✦ Base Properties
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The lantern sheds green light in a 20-foot radius and dim light for another 20 feet. Undead and fiends within this light cannot regain hit points.
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You can see invisible or ethereal creatures within the lantern’s light as if they were visible.
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The wielder gains resistance to necrotic damage and may stabilize a dying creature within 10 feet as a bonus action.
💀 Harvest the Fading Spark (3/Day)
When a creature dies within 60 feet of you, you may use your reaction to capture its soul into the lantern for 1 hour, provided it is not protected by sanctuary, gentle repose, or similar effects. The soul is visible as a small floating mote within the lantern.
While a soul is stored, you may use a bonus action to consume it for one of the following effects:
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Vitalize: Restore 4d8 + your spellcasting modifier HP to a creature within 30 feet.
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Wane: Force a creature you can see within 30 feet to make a DC 18 Constitution saving throw, taking 6d8 necrotic damage on a failed save, or half on a success.
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Question: Commune with the soul (as speak with dead) for up to 3 questions, even if you don’t share a language.
You can only hold two souls at a time.
🌿 Soulbind (1/Day)
As an action, choose a creature you can see within 30 feet. For the next minute, the target is bound by threads of soul-energy:
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When they take damage, you can choose to absorb half of it (no action required, works once per round).
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If they would die during this time, you may sacrifice your reaction to preserve their soul, placing it in the lantern instead. The creature becomes stable at 0 HP, and their soul can be returned to the body within 1 hour by touching the lantern to them (no spell slot required).
👻 Phantom Refuge (1/long rest)
You may invoke the lantern’s full power to cast Etherealness on yourself for up to 10 minutes, during which you are surrounded by the murmuring souls of the dead. While in this form:
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You are immune to necrotic damage.
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You can pass through solid objects as if under gaseous form, but you are visible as a ghostly wraith.
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When the effect ends, you may choose one creature you passed through to suffer 4d10 psychic damage, DC 18 Intelligence save for half.
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