Soul Tethering

Subclase de Wizard

Zamanora: Ballad of the Witch p. 117 (Homebrew)

Nivel
3

Descripción

New mages uncover the secrets of the School of Soul Tethering out of their own volition. Instead, this powerful magic is usually the result of an arcane breakthrough due to a profoundly painful experience. Catalyzed by the tragic loss of a loved one, in a moment consumed by grief its practitioners turn to Necromancy, in a desperate bid to reverse the event. Though this is usually futile, in lands teeming with magic and spiritual tethers, where the ethereal realm is just beyond one's grasp, such a feat is possible. Once a spellcaster taps into these powers, they develop an innate ability to harness them.

Rasgos

Progeny of Woe Nivel 3

You add the Find Familiar spell to your spellbook if it is not there already. Unlike a normal casting of the ritual, your casting is fueled by great loss, tethering the soul of a loved one. The familiar produced in this way, takes on an animal form that best befits the character of the lost loved one, retaining their personality and alignment. Once cast at least one time, even if the familiar dies the tether is not broken, and it can be brought back simply by casting the spell again. A soul tethered in this way can be targeted with Resurrection and does not require its original dead body in order to be brought back.

Animancy Nivel 3

You learn how to tap into the magical energies of the spiritual realm. When you cast a Wizard spell, you can temporarily replace its damage type with Necrotic. When doing so, you can additionally choose to infuse the spell with fragments of your own soul, empowering it. If you do, you take Necrotic damage equal to twice the level of the spell, which can't be reduced in any way, and the spell deals 1 additional point of damage per die rolled. If a miss or a successful saving throw would prevent a spell empowered in this way from dealing damage, it deals half damage instead. You can use this feature a number of times equal to your Intelligence modifier, and you regain all expended uses when you finish a Long Rest.

Memories of You Nivel 6

Your mastery over harnessing and manipulating the soul, allows you to create a temporary echo of a lost loved one. As a Magic Action, you can summon a Spiritual Anamnesis in an unoccupied space of your choice that you can see within 30 feet of you. The creature uses the Spiritual Anamnesis stat block and uses your Proficiency Bonus (PB). It gains the calling of a Caster, Expert or Warrior depending on the lost loved one's personality and talents, gaining various abilities.

Combat. The Spiritual Anamnesis is an ally to you and your allies. In combat, it shares your Initiative count but if you have the Incapacitated condition, the spirit takes its turn immediately after yours and acts independently, focusing on protecting you. It can move and use its Reaction on its own, but the only Action it takes on its turn is the Dodge Action, unless you take a Bonus Action on your turn to command it to take another Action. That Action can be one in its stat block or some other Action. If you are Incapacitated, the spirit can take any Action of its choice, not just Dodge.

Disappearance of the Anamnesis. The Spiritual Anamnesis persists for 1 hour, until it is reduced to 0 Hit Points, or until you die.

Once you awaken a Spiritual Anamnesis using this feature, you can't do so again until you finish a Long Rest, unless you expend a spell slot of 3rd level or higher to use this feature again. You can only summon one spirit called by this feature at a time. If you use this feature and already have a spirit active, the first one immediately disappears.

Ties that Bind Nivel 10

Your abilities to call forth spirits increase and bind with them is strengthened. A spirit created through your Memories of You feature now lasts indefinitely, ending only if it is reduced to 0 Hit Points, or until you die. In addition, while within 30 feet of your Spiritual Anamnesis you may choose to gain Resistance to all damage as a Reaction to an attack, spell or ability. If you do, the spirit takes the same amount of damage as you did from that instance. Finally, a summoned Spiritual Anamnesis now retains more of its memories, gaining the following abilities depending on its calling:

Caster. You can use your Reaction to transfer your Concentration over a spell to the Spiritual Anamnesis. As long as the spirit concentrates on a spell, it cannot use any other Action. By using a Bonus Action, you may reclaim Concentration over a spell from your spirit.

Expert. The Spiritual Anamnesis can make ability checks using your spellcasting modifier instead of its own, glimpsing some memories of its long-lost expertise.

Warrior. The Spiritual Anamnesis' Hit Points increase by a number equal to twice your Wizard level plus your Intelligence modifier.

Crescendo of Loss Nivel 14

Your mastery over influencing the souls of the lost has reached impossible heights, allowing you to tug at the souls of loved ones and summon them to your aid. As a Magic Action, you may summon the spirits of lost allies and friends to flit around you to a distance of 30 feet for 1 minute. As creatures exert themselves in the vicinity their souls fragment, magnetized by the apparitions you have brought forth. Creatures of your choice that take an Action or Reaction inside this area must make a Wisdom saving throw against your spell save DC. On a failed save, the creature takes 5d8 Necrotic damage, while you and Undead creatures of your choice in the area regain half as many Hit Points. On a successful save, the creature takes half as much damage. Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore its use of it by expending a level 5 spell slot or higher (no action required).