
You gain a wraith spirit bound to you. This spirit is determined by your DM. This wraith may talk to you and give you advice. It can attack if need be. You gain the following benefits:
- Your wraith can use its reaction, gaining you two reactions. This reaction can do anything but has the following limits: if you use multiple reactions to block an attack or give a bonus to your armor class, they cannot be stacked together, such as using shield twice does not give +10 to your armor class; and if you use it to cast a spell such as counterspell it uses a spell slot as normal each time you use it.
- You gain the sight of the wraith. You gain Darkvision out to a range of 60 feet, or an extra 60 feet if you already have Darkvision. Also, a number of times per long rest equal to your proficiency bonus, you can use an action to see life and death. You gain a sight with an unlimited range where you can see through walls and other objects, able to see any creature as glowing and as if they were in bright light, as if you see their life force, but everything else counts as being in darkness, even if it is bright light. This ability uses your concentration, and lasts for 1 minute or until you lose or stop concentrating on it. A creature can try to beat this sight by making a Dexterity (Stealth) check versus your Wisdom (Perception) check. On a success, the creature cannot be seen by your sight until it reveals itself.
- You gain advantage on Wisdom (Perception) and Intelligence (Investigation) checks as your wraith helps you.
The wraith may be an important figure in your campaign or an ancestor, depending on what the DM decides.

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