Warrior . . . by ?: (:title Talents of the Warrior Spirit:) '''''Warrior Spirits vary from the agile bowmen to the armored juggernauts, their skills unmatched when it comes to battle. Appeasing a warrior spirit may be by defeating a foe that cheated in a duel to the death, finding forgiveness from the families of those they took loved ones, or ensuring their own loved ones are safe.''''' (:div class="feature":) !!!! Armoured Soul You gain proficiency in heavy armor, and use your Wisdom score for any Strength requirements a set of armor may have. As an action, you can touch a suit of armor that isn’t being worn or carried by anyone and instantly don it, provided you aren’t wearing armor already. (:div class="feature":) !!!! Combat Ready
Primal . . . by ?: You can provide your spirit a temporary body. You treat the '''Find Familiar''' spell as always prepared, and it doesn't count against the number of soul-seer spells you prepare each day.
Forsaken . . . by ?: (:title Talents of a Forsaken Spirit:)
Devoted . . . by ?: (:title Talents of a Devoted Spirit:) '''''Devotee spirits are those who's previous life was one defined by the worship of the divine. Be it that they wish for their god to recognize them, to redeem themselves after a significant event that went against their god, or to take vengeance against members of their faith, devotee spirits still harness a piece of divine faith that they use to aid their soul-seers.''''' (:div class="feature":) !!!! Initiate Clergy Magic Choose two cantrips and one 1st level spell from the Cleric spell list. These spells count as soul-seer spells for you, are always prepared, and don’t count against the number of soul-seer spells or cantrips you can prepare each day. (:div class="feature":) !!!! Repel Undead
Crafty . . . by ?: (:title Talents of a Crafty Spirit:) '''''Blacksmiths, potion-makers, poisoners, the stories of these spirits are as diverse as humanoid creativity. The source of their restlessness is also often centered around their craft. Some have died before they could finish their masterpiece, others murdered for their goods, and more may refuse to die until their craft has been returned from the wrong hands.''''' (:div class="feature":) !!!! Initiate Inventor Magic You learn the '''Mending''' cantrip and one 1st level spell from the Artificer spell list. These spells count as soul-seer spells for you, are always prepared, and don’t count against the number of soul-seer spells or cantrips you can prepare each day. (:div class="feature":) !!!! Diverse Craftmanship
Commanding . . . by ?: (:title Talents of a Commanding Spirit:)
Communions . . . by ?: [deleted] !! Talents of the Commanding Spirit '''''Commanding spirits stood so tall in life they refuse to kneel in the grave. These souls may have once been guard captains, mercenary leaders, conductors, governors, or royalty, but they are all the same in spirit. Perhaps they seek to regain the honor they lost in life, or perhaps they seek amends for a lost promise they made while in command. These spirits guide you with their charms and charisma, providing you a token of their presence to aid them.''''' (:div class="feature":) !!!! Charismatic Soul You gain proficiency in two Charisma skills of your choice. Whenever you use either skills, you can use your Wisdom modifier rather than your Charisma modifier. (:div class="feature":) !!!! Initiate Captain Magic
SpectralHarvest . . . by ?: (:title Approach of the Spectral Harvest:) '''''While the goal of many soul-seer is to aid the dead to depart from the material plane, they are others who use death to empower the living. Those who take on the Spectral Harvest use the lingering energy of the dead for the own use, empowering themselves through the dead to aid the spirits they seek to atone.''''' !!! Mark of the Harvest Upon taking this approach at 3rd level, you connection to spirits has allowed you the ability to curse the souls of others. As a bonus action, choose one creature you can see within 30 feet of you. The target's soul is marked for 1 minute. The mark ends early if the target or you die. Until the mark ends, you gain the following benefits: * You ignore any benefits it may have from being invisible or hidden. * Each time this creature makes a saving throw, you roll a d4 and deduct it from their save. * If the marked creature dies, you regain a spell slot of a level equal to half your proficiency bonus (rounded down).
Poltergeist . . . by ?: (:title Approach of the Poltergeist:) '''''Wary that the dead may very well abuse the help provided to them, some soul-seers limit their communed spirits to interacting with the inanimate of the world they left behind. Those who take on the approach of the poltergeist are those who have mastered this limited bond, channeling their spirits power so that they can manipulate and handle objects from far-away. With enough trust, these spirits may even interact with the living through manipulating worn objects.''''' !!! Spectral Control Upon taking this approach at 3rd level, you can channel spirits so that they manipulate objects outside your reach. As a bonus action, choose a Large or smaller nonmagical object within 60 feet of you that isn't being worn or held, and weighs less than 10 times your Wisdom score. You animate it for the next minute, allowing you to move it up to 30 feet in any direction of your choice. It hovers if you end its movement in the air, falling to the ground once the duration ends. This movement provokes attacks of opportunity as if it was a creature, though these attacks are made with disadvantage. For the duration or until the object is reduced to 0 hit points, you can spend your bonus action on your turn to move the object again, as well as make a melee weapon attack with it against a creature within range. If the object is a weapon, you treat it as if you were proficient in it. Otherwise, a Large object uses a d10 for damage, a Medium object uses a d8, and a small object uses a d6. You use your Wisdom modifier for attack and damage rolls with this object. Large objects are proficient in Athletics, Small objects are proficient in Acrobatics, and Medium objects are proficient in either (your choice upon animating it). It uses your Wisdom modifier for any Athletic or Acrobatic checks it would make.
HauntedVessel . . . by ?: (:title Approach of Haunted Vessel:) '''''While many do not enjoy losing control over their own body, some soul-seers see it as a price they must pay to help the dead move on. By allowing their communed spirit a brief control over flesh and bone, the dead can manifest more of their power rather than through by being merely a passenger in someone's body.''''' !!! Restful Guardian Upon taking this approach at 3rd level, your spirits guard you while you aren't awake. You gain the following benefits: * Creature's don't have advantage attacking you due to you being unconscious, nor are these attack critical hits due to this condition. * While unconscious, you roll Strength and Dexterity saving throws as if you were conscious. * You can't be surprised while you are unconscious. * If Initiative is rolled and you are involved yet unconscious, you immediately wake up and stand up unless you are unconscious by magical means or by being at 0 hit points.
EtherealFlesh . . . by ?: (:title Approach of Ethereal Flesh:) '''''In guiding the dead away from the material, some soul-seers interest themselves in gaining such etherealness. The Approach of the Ethereal Flesh is the path many of these seers take, providing themselves the ability to move through solid substances or allow blows to move right through them. A fair warning to those who take on this approach however, as those who exploit this talent may find themselves forever fazed, stuck like the souls they wished to aid.''''' !!! Intangible Body Upon taking this approach at 3rd level, you have learned to make your flesh ethereal to protect yourself from danger. You have a pool of d6s that you spend to fuel this protection. The number of dice in the pool is 1 + your soul-seer level. Upon taking damage, you can spend your reaction to spend dice from the pool. The maximum number of dice you can spend at once equals your Wisdom modifier (minimum of one die). Roll the dice you spend, add them together, and reduce the damage by that total. If this damage would be reduced to 0 and you would still have points left, half of this remaining amount is turned into temporary hit points. Your pool regains all expended dice when you finish a long rest.
Mortality . . . by ?: (:title Approach of Imminent Mortality:) '''''In the quest to appease the restless dead, some soul-seers make take on a path of embodying the fear of death. To them, there exists no better way to manipulate the living and dead than through the reminder that they inevitably cease to exist on this mortal plane. These soul-seers are called Aspects of Mortality, instilling terror and dread within those who block their path to appeasing their communed spirit while reminding the world that death is a universal constant.''''' !!! Dreadful Reminder Upon taking this approach at 3rd level, your strikes instill deathly fear within the hearts of your foes. Upon dealing damage to a creature, you can force them to make a Wisdom saving throw. On a failed save, they suffer one of the following (your choice), which lasts until the start of your next turn: * They become frightened of you. * Any hit points restored or temporary hit points they gain are halved. A creature who succeeds this save has advantage against this saving throw for 1 hour.