Base Class: Fighter
Spectres are masters of the shadows, winding in and out of the fray through a series of invisibility and quick movements. They specialize in Finesse weapons and acrobatics to gain a tactical advantage in the battlefield.
Soul Siphon
Beginning when you choose this archetype at 3rd level, After you kill a creature with a weapon attack you steal a soul fragment. All soul fragments are lost at your next long rest. For every soul fragment you have you deal bonus lightning damage equal to your dexterity modifier divided by two rounded up.
Energized Strike
Starting at 7th level, On your turn you can choose to energize your next attack, while energized when you make an attack you must roll 1d10. You add that much necrotic damage to your next attack and that number decides what additional effect happens. If an energized attack misses you do not use a charge of energize.
(1-2) You deal bonus lightning damage to a creature within 5 feet of you equal to your level.
(3-4) You take lightning damage equal to your level.
(5-6) You may make an additional attack with a weapon you are holding. Replace this weapons damage type with lightning until the end of your next turn.
(7-8) You take lightning damage equal to your level.
(9-10) You siphon a soul fragment from a creature within 30 feet.
Soul Power
At 10th level, As an action you may expend a soul fragment to cast the spell Invisibility, Misty Step, or Sleep as a 2nd level spell
Superior Soul Siphon
Starting at 15th level, When You Get a soul fragment you heal for an amount equal to your level.
Soul Gate
At 18th level, At the start of your turn you can cause an enemy within 30 feet of you to make a wisdom saving throw against your dexterity score, If they fail they take lightning damage equal to your level times 2.
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