Base Class: Rogue
You feel the souls of the creatures around you; your kit shines when surrounded by enemies. At low levels you chain sneak attacks to stay out of sight, picking the weakest targets off to refresh your soul count. At high level you spread terror to every living creature in range, slowly tormenting and extracting the souls out of each one. Eventually, the souls you gather might give you the power of immortality...
Harvest
As an action, harvest the soul of a creature with a CR greater than 0 within 10 feet of you that has died within the last hour. Harvesting a soul grants a soul token. All tokens are identical.
You can sense the presence of a soul in any perceivable creature.
Any creature killed with a sneak attack has their soul turned into a token instantly.
You can store tokens equal to 3 times your proficiency bonus.
Soul Casting
Starting at 3rd level, extort the souls you capture to satisfy your goals: their freedom for a final task. You unlock soul abilities at the following levels: Level 3 | +3 / Level 5-6 & 10-12 | +1 / Level 16 | +2
Barrier
As an action, within 10 feet create a continuous barrier made of 5ft by 5ft panels, each 5x5 panel costing one token. Each panel has (10 + WIS mod + 1/2 prof bonus) AC and 15 HP. Each panel is half an inch thick and can be stacked to increase HP. The created barrier is immovable and lasts indefinitely unless destroyed or dispelled. The barrier is considered 4th level for the purpose of dispelling.
Dead Men Tell Tales
For one token, as an action, force a dead creature you have collected a token from to answer a question. They must answer truthfully but can be evasive or cryptic. They will answer in their native language.
Forceful Soul
For one token, as an action, shove all creatures around you away. Any creatures within 10 feet of you must make a Strength saving throw DC (10 + WIS mod + prof bonus) or be moved to the outside edge of the effective radius.
Nourishment
For one token, as a bonus action, grant yourself temp HP equal to (3*WIS mod)+(2*prof bonus). Does not stack, each use will refresh the max temp HP. Using a token in this way will also satisfy hunger for a day.
Piercing Soul
For one token, as an action, strike fear into a creature that you can see. The target must make a Wisdom saving throw DC (8 + WIS mod + prof bonus) or gain the frightened condition for one minute.
Recourse
For one token, whenever a creature within 30 feet of you begins to cast a spell, you can use your reaction to make an attack against that creature. On a hit, the target must then make a Constitution saving throw DC (10 + WIS mod + 1/2 spell level) or the casting will fail and the target will lose the ability to use the spell until after a long rest. If the counter succeeds (the target fails the saving throw), an additional token is consumed.
Souvenir
As an action, convert a token into a souvenir token. The token assumes traits of the soul’s original form, is unique to all other tokens, no longer counts towards the token count, and cannot be consumed for any effect. The souvenir is added to your inventory and cannot be converted back. Passively, souvenirs whisper to you. Frequency and content are up to DM’s discretion and should be based on the original soul’s personality and experiences.
Sunder
For one token, as a free action, damaging a creature with no soul deals an additional (prof bonus)d6 of the same type.
Undying
For one token, succeed one death saving throw. Must reach 1 HP or greater before it can be used again.
Wraith
For one token, as a bonus action, turn invisible upon a successful sneak attack until the end of your next turn.
Soul Casting Upgrades
Starting at 9th level, upgrade your spells. Any upgrades that cost extra tokens require some sort of action to cast, whereas passive upgrades are always applied without player action and cost nothing. You unlock soul abilities at the following levels: Level 9 | +3 / Level 12-15 | +1 / Level 17 | +3
Barrier II
At no token cost, as a bonus action, you can manipulate the shape and position of your barriers. This includes moving it 30 feet in any direction, stretching, adding crenellations, holes, or passageways into any panel, with the stipulation that the panel retains a maximum area of 25 square feet.
Dead Men Tell Tales II
Passively, responses are always in a language you understand.
Forceful Soul II
Alternatively, as an action for two tokens, you can target one creature within 30 feet to be pushed or pulled up to 30 feet in any direction. The marked creature can choose to be pushed/pulled or resist. A creature that resists is not moved, instead, (prof bonus)d6 force damage and a Constitution saving throw DC (8 + WIS mod + prof bonus) is inflicted. On success the creature takes half damage. On failure the creature takes full damage and gains the incapacitated condition until the start of your next turn.
Nourishment II
Passively, AC increases by your wisdom mod while temp HP remains.
Piercing Soul II
Passively, upon killing a frightened creature, any enemies within 30 feet or line of sight must also make a Wisdom saving throw DC (8 + WIS mod + prof bonus + number of frightened creatures) or gain the frightened condition for one minute. Any enemy this effect is extended to can also trigger this effect.
Recourse II
For one extra token, if the counter fails, the target gains a Recourse Mark. Any marked enemy within 30 feet takes (1/2 * prof bonus)d6 necrotic damage for every 5 feet of movement they take. The mark is removed if the target doesn't concentrate on a spell for 1 minute.
Souvenir II
As an action, consuming the Souvenir token and a number of tokens equal to half the creature's CR, cloak your body in the soul of the trapped creature, causing you to assume their entire stat block. The transformation lasts 10 minutes before reverting you back to your original form. You can only do this once a day. Otherwise the transformation follows Wild Shape rules.
Sunder II
Passively, if you deal a killing blow with Sunder you are refunded a soul.
Undying II
For three extra tokens, upon successfully stabilizing with the aid of a token, you gain 5* proficiency bonus HP and become conscious.
Wraith II
Passively, Wraith's invisibility now lasts 1 minute instead of 1 turn and can be activated on a sneak attack as a free action instead of a bonus action.
Stalk
Starting at 13th level, as a bonus action, you mark a creature with a soul you can see. The marked creature begins receiving hallucinations as described in the Paranoia spell. If you lose sight of the target for more than one round, the mark is removed. At the start of the marked target's every turn the target must make a Wisdom saving throw DC (8 + WIS mod + prof bonus). Every turn that the marked target fails the save they gain a level of exhaustion. If they succeed twice in a row, the effect is removed and they become immune to stalk for 24 hours. Becoming marked by stalk does not explicitly reveal your presence, but may make the target investigate its surroundings. You can only mark one creature at a time. If the marked creature dies their soul is turned into a token instantly.
Eidolon Life
Starting at 17th level, perform an hour-long ritual to revive the soul within a souvenir token using the body of a carcass within 30 feet. The state of the carcass may cause adverse effects for the affected soul (DM discretion). The carcass will then transform into the soul’s original form and will take 3 days to fully transform. The revived soul is not conscious during the transformation. You lose the ability to reanimate any other souls for the duration of the transformation. The combination of the soul and transformed carcass will be referred to as a creature. This transformed creature is indistinguishable from how its soul existed in its previous life, retaining its personality, physical appearance, and memories.
Upon player death, if any creature that you fully reanimated is still alive, you immediately take over that creature’s body. If you have multiple creatures reanimated at once you must randomly select one to take over. Upon doing this the creature’s soul irreversibly disintegrates and you lose the ability to reanimate any more souls. Your new body will painfully transform into a hollow recreation of your original body over the course of 5 days. You are conscious for this transformation. This body only lasts 30 days, decaying more and more over those 30 days. At the end of the 30 days or if you die again, you automatically take over another reanimated creature of your creation, repeating the transformation. To end the cycle and regain the ability to reanimate souls, you must be revived into your original body with a wish spell or some other form of grand intervention. If there are no living reanimated creatures of your creation remaining when your hollow body expires or dies, your soul irreversibly disintegrates, permanently killing you. Disintegrated souls cannot be recovered, even with a wish spell.
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