Base Class: Wizard
Enemies that have fallen to you will now serve your ever-growing army of souls. Typical Necromancers utilize the physical remnants of a creature to form an army. You hunt for the fresh souls of the enemies you collapse.
Level 3: Army of Souls
At 3rd level, you gain the ability to extract the shadows of fallen enemies and manifest them as physical servants.
Soul Extraction
When a creature you can see within 60 feet of you drops to 0 Hit Points, you can use your Reaction to attempt to extract its soul.
You can make up to three attempts to extract a specific soul. The first attempt requires your Reaction. On a failed roll, you can make two more attempts by expending a spell slot of 1st level or higher per attempt.
If the creature's Challenge Rating (CR) is equal to or lower than your Intelligence modifier, you automatically claim the soul.
If the CR is higher than your Intelligence modifier, make an Intelligence check (DC 10 + the creature's CR). On a success, you claim the soul.
Souls are stored within your spellcasting focus. You can store a maximum number of souls equal to double your Wizard Level. If your storage is full, you must permanently destroy an existing soul to make room for a new one.
You can only extract the souls of creatures that possess a distinct life essence. You cannot extract the souls of Constructs, Elementals, Oozes, or Undead. At the DM's discretion, certain powerful Celestials or Fiends may also be immune to extraction if their essence immediately returns to another plane upon death.
Soul Summoning
As a Magic action, you can expend a spell slot to summon a stored soul into an unoccupied space within 5ft. The maximum CR you can summon is determined by the spell slot level used and your Intelligence modifier minus 3.
Spell Level + Int Mod -3
You can choose to spend multiple spell slots of the same level simultaneously as part of the same Magic action to summon a single, more powerful soul. Add the total for the maximum CR Soul you can summon.
The summoned Soul may use it's movement. You may use your Bonus Action to attack with the summoned soul this turn.
Monster Stats. The summoned soul uses the Monster Sheet of the original creature, with the following changes:
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It has half the maximum Hit Points of the original creature rounded down.
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It loses Multi-attack, and cannot use Legendary Actions, Mythic Actions, or Lair Actions.
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If the creature can cast spells, it has only one spell slot while summoned. It can cast Cantrips normally.
- Any attack that has more than one dice for the damage is reduced to one dice of each damage type on the attack. Use your Spell Attack Modifier when rolling to hit.
- Attacks or spells that require a Saving Throw uses your Spell Save DC instead. Additionally, those attacks deal half damage before resistances.
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It is immune to the Charmed and Frightened conditions.
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Each soul can move on your turn and has a Reaction for Opportunity Attacks, even if it is not commanded to take an Action.
A soul remains active for a number of minutes equal to twice your Wizard level. Your DM will provide you with the Monster Sheet.
Sacrifice Soul. While a summoned soul is active, you can use a Bonus Action to permanently destroy it. You regain the spell slot(s) used to summon it. Remove the Monster from your list that can be summoned.
Soul Command. You can use an Action to command a soul you have summoned to take an action.
You can store an amount of souls equal to your level + Intelligence Modifier into your Spellcasting Focus. If you become Incapacitated or Die, the Souls will take the dodge action, and can only move towards you until their time runs out.
Level 3: Soul Whisperer
Your connection to the essence of undeath allows you to extract information from the recently departed. You can cast Speak with Dead without expending a spell slot. This can be used to talk to a summoned Soul. Once you use this feature, you can’t use it again until you finish a Short or Long Rest.
Level 6: Soul Leader
At 6th level, When a Soul is summoned, you can designate it as a Leader. This Soul has it's Maximum Hit Points. You can only have one Leader Soul Active.
When you take the Attack or Magic Action, you may also take the Soul Command Action equal to the number of Leaders you have active. If you cast a Levelled Spell with the Magic Action, your Souls deal half damage until the start of your next turn.
Level 10: Soul Augmentation
At 10th Level, you gain the following,
Soul Swap. As a Bonus Action, you can swap places with any soul you have summoned within 60 feet.
Soul Infiltration. As an Action, you can choose to hide a summoned soul within the shadow of a willing creature within 30 feet. If the target is unwilling or unaware, you must succeed on a Charisma (Deception) or Dexterity (Stealth) roll.
You can give the Soul one command while storing it, such as when it comes out, or if it remembers information heard.
A soul stored this way stays hidden until you finish a Long Rest, ignoring it's summoned time. If the soul comes out while you are not within 120 feet of it, it's summoned time starts. The soul acts on its own to fulfill the last command you gave it before it was hidden. If it's attacked, it will defend itself, and lasts until defeated or its time runs out.
Level 14: Soul Dominion
At 14th level, you gain the following,
Dual Leaders. You can now designate up to two active souls as Leaders. Both Leaders have Max Hit Points.
When you take an Action, you may also take the Soul Command Action equal to the number of Leaders you have active.
Soul Defense. Your Souls are bound to your survival. If you are targeted for an attack, you may use your reaction to change the target to a Soul within 5ft of you. The soul becomes the target of the attack instead.
Previous Versions
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