You were once a warrior. You may have been a master swordsman, you may have been a lowly farmer armed with a pitchfork. What's known for certain is that you're dead. Banished from death, more accurately. For whatever reason, you were killed through ritual sacrfice. Whether that was willing or not, you have now had your soul connected with that of a wraith.

Most wraiths that willingly connect their destiny to yours are former Blood Hunters looking to continue the hunt or gain revenge.

Now, as you once did in life, you can fight again.

Banished from Death

Your body is no longer alive, and as such does not come with the burdens that living bodies have.

You no longer need to eat, drink, or sleep. You no longer age. You are immune to Disease and the Poisoned condition. 

Due to your binding with the wraith, you cannot die and your soul is linked to a small object that had great meaning to you during your life. Upon failing three death saving throws (or any other means of death), your body and all your equipment will dissolve into a fine grey dust. At the next sunset, you will reform along with all your equipment at the location of the object. If the object was in your possession, you reform at the site of your most recent death. When you reform, you have 4 levels of exhaustion.

The small object cannot be destroyed, even by magic, unless you will it to be destroyed. In order for you to destroy it, you must make a DC 22 wisdom saving throw or be charmed by the Wraith for the next 24 hours. If the object is destroyed by your hand, your soul is released to the afterlife.

 

One with the Wraith

You are becoming one with the wraith you're bound with. You can feel its energy flowing through you.

You gain Darkvision to 60ft if you do not have it already. If you do, add 60ft to your existing distance.

The Wraith you are bound to is able to telepathically communicate with you. Because it's a part of you, you are unable to block or prevent the telepathic communication. This also means, however, that you may telepathically communicate through the wraith with any creature you can see.

The Wraith's stats are as follows: 

Alignment: Lawful Neutral, although may change with DM's discretion. INT 13, WIS 19, CHA 15

Creatures with Truesight will perceive both you and the wraith, who will appear to exist in the same space as you. Those who do must make a Wisdom saving throw of 14 or be frightened of you for 3 minutes.

Soul Drain

As an action you can make a melee attack roll using your Wisdom modifier. On a hit the target makes a Wisdom saving throw (DC{{savedc:wis}}). On a failed save that target takes 1d6{{modifier:wis}} necrotic damage. On a successful save the target takes half damage. You heal hitpoints equal to half the damage dealt.

When the target fails the saving throw you can steal a tiny portion of their soul. This trait can only affect creatures (not undead or constructs) with a CR equal to or less than your Blood Hunter level divided by 4. The portion of the Soul is stored in the form of a silver coin that lasts for 7 days. After the 7 days, the soul is released.

Call Soul

As an action you can free a soul from the coin to summon a spiritual copy of the creature with all the stats of the original.

You roll initive for the spiritual copy, It takes it's own actions and is controlled by the DM. You can use to bonus action to give it a command that it must follow to the best of it's abilities. The spiritual copy is loyal to you.

The spiritual copy lasts for 1 hour or until it's hit points are reduced to 0.

After being freed, you cannot use the soul piece again.

Wrathful Light

As an action, you can cause a blast of light to blast out from you in a 10 foot radius sphere. All creatures within 10 feet of you must make a consitution saving throw (DC {{savedc:wis}}) or be blinded for one minute and take 3d6 radiant damage. On a successful save the creature takes half damage and is not blinded.

You can use this feature once per long rest.

Lifeblood

As an action you can take damage equal to 25% of your hitpoint maximum to heal all Spiritual Copies you have summoned to their maximum hit points.

You can use this feature once per long rest.

Wraith's Embrace

As an action, you can fully embrace the power of the wraith. When you do this you become incorpeal and gain the following traits for 1 minute.

  • Resistence to all damage
  • The ability to move through creatures and objects
  • Can teleport up to 60 feet as a bonus action
  • All attacks deal an additional 1d10 necrotic damage
  • When you take the attack action you can make one additional attack per turn.

After the 1 minute ends, you revert to your normal form and gain 1 level of exhaustion.

You can use this feature once per long rest.

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