3rd-level Soul Thief feature
Soul Thieves are rogues who have learned the darkest art of Dathmor and similar Domains: stealing souls. Using specialized tools and forbidden techniques, they can extract fragments of a creature's essence, using it to fuel their own abilities or selling it on the soul market. They are feared, reviled, and very, very wealthy.
Tools of the Trade
At 3rd level, you gain proficiency with jeweler's tools if you don't already have it. Additionally, you learn to create crude soul extraction devices. During a long rest, you can craft a number of soul traps equal to your proficiency bonus using jeweler's tools and 10 gp worth of materials per trap.
A soul trap is a Small object that can capture a fragment of a creature's soul when it dies within 10 feet of the trap. The trap can hold one soul fragment.
Soul Extraction
At 3rd level, you've learned to steal life force. When you deal Sneak Attack damage to a creature, you can choose to extract a portion of its soul. The creature must make a Charisma saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier). On a failed save, you steal a soul fragment and the creature takes an additional 2d6 necrotic damage. On a success, the creature takes half the additional damage and no soul is stolen.
You can store stolen soul fragments in soul traps or absorb them immediately to regain hit points equal to the necrotic damage dealt.
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.
Soul-Powered Reflexes
At 9th level, you can consume stolen souls to enhance your abilities. As a bonus action, you can consume a stored soul fragment to gain one of the following benefits for 1 minute:
- Your walking speed increases by 20 feet.
- You have advantage on Dexterity saving throws.
- Your Sneak Attack damage increases by 2d6.
Life Drain
At 13th level, your soul theft has become more efficient. When you successfully steal a soul fragment using your Soul Extraction feature, you gain temporary hit points equal to your rogue level.
Additionally, creatures have disadvantage on the saving throw against your Soul Extraction if they're below half their hit point maximum.
Soul Reaver
At 17th level, you've mastered the art of soul theft. You gain the following benefits:
- You can use your Soul Extraction feature without expending a use (once per turn). Expended uses of the feature now represent the ability to force a reroll on a successful saving throw.
- When you reduce a creature to 0 hit points with your Sneak Attack, you automatically steal its soul fragment (no saving throw).
- You can store up to 10 soul fragments at a time.
- As an action, you can consume all stored soul fragments to cast finger of death without components. The spell save DC is 8 + your proficiency bonus + your Charisma modifier.