Base Class: Rogue
Soul Shiter
Level 3: Soul Shift
At the end of every short or long rest, roll a d4, and what it lands on determines what personality you have. You gain +1 to the ability Corellated to that
1, Chaotic Evil, Cunning murderer, Strength
2, Chaotic Neutral, Charismatic and Insane, Charisma
3, Chaotic Good, Smart tracker, Wisdom
4, True Neutral, Basic Personality, Dexterity
Spirits Of Rage
Your Spirits Feel Angered and can now aid in combat. They will continue fighting until they either run out of hp, are summoned back to you, or you drop to 0 Hp. They Will fight for 1 minute before returning to you
True Spiritual Release
Whenever you summon your spirits, you may choose to summon all of them for 30 seconds. These Spirits have A unique ability Tied to their Alignment. They take their turn right after yours
Chaotic Evil: They Can call upon the powers of the underworld, releasing a beam of dark energy, dealing 5d6 of damage. The damage lowers by 1d6 for every round they last
Chaotic Neutral: Calling the power of a wabbajack, you transform you or an enemy into a random creature. Roll (add pages of monster manual) and whatever page it lands on, they transform into that. Every round that they last, roll an additional time, and pick the monster with higher CR. If the CR is higher or equal than the level or cr of the creature, when they untransform, they will be at half health
Chaotic Good: Cause the enemies to think about all their good thoughts, and make them roll a Wisdom saving throw DC 20. If they fail, they will take 3d8 of psychic damage as they make the good memories turn horribly bad. E.g. Hugging your mom turning into you hugging her to death. Each round he stays out, the DC decreases by 2
True Neutral: Study your surroundings and have true awareness. You gain advantage on dexterity, wisdom, and intelligence checks and saving throws, and enemies have disadvantage on attacking you. Every round they last, you gain one less advantage on one of these checks
Wails from the Grave
3rd-level Phantom feature
As you nudge someone closer to the grave, you can channel the power of death to harm someone else as well. Immediately after you deal your Sneak Attack damage to a creature on your turn, you can target a second creature that you can see within 30 feet of the first creature. Roll half the number of Sneak Attack dice for your level (round up), and the second creature takes necrotic damage equal to the roll’s total, as wails of the dead sound around them for a moment.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Tokens of the Departed
9th-level Phantom feature
When a life ends in your presence, you’re able to snatch a token from the departing soul, a sliver of its life essence that takes physical form: as a reaction when a creature you can see dies within 30 feet of you, you can open your free hand and cause a Tiny trinket to appear there, a soul trinket. The DM determines the trinket’s form or has you roll on the Trinkets table in the Player’s Handbook to generate it.
You can have a maximum number of soul trinkets equal to your proficiency bonus, and you can’t create one while at your maximum. You can use soul trinkets in the following ways:
- While a soul trinket is on your person, you have advantage on death saving throws and Constitution saving throws, for your vitality is enhanced by the life essence within the object.
- When you deal Sneak Attack damage on your turn, you can destroy one of your soul trinkets that’s on your person and then immediately use Wails from the Grave, without expending a use of that feature.
- As an action, you can destroy one of your soul trinkets, no matter where it’s located. When you do so, you can ask the spirit associated with the trinket one question. The spirit appears to you and answers in a language it knew in life. It’s under no obligation to be truthful, and it answers as concisely as possible, eager to be free. The spirit knows only what it knew in life, as determined by the DM.
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