Sorcerer
Base Class: Sorcerer

The Soulstealer Sorcerer is a dark and twisted embodiment of soul magic, tapping into the essence of life itself. Much like the legendary Shang Tsung, Soulstealers can steal and manipulate the souls of others, using their powers for personal gain, domination, and corruption. These sorcerers bend the spirits of the fallen to their will, using the essence of their victims to fuel their own dark magic.

The Soulstealer is a master of death and manipulation, capable of drawing on the powers of the souls they steal and shaping them into horrific weapons.

The Soulstealer Sorcerer thrives in manipulating the very essence of life and death. They can siphon souls to heal themselves, capture souls to boost their spellcasting, and even transfer the power of those souls into others to control the battlefield. Their greatest strength lies in their ability to bend the will of souls, using them both to empower themselves and to tear their enemies apart. Soulstealers are twisted figures, feared for their dark mastery over the essence of life itself.

Level 3: Soul Siphon

At 3rd level, you gain the ability to drain the life force of others to empower your spells. When you deal damage to a creature with a sorcerer spell, you can use your reaction to siphon a portion of its soul.

  • Soul Siphon: When you deal damage to a creature with a sorcerer spell, you can expend a sorcery point to regain hit points equal to half the damage dealt (rounded down). If the creature is reduced to 0 hit points by your spell, you regain hit points equal to the full damage dealt.

This ability cannot be used on creatures that are immune to necrotic damage.

Level 3: Soul Harvest

Also at 3rd level, you learn to manipulate the souls of your fallen enemies. You can temporarily absorb fragments of the souls you’ve taken, using their power to enhance your abilities.

  • Soul Harvest: Whenever a creature you can see within 60 feet of you dies, you can use your bonus action to capture its soul. You can hold a number of captured souls equal to your Charisma modifier (minimum of 1). Each captured soul can be consumed to enhance a spell or ability. As a reaction, when you cast a spell, you can expend one captured soul to add +1d6 necrotic damage to the spell’s damage roll. This damage increases by +1d6 for each additional soul you consume in the same way, up to a maximum of 3d6.

Level 6: Soul Infusion

At 6th level, your mastery over souls deepens, allowing you to manipulate the energy of souls to empower your spells and abilities further.

  • Soul Infusion: When you cast a sorcerer spell that deals damage, you can expend a sorcery point to add the effect of a captured soul to the spell. Choose one of the following effects (you may choose only one effect per spell):

    • Empowered Strikes: The spell’s damage becomes necrotic damage, and any creature hit by the spell suffers disadvantage on its next saving throw.

    • Soulflare: The spell’s damage is increased by an extra 2d6 necrotic damage. Any creature that fails its saving throw against the spell is also stunned until the end of your next turn.

    • Consuming Pain: The target of the spell takes an additional 1d6 necrotic damage at the start of its next turn.

Level 14: Soul Transference

At 14th level, you learn to transfer the souls you capture into the bodies of others, warping their essence and granting them power.

  • Soul Transference: As an action, you can expend up to 3 captured souls to imbue another creature within 60 feet of you with their energy. The creature gains temporary hit points equal to 5 times the number of souls you expend. Additionally, the creature gains one of the following benefits for 1 minute:

    • Increased Strength: The creature gains advantage on Strength checks and saving throws.

    • Tainted Speed: The creature’s movement speed is increased by 10 feet, and they can take an additional action on their turn, which can only be used for an attack or casting a spell.

    • Lingering Resilience: The creature has resistance to necrotic damage for the duration.

Once you use Soul Transference, you cannot use it again until you finish a long rest.

Level 18: Soul Reaper

At 18th level, you can harvest the souls of others in a deadly manner, reaping their life force in one final, soul-rending attack.

  • Soul Reaper: As an action, you can expend 5 sorcery points and up to 5 captured souls to unleash a devastating wave of soul energy. All creatures within a 30-foot radius of you must make a Constitution saving throw (DC 8 + your proficiency bonus + your Charisma modifier). On a failed save, a creature takes 10d10 necrotic damage, and its soul is briefly ripped from its body, causing it to be incapacitated for 1 round. On a successful save, the creature takes half damage and is not incapacitated.

You cannot use Soul Reaper again until you finish a long rest.

Soulstealer Sorcery Image

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