Self-Serving Sacrifice

You can snatch others from the jaws of death, but your own grip lingers too tightly. The feeling of saving others from suffering fills you with resolve, even as it drains the vigor from those you rescue.

Critical Savior.

When a creature within 120 feet of you is subjected to a Critical Hit or is reduced to 0 Hit Points, you can use your Reaction to magically switch places with the target. Each of you teleports to the other’s space. Roll a number of d6s equal to half your level. You take Force damage equal to the total rolled, you gain Heroic Inspiration, and your Exhaustion level, if any, is reduced by 1. The target regains Hit Points equal to the total rolled and gains 1 Exhaustion level. You can’t use this feature again until you finish a Short or Long Rest.

Draining Presence.

When you finish a Short or Long Rest, each creature within 100 feet of you loses one Hit Point Die (before spending Hit Dice in the case of finishing a Short Rest).

Final Sacrifice.

You can cast True Resurrection using this bargain requiring no spell slot or spell components. Intelligence, Wisdom, or Charisma is your spellcasting ability for the spell when you cast it without a spell slot (choose the ability when you select this Dark Bargain).

When you cast the spell this way, you die, and nothing can prevent it. Your soul is bound to torment the creature you returned to life, and you can’t be raised from the dead by any means. When the creature takes a Long Rest, it must roll a d20 halfway through the rest’s duration. On a 1, your soul takes the form of a Wraith within 100 feet of the creature and tries to kill it. The wraith vanishes after 8 hours, or when it dies. Once the wraith appears, it can’t appear again for 30 days.