The spirits of the dead murmur secrets to you, offering insight into the living.
When you make an Insight or general instinctual wisdom check to discern truth, motives, nature, atmosphere, or deception, you can call upon these whispers. You have advantage on the check. The dead are not always truthful. When you use this feature, the DM rolls a d10 in secret. On a roll of 1, the spirits give you a false positive.
You can draw upon the lifeforce of your targets, but the hunger of the spirits within you demands constant feeding.
As an action, you can activate Living Siphon for 1 minute or until you end it with two actions. While active:
The spirits demand tribute. If you end your turn without using your Sneak Attack feature since the start of your last turn, you take necrotic damage equal to your current Sneak Attack dice rolled as d6s. This damage cannot be reduced or prevented in any way.
Your connection to the spirit world allows you to perceive beyond the veil. You gain resistance to necrotic damage. Additionally, as an action, you can see into the Ethereal Plane for 1 minute. While this effect lasts, you can perceive creatures and objects on the Ethereal Plane within 60 feet of you, though you cannot interact with them. Creatures on the Ethereal Plane appear as translucent, ghostly versions of themselves.
This feature requires the expenditure of a Martial Feat Slot.
You learn to step partially into the Ethereal Plane, becoming invisible and intangible.
As a reaction when you take damage, or as an action on your turn, you can shift into the Ethereal Plane. While shifted:
This effect lasts until the start of your next turn, or until you end it as a free action. This feature requires the expenditure of a Martial Feat Slot.
Your Sneak Attack now severs the target's connection to their own body. When you deal your Sneak Attack damage to a creature, you can choose to forgo half the damage dice to instead attempt to stun the target. The target must make a Constitution saving throw against your Mental DC (choose INT or WIS at character creation). On a failure, they are Stunned until the end of your next turn. While Stunned in this way, at the start of each of their turns, they take necrotic damage equal to your Sneak Attack dice (as d6s) and you regain hit points equal to that damage.
This feature requires the expenditure of a Martial Feat Slot.