Wizard
Base Class: Wizard

This is a particularly dangerous form of wizardry, as it expends the users very soul to power and empower their magics. Though it allows its user to just as easily replenish their soul by sapping those of fallen foes.

Spent Soul

Starting when you pick this class at level 2, you are able to fuel your spell casting using pieces of your very being. This takes a great toll on you both mentally and physically and can even lead to death.

You can gain 1 level of exhaustion to cast a spell of a level equal to or under a quarter (rounded down) of your highest level spell slot, you can gain 2 levels of exhaustion to cast all other spells of a level equal to or under half (rounded down) of your highest, and you can gain 3 levels of exhaustion for all other spell slots. When you do this, you neither require or spend a spell slot for casting said spell. You also do not need any components without a specific gold cost.

You can only power spells up to level 5 using this method. You can also change the damage type of any spell cast this way to necrotic damage.

Stored Soul

Starting at 2nd level, you can replenish your own soul by syphoning those of fallen enemies.

When you see an enemy die within 20 feet of you, you can use a reaction to steal a fragment of their soul. You can hold a maximum of 3 soul fragments. This can only be done at the exact moment of death.

When you take a short rest, you can choose to spend soul fragments to roll an extra hit die for each fragment spent.

When you take a long rest, you lose all held soul fragments and heal one level of exhaustion for each fragment lost.

Shared soul

Starting at 6th level, you can use a compatriots body instead of your own for all sorts of hijinks.

Twice per long rest, you can do either of the following:

When you cast a spell on your turn, you can cast it as if you were in a willing creatures space instead of your own. You must see the creature and be within 60 feet of it.

You can enter the body of a willing creature as an action. Your own body disappears for the time being and you instead control the new body. The creature can communicate with you telepathically while you inhabit their body. You use the inhabited creatures strength and constitution stats but retain all of your others stats. While in their body, you can cast spells as you normally would, though any self targeting spells with a lasting effect will transfer to you once you leave their body. You can inhabit the creatures body for up to 1 hour. When this effect ends, your own body appears in a space within 5 feet of the inhabited body and you resume control of your own. You or the creature can end this effect at any time as a bonus action.

Split Soul

Starting at 10th level, you can project your soul out of your body to perform nearly any deeds you require.

As an action, you can separate your soul from your body for up to a minute. You control your soul as if it was your normal body and it has all of your normal stats. Your body is left behind in whatever position you left it in and can be damaged as normal. The soul looks like you and has all of your abilities and spell slots but is somewhat discolored and translucent. As a soul, you can use an action to move through surfaces up to 5 feet thick. If your soul is damaged in any way, roll a d20. With an 11 or higher, the soul is unaffected and the source of damage merely passes through. With a 10 or lower, the soul is broken and the ability ends. No damage except for psychic damage is carried over from your soul to your body. You can end this ability as a bonus action. This whole process is very taxing on you, you gain 1 level of exhaustion when the ability ends.

Superfluous Soul

Starting at level 14, you can now supercharge your spells by expending your soul. What's more, you can now withstand without any soul remaining. Through will power alone, you can carry on as little more than a husk.

When you cast a spell, you can gain exhaustion to cause the spell to deal its maximum possible damage. You gain 1 level of exhaustion the first time you use this ability between long rests, and 2 levels of exhaustion for each subsequent use.

Additionally, you can now continue living with 6 levels of exhaustion. When you gain the 6th level of exhaustion, your soul has completely left your body, leaving you to go on as an empty shell. While soulless, you no longer suffer from the penalties of exhaustion, you are resistant to necrotic and poison damage, can no longer bleed, and all life stealing effects used on you heal the recipient by none. However, your skin is turned grey, you appear severely malnourished, cannot feel or taste, you count as an undead creature, and all non-magical forms of healing have no effect on you. While in this state, if you are reduced to 0 health or gain any additional levels of exhaustion, you die and are reduced to a pile of ash.

To return to normal, you must heal at least one level of exhaustion using the "stored soul" feature.

 

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