Soul Bomber

-WIP-

Lingering Souls
You gain the ability to see the souls of your fallen enemies. When a creature dies, its soul will appear hovering above the spot where it perished. The soul is stationary and cannot be moved. The soul will have 10 hit points and an AC of 10, but cannot be damaged except by creatures or effects in the ethereal plane. A creature must have a strong enough soul to be useful and visible, as such the souls of children and most tiny creatures (perhaps even some small creatures) will not be usable. In addition, the creature must have a soul in the first place, as such most constructs and certain undead will not generate souls. Souls are needed for your Soul Bomber abilities.

Wisp Strike
Your first damaging ability as a Soul Bomber allows you to charge the energies of a single soul to turn it into a homing dart. As an action, you can select one soul within 200 feet of you and send it soaring towards a creature within 60 feet of it. This blast hits unerringly, dealing 3d4+3 necrotic damage. Effects that negate the damage of magic missiles also negates this ability's damage.

Sense Life
By absorbing a soul you can momentarily become attuned to them, allowing you to detect their strength within creatures. As an action, you can consume one soul within 200 feet from you, granting you the Sense Life effect for 1 minute. While you have the Sense Life effect, you can use a bonus action to gaze into the spectral being of a creature within 60 feet from you. This will allow you to see if the creature has a usable soul or not. If the creature does have a suitable soul, you are also able to determine its current hitpoints.

Wandering Souls
It can be a pain, starting battles with no usable souls. Luckily, you have learned of a method to effectively magnetize your own soul, allowing you to bring some of the unused souls from previous battles to new ones. As a move action, you can select up to 3 souls within 200 feet of you, and instantly bring them to your space, where they will loftily orbit your being, following you wherever you go. You can have no more than 3 Wandering Souls following you at once.

Soul Bomb
By charging multiple souls together and forcing them to collide, you can create an explosive reaction. As an action, you can select 3 souls within 200 feet from you and send them hurling to a location within 50 feet of each soul. Creatures in a 15-foot radius sphere centered at that location must make a Dexterity spell saving throw, taking 6d6 necrotic damage on a failed save, or half as much on a successful one. If you do not have a spellcasting class, then Charisma is used as your spellcasting modifier for this ability.

Barrage
You learn how to coordinate multiple souls simultaneously to enhance your Soul Bomber abilities. You can spend up to two additional souls when using your abilities to empower them. All additional souls used must be within your range, and within range of the target.


 * When using this ability to empower Wisp Strike, the damage increases by 1d4 per additional soul.
 * When using this ability to empower Sense Life, the duration of the Sense Life effect increases by 1 minute per additional soul.
 * When using this ability to empower Soul Bomb, the damage increases by 2d6 per additional soul.

Amalgamation
Small, even microscopic creatures die all the time, leaving their souls behind. Up to this point, you haven't been able to find a use for these tiny, tiny souls. Now, you are able to gather several of these small souls and fuse them together to make something more useful. By taking 10 uninterrupted minutes channeling this ability, you can generate up to 3 Wandering Souls, no more than you are normally allowed to have. After using this ability, you must take a long rest before you can use it again.

Strong Bond
The amount of Wandering Souls you can have following you increases to 4.

Fixation
You focus intently on the soul of a creature that you want to use. When you use your Sense Life ability to detect the soul of a creature, and if the creature has a suitable soul, you become fixated on it. While fixated on a creature you maintain knowledge of its current hitpoints, you have advantage on all attack rolls against the creature, and a white outline of their silhouette radiates from them in your vision. This outline can be seen through solid objects, and can even be seen if the creature is invisible, allowing you to always know the creature's whereabouts. If you become fixated on another creature, your current fixation ends. Fixation will also end if the creature dies, leaves the plane of existence you are currently on, or if the creature becomes farther than 60 feet away from you.

Ghost Party
The amount of Wandering Souls you can have following you increases to 5