Lingering Soul

Lingering Soul is a class or death alternative that allows a player character to persist in the material world and continue on as an undead spirit. The player character is brought back by "fear, anger, vengeance, or questions" that kept their spirits from embarking into the afterlife. This option was created by Matthew Mercer.

Description
When a character dies, following Lingering Soul option, they lose of their previous levels, proficiencies, feats, abilities connected with their former class, and suffer from the lack of armor and small amounts of hit points. At 1st level, they have 6 + their Constitution modifier of HPs, which grow each level by 1d6 + Con modifier. Character also has a number of hit dice equal to their level.

However, a Lingering Soul retains all languages they knew in life, as well as their racial benefits and abilities. They gain Lingering Soul levels equal to their previous level (minus one) and become proficient in Constitution saving throws and in three skills of their choosing: History, Investigation, Insight, Intimidation, Perception, Religion, Sleight of Hand, or Stealth. A Lingering Soul is unable to multiclass.

Should a spell or resurrection be used on the body previously inhabited by a Lingering soul, the soul is immediately brought back, regaining all the original class levels it had before death, plus all of the extra levels achieved in their spirit form.

Spirit Binding
At 1st level, a Lingering Soul must be bound to an object or a creature within 150 feet radius, select it. If the target leaves the soul's radius, the soul is dragged along with it and is always aware of its location.

Should the object be destroyed or the creature slain, the soul immediately drops to 0 hit points and the bound severs. If regained consciousness with binding remaining severed, a Lingering Soul must immediately select a new target or be paralyzed.

Phantom Calling
At 1st level, a Lingering Soul chooses their ghostly path from three options, called Phantom Callings: the Poltergeist (Strength or Dexterity), the Wraith (Dexterity or Intelligence), or the Spirit Guardian (Wisdom or Charisma). A Lingering Soul is defined by both abilities it had in life and undeath that are called "Aspects". Aspects of the soul influence its DC and attack rolls. The calling grants new features at 1st, 6th, 11th, and 15th levels.


 * Lingering Soul save DC = 8 + proficiency bonus + Aspect modifier
 * Aspect Attack modifier = proficiency bonus + Aspect modifier

Ghostly Form
A Lingering Soul possesses the traits identical to a ghost described in the Monster Manual 5e, except:


 * The soul gives off a cold glow equal to dim light for a 5 foot radius.
 * The soul cannot physically carry any objects or equipment, nor gain the benefits from consuing any object or substances that require ingestion.
 * The soul has no damage resistance against acid, fire, lightning, thunder, damage immunities against cold, necrotic, and condition immunities against charmed, exhaustion, frightened, paralyzed effects.
 * The soul falls at a rate of 60 feet per round, and do not suffer falling damage.
 * Should a Lingering Soul drop unconscious, their essence begins to fade, making death saving throws. Should a Lingering Soul fail three saving throws, their spirit withers away into the either and cannot be recovered or resurrected outside of the use of a Wish spell.

Possession
At 2nd level, a Lingering Soul discovers the ability to posses bodies of other creatures. The description is identical to possession of a ghost, beyond a number of exeptions. The Charisma DC save is based on the soul's proficiency and Aspect modifier (creature can willingly fail the saving throw, as well). When the soul entered a possessed body, it suffers damage equal half of any damage dealt to the host. While possessed, the creature is not incapacitated and can move freely, except where otherwise noted. The soul perceives the outside environment only through the sensory organs of its host and can telepathically communicate with them.

The Lingering Soul can take their action to force the possessed creature to Dodge, Dash in any direction of the soul's choice, or make a weapon attack against a target of the soul's choice, adding their Aspect modifier to the damage dealt.

On the top of its turn, the soul can exit the possessed body, retaining their actions.

Consume Enchantment
At 3rd level, a Lingering Soul can spent an hour to absorb an enchantment from any magical item (with exception decided by DM) and indefinetly bound it (and any attunement) to the Lingering Soul form, leaving the item inert. The soul can syphon maximum of five enchantments and only three of which are items that require attunement.

To consume a new enchantment beyond five, the soul must permanently discard an existing one. If the consumed itme is weapon, its attack bonus can be applied to any made by the soul or any attacks made the possessed creauture, using nonmagical weapon.

Ability improvement
At 4th, 8th, 12th, 16th, and 19th levels, the soul can improve one their ability scores by 2 or spread the value among two ability scores.

Pervade the Fallen
At 5th level, a Lingering Soul is able to possess a dead creature within 5 feet of them for 1 minute that automatically faills its saving throw. When revived, the body starts their turn prone, has the speed equal to the speed of the soul, and has 1 HP. When reduced to 0 HP or when the time expires, the body is destroyed and cannot be possessed again.

Unseen Passenger
At 5th level, a Lingering Soul can attempt to covertly possess a creature with successful Dexterity (Stealth) check contested by the targets's Wisdom (Perception) and successful Charisma check. Whenever the host is forced to do anything against their intentions, they can make a Wisdom (Insight) check against the Lingering Soul DC. On a success, they aware of the possession.

Obfuscate
At 7th level, when a Lingering Soul hit by an attacker who they can see, the soul can take their reaction to halve the damage, becoming incorporeal. When the damage is already halved, the soul can reduce it to a quarter.

Xenoglossia
At 9th level, while possessing a creature, a Lingering Soul can force them to say or yell a short phrase twenty-five words or less, using the Charisma score and any other skills of the soul. If the host is casting a spell that uses verbal components, the soul can use their reaction to try to force them to fumble the incantation. The host must make a Constitution saving throw against the Lingering Soul DC. On failure, the spell fails, the spell slot is expended, and the possession immediately ends.

Supernal Body
At 10th level, a Lingering Soul gains a fly speed equal to their speed and can cast Invisibility on themselves with no material components (2/day).

Piercing Chill
At 13th level, while a possessed creature attempts an attack, a Lingering Soul can take a reaction, expanding their chill and freezing the vitals, to give their host disadvantage.

Ghastly Visage
At 14th level, as an action, once short or long rest a Lingering Soul can choose any number of creatures within 30 feet of them. If the creatures see their ghastly form, they must succeed on a Wisdom saving throw or be frightened of the soul until the end of their next turn who is able to use an action every subsequent turn to extend the duration the frightened condition for the next round. This effect ends if the creature finishes their turn out of line sight of the Lingering Soul. If the creature succeeds on their saving throw, they cannot be affected again.

Eternal Spirit
At 17th level, a Linger Soul founds new roots in the Material Plane. They are no longer affected by Spirit Binding feature, can freely wander across Exandria, and, when fails its third death saving throw, instead only vanishes for 24 hours, slumbering on the Ethereal Plane. The soul then appears at the spot where they fell, rested as if they completed a long rest. The Lingering Soul suffers -4 modifier for all of its attack rolls, saving throws, and ability checks. The penalty reduces by 1 with every finished long rest until it disappears. If the area where the soul has returned is under the effect of a Hallow spell, the spirit is instead scattered and lost forever in the Ethereal Plane.

Ravage Soul
At 18th level, while possessing a creature, a Lingering Soul can take an action to gain a complete control over the body. Until the end of the soul's turn, the controlled creature only can take or obtain from the actions it was allowed. During this turn, the soul can also cause them to spend their reaction, but this requires the soul to use its own reaction as well. Each time the fully possessed body takes damage, it makes a new Charisma saving throw. If the succeeds, the possession ends.

Piercing Chill
At 20th level, while possession a creature who is neither undead nor a construct, once per short or long rest a Lingering Soul can force the host to make a Constitution saving throw. On failure, it 12d10 necrotic damage, and half as much on a success. If the creature was brought under 50 HP by this ability, it dies.

Phantom Callings
After becoming a Lingering Soul, it must choose its path of varying degree of positive and negative energy, partially dependant on their background in the former life and their inclinations in undeath.

Calling of the Poltergeist
Poltergeist individuality is marked by their close connection with the matireal world and immersion into unbridled emotions. At the beginning of ther jorney, they choose either their Strength, Dexterity, or Intelligence to become theri Aspect. Their Aspect modifier is equal to that of the choosen Ability Score. They are proficient in Strength saving throws.

Implements of Anger
At 1st level, a poltergeist gains proficiency in three melee weapons of their choice and may also choose two additional melee weapons to gain proficiency with at levels 6th, 11th, and 15th.

Haunt
At 1st level, a poltergeist gains Mage Hand cantrip, able to hurl objects, it had strength to lift, in 30 feet direction. If the object is throw to strike a creature, they roll ranged Aspect attack against a creature. If it hits, the target takes 1d4 + Aspect modifier bludgeoning damage or, if the poltergeist has a proficiency in the thrown weapon, they can use the weapon's damage dice and type instead. If the object is held by another creature, they must make a Strength saving throw to keep a hold of it. If fails, the creature drops the object and poltergeist can move it half way (15 ft.) in any direction.

At 6th level, a poltergeist attain a second Mage Hand and is able to move two at the time when taking a Haunt action. Alternatively, they can move one object twice the distance or throw two object as one action.

Spectral Warrior
At 6th level, a poltergeist gains ability to select any pieces of wearable gear within 30 feet that aren't worn by a creature. As a bonus action, they assemble the equipment around their ghostly form, which bestows them with all of its features (Armor Class and any other benefits). The poltergeist do not need the necessary armor proficiencies to wear it, and neither they shall follow the Strengths requirments of wearing heavy armor. They still limited by equipment slots (one helmet, one set of boots, etc).

These equipment remains with poltergeist until they choose to attempt to possess a creature, pass through solid object or creature, or until they take a short or long rest.

Phantasmic Force
At 11th level, a poltergeist gains ability to choose a larger or smaller creature within 30 feet of them and, as an action, manipulate them. The target must make a Strength saving throw or be hurled 30 feet in any direction, including upward. If the target comes into contact with a hard surface, creature, or object, they take 1d8 bludgeoning damage per 10 feet moved and is knocked prone.

If the target creature is hurled into a second creature within range, the second creature must make a Dexterity saving throw or alos take 1d8 bludgeoning damage per 10 feet moved and be knocked prone. If the creature succeeds, they take half as much damage and do not knocked prone.

Poltergeist can use this feature a number of times equal to their Aspect modifier (minimum one). Expended uses are regained after a long rest.

Torrent of Rage
At 15th level, as an action, a poltergeist learns how to call on surrounding debris to spiral and orbit them at an incredible speed. Whenever an enemy gets within 30 feet of them or starts a turn in this area, they take 1d6 slashing, 1d6 bludgeoning, and 1d6 piercing damage. This feature last for up to 1 minute.

Poltergeist can use this feature once per long rest.

Calling of the Wraith
During their past, wraiths were arcaninst persuing forbidden secrets or dipped into the field of necromancy. They deisre and hunger for the life they once had. Their energy becomes dark, but the will to focus on the goals they seek the most remains. When becoming a wraith, they choose either Dexterity, Intelligence, or Charisma to become their Aspect. Theri Apect modifier is equal to that of the choosen Ability Score. Additionally, they gain proficiency in Intelligence saving throws.

Scything Claw
At 1st level, a wraith gains ability to take their action and make a melee Aspect attack with 5 feet range. On a hit, the target takes 1d8 + Aspect modifier of necrotic damage. If the target isn't undead or a construct, the wraith regains hit points equal to half of the damage dealt. The damage increases to 2d8 at 6th level, 3d8 at 11th, and 4d8 at 15th level.

Shadow of the Grave
At 6th level, a wraith no longer emits a cold, dim light out in a 5 foot radius, but gains darkvision out to 60 feet, as well as resistance to cold and necrotic damage. These features cost the wraith to have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight while in direct sunlight. The wraith can impart the Shadow of the Grave feature on the creature it possesses, granting them with both the benefits and disadvantages.

Aura of Midnight
At 11th level, a wraith presence (also extends while possessing a body) extinguishes any natural light within 30 feet of it. While in the dim light or darkness, it can take a Hide action as a bonus action. Whenever a living creature dies in the dim light or darkness and located within 30 feet of the wraith, it gains temporary hit points equal to 1d8 + Aspect modifier.

At 15th level, the amount of gained temporary hit points increases to 2d8 + Apect modifier.

Create Specter
At 15th level, a wraith can take an action to target a humanoid corpse within 10 feet that has been dead for no longer than a 1 minute, and died violently. The target's spirit rises as a specter in the space of the corpse or in the nearest unoccupied space. While conscious, the wraith can issue commands to the specter entity (no action required), which does its best to obey. Commands can specify a simple course of actions, such as "attack that creature", "run over there", or "fetch that object". If not given an order, the specter focuses on defending itself and the wraith.

At one point in time, the wraith can control the number of specters that is equal or less than their Aspect modifier.

Calling of the Spirit Guardian
A spirit guardian soul is persist in the mortal realm to seek creatures to influence positively, fulfilling their divine duty, or to corrupt their souls for their dark patron. Spirit guardians rely on the creatures they possess to channel their intentions. Upon becoming a spirit guardian, they choose either their Wisdom or Charisma to become their Aspect. Their Aspect modifier is equal to that of the choosen Ability Score. They gain proficiency in Charisma saving throws.

Invoke Smite
At 1st level, a spirit guardian can take an action and instill a weapon or object within 30 feet with divine flame. Until the end of spirit guardian's turn, the next time that weapon or object hits a creature, it deals an additional 1d8 radiant damage (if the spirit guardian is good or neutral) or necrotic (if evil). They can use this feature while possessing a host.

The damage increases by 1d8 at 6th, and again at 11th and 15th levels.

Sympathetic Mending
At 1st level, a spirit guardian can take an action and help a creature within 30 feet of them to regain a number of hit points equal to 1d8 + Aspect modifier. They can use this feature while possessing a host, and if their host is not the target, the host also regains hit points equal to their Aspect modifier.

Spirit guardian can use this feature twice before they need to take a long rest. At 6th level, the healing increases to 2d8 and the number uses are capped to three times. At 11th level, the healing is 3d8 and four number of uses. At 15th level, 4d8 and five number of uses.

Divine Barrier
At 6th level, spirit guardian gains ability to spend their reaction to grant the creature they are possessing, when they hit by an attacker spirit guardian can see, a bonus to their AC or saving throw against the triggering attack equal to spirit guardian's Aspect modifier. Once the attack is resolved, the possession immediately ends, and the spirit guardian cannot use the possession feature until their next turn.

Consecrated Emanation
At 11th level, spirit guardian learns how to, as an action, emit an aura around them up to distance of 15 feet for up to 1 minute, able to choose the creature to be unaffected. When an affected creature enters the area for the first time or starts their turn there, the creature's speed is halved and they must make a Wisdom saving throw. On a failed save, the creature takes 3d6 radiant damage (if the spirit guardian is good or neutral) or necronic damage (if evil). On a successful one, half as much damage. They can use this feature while possessing a host.

Spirit guardian can use this feature once before they need to take a short or a long rest.

Savior Spirit
At 15th level, a spirit guardian gains ability to emit protective energy within 30 feet of them. All friendly creatures in the area obtain 1 hit point on a death saving throw roll of 18 to 20 on the d20. This aura remains while possessing a host.

Guardian Transformation
At 15th level, a spirit guardian gains ability to share a pert of their ghostly features with their host for 10 minutes:
 * Damage resistance against bludgeoning, piercing, and slashing from nonmagical weapons.
 * Immunity to poison damage and the poisoned condition.
 * Condition immunity to be prone, grappled, restrained, and petrified.
 * Ability to move through other creature and objects as if they were difficult terrain. Both the spirit guardian and their host take 1d10 force damage if they end their turn inside an object.
 * Fly speed equals to their speed

The duration ends prematurely if the possession ends. A spirit guardian can use this feature once before they need to finish a long rest.

Behind the scenes
While contemplating possession rules for ghosts, Matt thought it'd be fun for a player to have this ability but that would be weird for a living person to do. He had a conversation with someone about variations of death beyond just dying, specifically if a character has unfinished business as part of the narrative. If a D&D game is played with strict rules about death, he felt that character death could be disappointing and lackluster for a player if that character who is focused on revenge or a specific goal. The existence of ghosts, spirits, and poltergeists in the game opened possibilities for these as a player option. Matt wrote notes on his phone over months and finally coalesced it into the Lingering Soul class on an airplane flight returning from a convention.

The subclasses, Phantom Callings, were built from various directions a spirit could go. He imagined the Wraith for players with evil or more cruel characters and felt that perhaps the character could be trying to resist the temptation of that dark path. Poltergeist was inspired by the ghosts of the same name and is thus more melee-based and focused around manipulating objects. Spirit Guardian drew on the cleric spell Spirit Guardians, so is conceptualized as a protective or supportive spirit.