Base Class: Wizard
Gain soul harvest lvl 3.
Disturb the Echo
As an action, you can select a target that is visible to you and within 20 ft from you and predict their next move and can impede their ability to perform it. At level 2, they must succeed on a Constitution Saving Throw. If they fail, their first action roll will be done with disadvantage.
From level 10 and above, you can choose whether teh Saving throw will be Constitution, Strength, Dexterity, Intellect, Wisdom or Charisma.
Echo Siphon
6th-level School of Souls Magic feature
You’ve learned how to tear out the anima, or echo, of a living being by affecting them with a successful spell: whenever you successfully cast a spell on a creature,you can rip out a piece of their experience and mortality as a resource for your spellcasting. If a spell is successfully cast and is not negated or saved, roll 1d6. The result of the die is how much Echo you harvest from your enemy.
10: Roll 2d6
15: Roll 3d6
18: Roll 4d6
After level 14, you can decide to give the affected target disadvantage to their save rolls instead of taking Echo from them.
Echo Singularity
10th-level School of Souls feature
You can activate this ability as a bonus action at the start of your turn. All enemies within 50 ft is made prone and you rip out echoes from them on a failed Con save. If failed, the enemies become prone and and all enemies within 15 ft has their echoes of mortality ripped out of them, dealing your INT modifier as additional damage done by all your allies aginst the affected target, and you receive 1d8 Echoes of Mortality for every damaged enemy.
At level 14 you can pick what kind of save the enemy has to make in order to defend against your move.
You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Echo of Experience
Once per turn you can use this reaction to spend 50 Echoes to grant all your friends advantage on all save and hit rolls. This effect can only occur a maximum of 3 time(s) per long rest.
Soul Torment
As an action, you can invoke the forces of the afterlife to deal 3d10 damage of your choice (Necrotic, Radiant, Psychic, Force) if your opponent fails an Intelligence check(DC: {{savedc:int}}). If the enemy succeeds with the save throw, it takes half damage. The effect of the spell then depends on the type of damage you chose and if it the save throw failed.
Necrotic: Deal 2d6 damage at the start of the next three turns of the affected creature.
Radiant: Gives disadvantage to hits on range attacks.
Psychic: Gives disadvantage on Spellcasting rolls and brings down the Spell DC by 3.
Force: Knocks back the target 40 ft. If the target hits an obstacle, deal 2d8 bludgeoning damage.
Once you use this feature, you can’t do so again until you finish a long rest or until you expend 75 echoes of mortality on it.
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