Soul
Spellcast Trait: InstinctSee into the souls of beings to directly affect them.
Seance: Your "Commune" feature now uses d8s instead of d6s when used. The following results are added to the list of outcomes when you use that feature:
7: You psychically learn of a creature, location, or object directly related to your question.
8: You hear dissonant voices speaking to you, answering your question.
Unite the Self: When a creature you can see within Far range clears or marks a Stress, you can mark 2 Stress to force them to mark a Hit Point or clear one from them.
Come Forth, Spirit: Make a Spellcast Roll (14) to manifest the embodiment of your own soul that stays beside your side until your next rest. Once per rest on a success, it has half of your Stress slots. On a success with Fear, it immediately marks 1d4 Stress. When you would mark a Stress, you can spend a Hope to have it mark Stress for you instead.
The Soul Never Lies: Make a Spellcast Roll against an adversary you can see within Far range. Once per long rest on a success, spend a Hope to have their true soul revealed to you until your next rest, gaining the following benefits:
You have advantage on all actions rolls you make against them.
You know their dreams, fears, and motivations.
They become uneasy in your presence and must mark a Stress to make any action rolls against you.