Prestige 2
Jack of All Trades: Master of All – You gain Proficiency in all skill checks and saving throws, gaining Expertise instead if your already Proficient, and gaining Mastery (adding your proficiency bonus three times) instead if you already had Expertise. Additionally your proficiency bonus increases by 1 and your uses of Boon of The Skilled are multiplied by half your proficiency bonus and can be used on any check (including ability checks), or saving throws. Once per day as an action, you may gather residual soul energy around you to form a Soul Trinket which you can have any amount of now. Additionally you gain the following Legendary Abilities:
Legendary Resolve (1/Day): Whenever an ally fails a saving throw, you may make them succeed instead.
Legendary Defense (1/Day): Whenever an ally is hit by an attack, you may make it miss instead.
Legendary Action: You can take up to 1 Legendary Action, choosing from the options below. You may spend the Legendary Actions of your copies in the immediate area, only one legendary action can be used at a time and only at the end of another creature's turn. You regain spent legendary actions at the start of your turn.
- Run (1 Action): Move up to twice your speed without provoking opportunity attacks.
- Switcheroo (1 Actions): Teleport to swap places with an allied creature within 120ft of you.
- Pacify (2 Actions): Choose a creature you can see within 60ft of you, they must make a DC30 Intelligence saving throw against the effects of your Gentle Soul.
- Attack (2 Actions): Make a Precision Strike.
- Team Up (6 Actions): You and all other copies move up to their movement speed and make a Precision Strike on the same target. Dealing an additional 20 damage for each copy within 60ft of the target.
Vessel of Compassion and Clemency – Trying to help everyone is a near impossible task on your own, but your not on your own anymore! As an Action you may summon an exact duplicate of yourself as if it was the Simulacrum, except there can be up to a total amount of Danpher's (including you) equal to your proficiency bonus, they do not count as magical, and may recover resources and health as normal. Attempting to summon another at the maximum instead teleports an existing copy to you or replaces the oldest one. Each copy has a copy of the armor you have equipped, your Phantom Soul Tag and one other item your attuned to that is not a weapon, each copy takes their turn at the same time as you and at the start and end of your turns you and the copies may switch whatever are holding with each other, you and the copies are considered to be attuned to all weapons any of you are holding at time. Anything a copy was created with or creates is destroyed when it is destroyed. Your Gentle Soul now causes creatures who have an intelligence score of 14 or lower have no wish to harm you. Creatures with an intelligence score of 15 and higher must make a DC30 Intelligence saving throw to resist the effects.
Prestige 4
Lucky Break – It is no short of a miracle you've made it this far, many have fallen trying and many more will but.. At least you have succeeded. Whenever you roll a saving throw, ability check or attack and roll a 20 you always hit/succeed. Additionally whenever anything would roll a 1 against your abilities or while trying to attack you, it always fails/misses. If this is already the case the threshold for both decreases/increases by 1. (19-20 always succeeds, 1-2 always fails) Additionally if you are under an effect that stops you from taking certain actions (Incapacitated, Paralyzed, Petrified, Restrained, Stunned, etc) you may make a save at the end of your turn against the appropriate DC of the origin of the effect, the type of which depends on what is most appropriate. Whenever an effect would cause your attack to miss when it initially would have hit (such as the Shield spell), it still hits.
Automatic Reflex – No one can just rely on luck however, they have to fight to survive, do their best with what their given and keep fighting on and adapt to the situation. At the start of each turn during combat you gain an additional reaction until the start of your next turn and any of your reactions that are limited to "once per turn" or "once per round" no longer are. Effects can't remove your ability to take reactions nor punish you for using them (except Incapacitate).
Prestige 6
Spiritual Vessel – You are always under the effects of Ghost Walk, your Spirit Judgement's DC is increased by your proficiency bonus and have their dice doubled. Wails from the Grave may heal a target instead of damage. Finally you gain additional uses for your Soul Trinkets:
- Whenever you make a Precision Strike you may crush a soul trinket to apply your sneak attack regardless if you meet its conditions or if you already have.
- Whenever you crush a soul trinket at the start of your turn, your first attack during your turn deals double damage.
- Whenever another creature would fail a saving throw, you may crush a trinket to make them succeed instead. They suffer no effects or damage on that successful save.
- You may crush a soul trinket to have a target ally gain 1 use of an ability of their choice.
- You may crush 3 soul trinkets to immediately gain the benefits of a Long Rest.
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