You take the first steps towards lichdom, which involve creating your first spirit jar, a magical vessel that anchors your soul to the world of the living in the event of your body's destruction.
Choose a Tiny object of great significance to you. You spend a Long Rest anchoring your soul to this object, allowing you to consume the souls of the living to bolster your own power. You can have only one spirit jar at a time. If you create a second spirit jar, the old one is destroyed.
Your spirit jar's AC equals your spell save DC, and it has a number of HP equal to your spellcasting ability modifier plus your character level. If your spirit jar is destroyed, you gain 2 levels of Exhaustion, and you can't use the Soul Siphon ability until you create a new one.
Soul Siphon. When you reduce a Humanoid enemy to 0 HP, you can consume its soul and gain a boost of arcane energy (no action required). On your next turn, you can add additional necrotic damage to one roll of a spell's effect equal to 1d6 + your ability score modifier. You also gain this benefit if someone else reduces a Humanoid enemy to 0 HP within 10 feet of you. A soul consumed in this way can be restored only by a True Resurrection or Wish spell.
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