Warlock
Base Class: Warlock

You have made your pact with a strange incorporeal creature, be it the lingering will of a long dead entity, or a demon that requires a physical host to enter the mortal plane, you have created perhaps the most intimate (but not necessarily romantic) connection with your patron-- The connected soul. Upon doing so, you have given your being to your patron-- allowing them a willing host to escape their realm, or another chance to feel alive again. However, this kind of pact, while powerful, has bound your own soul forever to the token used in the bonding ritual. The ritual itself is a harrowing experience, and has left you never again the same person as you once were. You and your patron are one, and neither of you may survive without the other.

Because of their literal connection, Soul Bound Warlocks often have strong relationships with their patrons, most commonly a sibling-like bond. Some may consider themselves lovers, while others still simply see themselves as two sides of the same being.

Upon making the connection with your patron you gain knowledge and physical traits from them. You gain proficiency in the languages your patron knows, and you can speak telepathically to your patron at any point in time. On top of this, your patron can choose to show their true form to you in the form of a translucent apparition. Only you can see this apparition, and your patron cannot physically interact with the world around them. However, you can allow your patron to front and control your body at any point in time.

As well as this, you take some visible traits from your patron-- splashes of scales, hair color, etc. At your DM's discretion you may even take traits such as wings or tail.

Expanded Spell List

The Soul Bound lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Soul Bound Expanded Spells
Spell Level Spells

1st

bane, detect magic

2nd

alter self, arcanist's magic aura

3rd

bestow curse, phantom steed

4th

compulsion, polymorph

5th

contagion, seeming

Blood Stone

As part of your pact with your Soul Bound patron, you have used your blood and soul to create an item called a Blood Gem. This gem is the embodiment of yours and your patron's combined soul. This stone becomes a wearable item, such as a pendant or choker, but does not count against your attuned items or armor slots. This stone can be used as your magical conduit, and it grants you different situational effects.

Starting at 1st level, you have 2 charges you can spend to activate different effects. You gain 1 charge at 5th, 10th, and 14th level. You regain your spent charges after a long rest

Soul Swap If your hit points reach 0, your patron can take control of your body and revive it at 1 hp. Once you are healed above 5 hp, you switch places with your patron and take control of your body once more.

Attunement Increase your walking speed by 10 for one minute.

Wrath of Two Souls You can cast Hellish Rebuke without consuming a spell slot after taking damage. 

With great power comes a great price. Because your Blood Stone is the physical embodiment of your combined soul, you cannot willingly move more than 30 feet from it. Should the stone be stolen and taken more than 30 feet from you, your movement speed will be halved and you will have disadvantage on all checks and saving throws that don't involve retrieving your stone, and you cannot take any action other than the dash action to move towards your Blood Stone. Once you are within 5 feet of your stone, you may do whatever it takes to get it back from the creature that stole it. If the stone is taken more than 120 feet from you, your hit points will drop to zero and you cannot be revived until the stone is returned to you. Once the stone is returned to you, you will revive with the amount of hit points you had before you fell unconscious. When your hit points drop to 0 as a result of this effect, you cannot activate the Soul Swap effect.

Mirage of Spirit

Starting at 6th level, you have learned how to summon your patron as a mirage of yourself. As an action, you can spend two Blood Stone uses to summon your mirage. Your mirage looks like you, with one minor difference that exposes them as a fake (e.g., one eye is a different color than yours). Your mirage shares your initiative, ability scores, half your total hit points, and spellcasting modifiers, however it has its own movement and cannot take any action that isn't the dodge action.

When you cast a 3rd level or lower spell, you can spend your bonus action to have your mirage mirror the spell. The spell targets the area, creature, or object you targeted. Damage or Healing done by your mirage's spell is automatically halved.

If you are within 5 feet of your mirage, attacks against you have disadvantage. Should an attack successfully hit, you can use your reaction to roll a DC13 Dexterity Saving Throw to switch places with your mirage. On a success, your mirage takes the hit for you. If your mirage takes damage that exceeds its current hit points, you suffer the difference.

Once you use this ability, you cannot use it again until you complete a long rest.

Combined Strength

Starting at 10th level, you have learned how to tap into the physical strength of your patron to augment your own physical resistance. You gain a damage resistance of your choice.

In addition to this, you gain the ability to draw from your patron’s strength to push your athletic capabilities past their limitations. As a bonus action, you can expend one use of your Blood Stone to double your walking, climbing, swimming, and flying(if applicable) speed, as well as your jumping and leaping distance for one minute.

Acid

Gain resistance to Acid damage

Bludgeoning

Gain resistance to Bludgeoning damage

Cold

Gain resistance to Cold damage

Fire

Gain resistance to Fire damage

Force

Gain resistance to Force damage

Lightning

Gain resistance to Lightning damage

Necrotic

Gain resistance to Necrotic damage

Piercing

Gain resistance to Piercing damage

Poison

Gain resistance to Poison damage

Psychic

Gain resistance to Psychic damage

Radiant

Gain resistance to Radiant damage

Slashing

Gain resistance to Slashing damage

Thunder

Gain resistance to Thunder damage

Shared Blood

Starting at 14th level, you have achieved the ultimate bond with your patron, and can now share your blood with them to give them a physical form. You can expend all Blood Stone uses (you must have all charges available) to summon your patron in physical form. When you do this, you must cut your total number of hit points by up to half, and the number of hit points you sacrifice becomes the number of hit points your patron has. You regain the total number of hit points sacrificed after you complete a long rest. You can dispel your patron's physical form as a bonus action. Once you use this ability, you cannot use it again until you complete a long rest.

If you do not have a good relationship with your patron, they may not want to leave after you summon them. Should this be the case, you and your patron must roll contested Wisdom Saving Throws. Should your patron have the higher roll, they will not be dispelled and you will have disadvantage on Wisdom Saving Throws for one turn.

Your patron has their own initiative, resistances, proficiencies, and immunities, but shares your ability scores. Your patron counts as a Legendary Creature, and they are granted 1 legendary resistance, and can only use it once each time they are summoned. They can use this resistance either for themselves, or for you. Your patron cannot use Mythic Actions or Legendary Actions.

Your DM will have a stat sheet for your patron prepared.

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