With a keening wail, you use your action to snare the escaping soul energy, within range, of a humanoid, beast, fey, celestial, devil, or demon, who died (or was brought to 0 hit points) since your last turn. Roll a Constitution save, DC 10. If successful you carry the soul in your focus for the next 10 rounds. While you hold a soul, the body of the creature effected cannot be resurrected or revived. You gain advantage on Strength ability checks. As well as, +2 Necrotic damage to all your attacks and 1d8 temporary hit points, for each soul you carry. If you cast this spell again while carrying a soul, if you are not at the maximum souls you can carry, roll the save, and gain a number of temporary hit points equal to the number of souls you carry (2d8 for two, etc.). If you are already at the maximum number of souls you can hold, nothing happens.
The number of souls you can hold at any one time increases by one when you reach 5th level, 11th level, and 17th level.
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