Base Class: Sorcerer
Spiritualists are closely connected to one of the oldest forms of magic, necromancy. They are either born from lich heritage or have come in close contact with death by either dying themselves or coming close to doing so.
Soul Harvesting
Spiritualists can harvest a soul of a humanoid or beast when it's in within 24 hours since its passing by performing a 10 minutes-long ritual, the more souls have been collected the closer the spiritualist looks becomes an undead creature. Follow the table below to determine the effects:
Harvested Spirits - Effect
1 - You feel icy cold to the touch.
2 - When you sleep, you don't appear to breathe.
3 - You barely bleed, even when badly injured.
4 - Your heart beats once per minute.
5 - You have trouble remembering that living creatures and corpses should be treated differently.
6 - You don't, or feel the need to, blink.
7 - Your skin turns into a sickly colour based on your normal skin.
8 - You do not require sleep.
9 - Roll on the Indefinite Madness table. Your madness cannot be cured by the standard madness rules and therefore can only be cured by having less than 9 souls harvested.
10+ - You officially count as an undead creature: You are vulnerable to Radiant damage, you are resistant to Necrotic damage, you are immune to Poison damage and being Poisoned.
The amount of souls the Spiritualist can harvest is determined by their Charisma Modifier + Proficiency bonus. Spiritualists can let go of a soul as an action, the soul is immediately sent to the Shadowfell. Whenever the amount of harvested souls drops so does the effect.
Only humanoids or beasts of a CR equal or lower to half of your sorcerer level can be harvested with a maximum CR of 5. Follow the following list:
Sorcerer Level - Harvestable Soul CR
1 - 1/2
2 - 1
3 - 1
4 - 2
5 - 2
6 - 3
7 - 3
8 - 4
9 - 4
10+ - 5
Summon Soul
Starting at your 1st level, as a bonus-action, the spiritualist summons a gathered soul (maximum CR of 2) to fight for them. This spirit acts on the spiritualist's turn and can be commanded on their bonus-action, if the spiritualist become incapacitated while the spirit is still active it disconnects itself from the spiritualist and goes to the Shadowfell.
These creatures count as undead and are vulnerable to Radiant damage. They have resistance to Necrotic and are immune to Poison damage and being Poisoned.
Soul Possession
Starting at your 1st level, as a bonus-action, the spiritualist allows a gathered soul (CR = Sorcerer level halved to a maximum of CR 5) to take over it's body. A ghostly shape surrounds the spiritualists body protecting it from harm as it falls into a form of stable unconsciousness. The spirit fights in the spiritualists stead and has the same statblock it originally had with the following changes:
- The spirit counts as an Undead creature.
- It is vulnerable to Radiant damage.
- It has resistance to Necrotic damage.
- It has immunity to Poison damage and being Poisoned.
The duration is equal to the player's HP halved. If the spiritualist has 50 hp, the soul takes over for 25 minutes unless it is defeated earlier than that duration. When the spirit has 0 hp or when the agreed upon task is completed, both the soul and the sorcerer roll opposing Concentration saves. If the soul rolls higher it is freed and goes to the Shadowfell, otherwise it goes back into the sorcerer.
When the spirit reaches 0 hp or when the task is completed, the sorcerer comes back into consciousness on their next turn.
Once you reach 6th level, when the soul reaches 0 hp before the task is completed it automatically goes back to the sorcerer and not the Shadowfell.
Linked Memories
Starting at 1st level, spiritualists can access the soul's memories by touching a dead body of a non-undead creature with a Charisma + Proficiency Bonus check. The DC is determined by the amount of hours it has been since the creature died with a minimum of 15, if the creature would not want the spiritualist to access this memory this roll is made with disadvantage.
It is up to the DM and the player's roll how clear and specific the memories remain. A low roll could still indicate a certain smell or sound important to the situation the spiritualist is trying to ''remember''. During this process you are blinded and deafened.
Necrotic Defence
At 6th level, you become resistant against Cold damage.
Undead Radar
At 14th level, you sense whenever an undead creature comes into a 30ft radius of you.
Undead Master
Starting at your 18th level, once per Long Rest, you can use your action to control undead creatures. Each undead that can see or hear you within 30 feet of you must make a Charisma saving throw. If the creature fails its saving throw, it is under your control for 1 minute. During this process an undead creature under your command can perform one of these options on its turn, after performing the action it ends its turn.
Move. The target moves toward a direction of your choosing without taking opportunity attacks.
Attack. The target attacks a creature you choose within reach.
Drop. The target drops whatever it is holding.
Flee. The target spends its turn moving away from you by the fastest available means.
Grovel. The target falls prone.
Halt. The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
Eyes of the Dead
You have 60ft Darkvision.
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