Base Class: Warlock
Soul Thief Warlocks are masters of disguise, changing faces as often as they change shapes. Formidable in combat, a Soul Thief is capable of draining the very essence to their advantage. Many Soul Thieves choose to keep their wicket powers a secret, due to the unsavory implications of draining, and even eating, souls. Those Soul Thieves who do practice their dark arts openly are the ones to fear the most, for they are confident in their power.
Expanded Spell List
The Soul Thief 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 Thief Expanded Spell List
| Spell Level | Spells |
|---|---|
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1st |
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2nd |
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3rd |
[Tooltip Not Found], Water Breathing |
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4th |
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5th |
Soul Drain
Starting at Level 1, you gain the ability to concentrate and impose your force of will over another creature to steal their soul. As an action you can attempt to drain the soul of a creature within 30 ft, unless they succeed on a Charisma saving throw versus your spell DC. On a failed save, their soul is now being by you. Draining a creature's soul lasts for 1 muinutem during which time you must concentrate (as though concentrating on a spell) or the effects end.
While their soul is being drained, at the beginning of each of their turns, the target creature takes 1d8 necrotic damage. This damage increases to 2d8 at 3rd level, 3d8 at 6th level, 4d8 at 10th level, 5d8 at 14th level and 6d8 at 17th level. A creature may spend an action to attempt another Saving Throw against your Spell save DC. Succeeding on this save will stop the Soul Drain.
If a creature dies while its soul is being drained by you, and you have an empty dark reliquary (as per your Dark Reliquary feature) you may use a reaction to capture a creatures soul inside the reliquary. Yu do not need to be the one to land the killings blow in order to capture their soul. You may only capture the souls o f creatures who possess a soul, and who have a DC equal to or lower than your player level. Creatures that do not have souls include constructs, inanimate objects, plants, and undead.
Dark Reliquary
Dark reliquaries are the tools of trade for the Soul Thief. These reliquaries may look like amulets, jars, lanterns, or bottles. Whatever their shape, their purpose is simple: they are made to contain the stolen souls of the dead. You begin with 1 dark reliquary. You gain an additional dark reliquary at 5th, 7th, and 9th level. While a creature's soul is trapped inside a dark reliquary, it cannot be revived until the souls is released.
A dark reliquary is an object with an AC of 10 and 20 hit points. If one or more of your dark reliquaries are destroyed, you magically replenish them when you finish a long rest. As an action, you may consume a captured soul inside a dark reliquary, absorbing the soul within. Consuming a soul restores 1 spell slot and heals 1d6 hit points per hit die of the source creature. If creatures soul is consumed in this way, it can never be returned to life, short of divine intervention or a wish spell.
Soul Form
At 1st Level, you may use the captured soul of a creature to change your physiology. When taking on a soul form, your bones shift and crack visibly beneath your skin as your anatomy changes.
You may use an action to shift into a soul form by expending a spell slot and using a filled dark reliquary. Using a dark reliquary in this way does not consume the soul inside.
The soul forms you can shift into depends on the source of the captured soul within the crystals you're using.
- If the source creature was not awakened, you take on the appearance of a ghostly, misshapen, or otherwise-abnormal version of a creature the same species as the soul source creature.
- If the source creature was awakened, you take on the appearance of that specific creature, including their voice. You are virtually indistinguishable from the source creature.
You cannot take the soul form of a creature larger or smaller than yourself.
While in soul form, the following rules apply:
- Your game statistics are replaced by the statistics of the soul source creature, but you retain your Hit Point, Hit Dice, alignment, personality, and Intelligence, Wisdom and Charisma Scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creatures bonus instead of yours. You retain the ability to speak even if the soul source creature could not. If the creature has any legendary or lair actions, you can't use them.
- You can't cast spells, and your ability to speak or take action that requires hands is limited to the capabilities of your soul form. Transforming doesn't break your concentration on a spell or ability you've already cast, however, nor does it prevent you from taking actions that are part of a spell that you've already cast.
- You return the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
- You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as a normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
- If you die while in a soul form, you are restored to your normal form at zero hit points.
You can stay in a soul form for 1 hour, after which you must finish a long rest before you can assume the form again. You can revert to your normal form as a bonus action on your turn.
Eldritch Malediction
Starting at Level 6, your connection to the occult has grown strong enough that you can cast spells while in soul form, provided they do not require concentration. You can, however, use your Soul Drain ability while in Soul Form. Additionally, you may take on the soul form of source creatures 1 size category smaller or larger than you.
Esoteric Reclamation
At Level 10, you learn a dark ritual that allows you to reclaim the lost souls of the recently deceased. This ritual must be preformed at night, taking 8 hours of strenuous activity to complete, during which time you must touch the remains of a creature slain within the last 24 hours. At the end of this duration, the remains are consumed, and you reach into the void to reclaim the soul of the deceased creature for yourself, capturing it in one of your empty dark reliquaries.
Ego Eater
Starting at 14th Level, creatures affected by your Soul Drain feature feature have disadvantage on Intelligence, Wisdom, and Charisma saving throws against you. Additionally, you gain access the thoughts and memories of creatures affected by your Soul Drain features, allowing you to impersonate or know secrets they may have kept from others.
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