Base Class: Warlock
Your soul has undergone great torment, cracking and splitting nearly in two. However, due to some great outside force, be it some powerful entity, a random act of magic, or just due to your strength of character, your soul has been mended. This has branded your soul, granting you innate, and potentially chaotic, magic. The soul is powerful and difficult to break. You have been through something terrible, traumatic, or impossibly difficult but came out the other side stronger for it. Whether that event was a great heartbreak, an impossible decision forced upon you, physical torture, or some other tragedy, you are a changed person.
Expanded Spell List
Soul Brand 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 Brand Expanded Spells
| Spell Level | Spells |
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1st |
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2nd |
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3rd |
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4th |
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5th |
Soul Magic
Starting at 1st level, you gain a pool of dice equal to half your warlock level (minimum of 1). These dice are d6's an increase as you gain levels in this class, (d8 at 5th level, d10 at 11th level, d12 at 17th level). Whenever you cast a spell, you can choose to expend one of these dice to cast that spell without using verbal, somatic, and non-costly material components. If that spell deals damage, you may roll the dice you expended and add that number to the damage of the spell. You regain all dice when you finish a long rest.
Furthermore, if your pool of dice is empty you may still use this ability. However, when you do, you must roll on the wild magic surge table as the innate magic within you lashes out uncontrollably.
Soul's resilience
Starting at 6th level, your soul is bolstered by great successes. Whenever you roll a 20 on an attack roll or saving throw you may regain a die in your Soul Magic dice pool. If you do so you may roll that dice and gain temporary hitpoints equal to the result.
Soul's bravado
Starting at 10th level, whenever you make an ability check or saving throw you may expend a dice from your pool and roll it, adding the result to the check. You may do this after seeing your roll but not after the DM determines if you succeeded or failed. If you do so and still fail the check or saving throw you must roll on the wild magic surge table.
Soul's voice
Starting at 14th level, you may expend one dice from your pool as a bonus action. If you do so you must choose a creature you can see within 30 feet of you and choose a damage type from the following: acid, cold, fire, lightning, poison, or thunder. They then make a charisma saving throw against your spell save DC. On a failure they gain vulnerability to that damage type for a number of rounds equal to a roll of your soul magic dice. If the target is resistant to that damage type it instead loses resistance, if it is invulnerable to that damage type it is instead resistant.
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