Base Class: Warlock
You've stricken a deal with a Ferryman, a being whos sole purpose is to guide the souls of the dead to the afterlife. Warlocks of a Ferryman are a lot similar to Clerics than other's, as a lot of Ferrymen happen to be Gods or being granted by godly energy. Beings like Kelmvor, members of the Undying Court, and many others. You have been given power to command the dead, maybe in exchange for your assistance, your own soul, or for various other reasons. Either way, as a Warlock of the undead, you power of the dead has almost no match with normal mortals, giving you special abilities others couldn't wish for.
Expanded Spell List
1st-level Ferryman feature
The Ferryman 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.
Ferryman Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | guiding bolt, sanctuary |
| 2nd | spiritual weapon, find steed |
| 3rd | spirit guardians (appear as floating necrotic ghosts) , speak with dead |
| 4th | aura of life, guardian of faith (deity/entity) |
| 5th | raise dead, hallow |
Ferryman's Lantern
1st-level Ferryman feature
You gain the ability to manifest a controlled flame known as a Ferryman's Lantern, either within a torch, lantern, or other torch wielding object. This lantern works as your spellcasting focus, and you can dissipate it and rematerialize it at will. As well as being a spellcasting focus, it provides 35 ft. of bright light and 45 ft. of dim light. Along with this, you can use you lantern to absorb and manipulate souls giving you various benefits. Souls all carry their weight, based off of ones alignment and race, with creatures as beasts being so weak they cannot be consumed, to divine beings like celestials granting you extreme power.
Killing a creature grants you a singular soul, which you have a maximum of four of. These souls float as colored colored orbs(based on their alignment and race, with evil creatures having a red glow and good ones having a bright yellow with infernal beings having a black aura and celestials having a white sense and fey developing a green glow).
You can consume a soul and take 2 + half of the spell level rounded up d4 fire damage to cast a spell of any level as the consumption of the souls expels a heated gas. You can do this a maximum amount of times equal to your maximum soul count. You can consume a soul to gain 2d4 temporary hitpoints. Spells casted this way's damage type is change to necrotic.
Stolen Knowledge
1st-level Ferryman feature
Along with your ability to consume souls is accelerated, allowing you to consume them for other benefits. When you consume a soul, you can chose instead to gain knowledge from the consumed victim, choosing to either recall up to three pieces of specific information or gain advantage on History checks for an hour.
Additionally, you can detect the presence of rogue souls. Consuming a soul allows you to be able to detect any Celestial, Undead, or Fiend within 60 ft. of you for 5 minutes.
Half Life
6th-level Ferryman feature
Your communication and manipulation of the souls of other has changed your own granting you benefits a fully corporal being wouldn't.
You gain a resistance to Necrotic damage and your AC increases by 1 while your unarmored AC is increased by as your body flickers between the Material and Ethereal planes. Attacks that deal damage through both or targets who can see into both are not effected by this.
Spells from the Soul
6th-level Ferryman feature
When you slay a target, instead of taking their incorporeal vitality, you can release it violently from their body along with certain other spells. Upon killing a target within 100 ft. of you, you can deal 2d10 necrotic damage to any targets within 10 ft. of their body or consume a soul charge to release a spell directly from their corpse as you release their spirit from it.
Additionally, when you kill a target who is a spell caster, you may consume that soul to cast one of the spells they had casted within then 4 of their turns one spell level lower unless it is at the lowest. This spells damage is either radiant or necrotic, necrotic if they are of a chaotic or evil alignment, and radiant if they are a lawful or good alignment. If they are neutral, it deals the regular spell damage.
During a period of time which is at least over two hours where you are doing nothing besides the action and if you have the soul present, you may study it, possibly adding a spell they had prepared to your spell list. This spell does not need to be on the Warlock spell list for you to learn.
Path of the Damned
10th-level Ferryman feature
Your guiding of the souls has given you time to hear the knowledge they know, even allowing you too harvest souls even after they have died, and being able to recreate their death.
Corpses that have been dead for no more than 48 hours can have their souls harvested, and the amount of souls you can hold become 8. Additionally, you can consume a soul to make a recreation of their death which is within a range of 30 ft. If the death was caused from something further then that, a small mirror like opening appears nearby. All objects used in the death if moved are replaced by along all people are used in the visage with smoky necrotic green version, with details being limited, such a special small facial features.
Only you can see it, and it cannot be paused or sped up. If an object involved in the death is present, in which you can see it, it is highlighted with a necrotic glow that everyone can see. You can also hear whatever happened as soft whispers, such as a conversation, or an explosion.
Additionally, when using your Stolen Knowledge feature, you can gain advantage on any skill.
Surf the Planes
14th-level Ferryman feature
Your power has grown so much so that you have manifested the ability to travel throughout the many planes with extreme ease, your patron having granted you a Death Skiff, a mystical boat which posses the ability to travel through any planes liquid.
The skiff can fit up to 8 people aside from you, and can carry an unlimited amount of items. Along with its inherent water traveling use, it is capable of floating up to 10 ft. in the air. When you are in any kind of liquid, as an action, you channel up a cloud of thick necrotic smoke which no being can see through and make a portal to any plane with liquid. Planes like the Elemental Plane of Fire, the liquid would be considered the lava lakes. The Skiff is indestructible, and in these environments, it could travel perfectly.
Additionally, you gain access to the Banishing Smite spell, and can cast it at will.
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