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Prerequisite: Requires a level 15 in the subclass "Soulknife"
 

You have struck a bargain with the enigmatic Soulmaster, allowing you to harness the essence of defeated foes to augment your own abilities. As you dispatch significant adversaries with your soulknives, you accumulate Soul Charges, up to a maximum of 10. The value of each defeated creature, as judged by the Soulmaster (the DM), determines the number of charges gained. For instance, dispatching a commoner might yield no charges, while vanquishing a notorious bandit could grant 1 charge, and defeating a demon might provide 3.

If you participate in the defeat of a creature but did not deliver the final blow or did not utilize your soulknives, you can conduct a ritual over the corpse lasting 1 minute to absorb its soul and gain charges.

At dawn each day, the souls you have absorbed depart your aura, crossing the mystical Lake of Souls to reach their final destination. During this process, you lose 2 soul charges.

3 Charges: You gain a +1 bonus to all skill checks.

5 Charges: In addition to the skill check bonus, you gain a +1 bonus to all saving throws and attack rolls.

7 Charges: The bonuses to skill checks, saving throws, and attack rolls increase to +2.

10 Charges: You can expend all 10 soul charges as a tribute to the Soulmaster, invoking their power to drain the soul of another creature. Select a target within 120 feet that you can see. The target must succeed on a DC 18 Charisma saving throw or suffer 70 psychic damage. Additionally, you can choose a friendly creature within 60 feet to heal the damage dealt by this ability. On a successful save, the target takes half damage.



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