spell is centered on the creature whom has the soul the magic was cast into.
The creature possessing the magic can use its action to release the spell within, whereupon the soul no longer harbors the power to cast it unless they previously had the power to. The spell uses your spell attack bonus and save DC, and the spell treats the creature who released it as the caster for all other purposes.
Once you enhance a soul with this feature, you can’t do so again until you finish a short or long rest.
Convergent Spirits
14th-level Soulium Magic feature
Using a reaction you cause a creature to roll a Constitution saving throw against your spell casting DC, upon failure the creature is connected to a hive mind lead by you and cannot make another check for 30 days. While connected to this soul network any suggestions you make to them they must pass a wisdom saving throw.
when you use this feature, you gain one level of exhaustion. Only by finishing a long rest can you remove a level of exhaustion gained in this way.
Previous Versions
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6/3/2022 4:02:58 PM
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Coming Soon
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