Base Class: Warlock
You have made a pact with an entity associated with death and gained powers in exchange for your service. For ideas of possible power sources, consider Wee Jas, The Raven Queen, Kelemvor, Anubis, Thanatos, Shiva, Heibai Wuchang, Hel, the angels Azrael or Samael, various Shinigami, Daena, Anito nature spirits. This list is by no means exhaustive.
Some entities seek death itself, others seek proper shepherding for the dead, though rarely do any of these entities specifically detail their desires to their protégés.
Not every pact could reasonably be compared to chains, but some certainly can. Some protégés agree to less-than-favorable deals out of desperation, others are tricked. Work with your DM to decide a patron and the interests of that patron, as well as your relationship with your patron. Did you receive a good deal? A bad one? Why?
Expanded Spell List
The Psychopomp 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.
Psychopomp Expanded 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 |
Additionally, you learn the Message cantrip. This doesn't count against your number of known cantrips.
If you learn the spirit guardians spell, the appearance and damage type of the guardians is determined by the alignment of your patron, not by your alignment. If your patron is good or neutral, the guardians appear to be angelic or fey in nature and deal radiant damage. If your patron is evil, the guardians appear to be fiendish in nature and deal necrotic damage.
If you learn a spell from the Psychopomp expanded spell list that has the ritual tag, you can cast that spell as a ritual, even if you otherwise couldn't cast spells as a ritual.
Psychopomp Transformation
Starting at 1st level, you can use an action to polymorph yourself into a raven. When you do so, you gain the statistics and abilities of a raven, except your mental statistics stay the same. You also retain your own personality and class features, though racial features are suppressed. You can concentrate on spells while in this form, but you can't cast spells. The transformation lasts for a number of hours equal to half your warlock level (rounded down, minimum 1) or until your raven form is destroyed, or you use a bonus action on a subsequent turn to end the transformation. When the form is destroyed, any excess damage is dealt to your normal form. Antimagic also ends this transformation. You can use this feature a number of times a day equal to your proficiency bonus, and you regain all expended uses on a long rest.
When you reach 6th level in this class, while in this form, you are considered an arcane focus for the purposes of your own spellcasting, and can cast spells you know that don't require verbal or somatic components, or material components that have a gold cost or are consumed by the casting.
When you reach 14th level in this class, you can provide verbal and somatic components for spells while in this form, as well as material components that have a gold cost or are consumed by the spell.
Hybrid Psychopomp Transformation
Starting at 6th level, you can use an action to polymorph into a hybrid Wereraven form, a shape combining features of your own and that of a raven's. The form lasts for one minute or until you choose to end it with a subsequent bonus action, or you are rendered unconscious or incapacitated, or killed.
While in this form, you gain +1 bonus to your Armor Class and saving throws. Otherwise your ability scores and racial and class features remain the same, as does your personality and alignment. You also grow large black wings and gain a fly speed of 60 feet per round. You can use any actions you can ordinarily use.
You also immediately gain temporary hit points equal to half your warlock level, which return at the beginning of each of your turns for the duration. When you already have some of these temporary hit points and you would gain more, you don't gain them in addition to the ones you have. Only the higher number applies. If you take damage from a silvered weapon or a direct spell attack, you don't regain these temporary hit points on your next turn.
Once you use this feature, you can’t use it again until you finish a long rest.
Soul Guide
Starting at 10th level, when a creature dies within 30 feet of you, you may use your reaction to usher its soul to the beyond. This feature does not work with constructs and unintelligent undead. When you do so, that creature can't be brought back as an undead creature, though the creature can be resurrected if the soul is willing, and you gain temporary hit points equal to your Charisma modifier and resistance to all damage until the start of your next turn. These temporary hit points are gained in addition to any temporary hit points you may have from your Hybrid Psychopomp Transformation, they are not overridden.
Improved Hybrid Psychopomp Transformation
Starting at 14th level, you can take on your Hybrid Psychopomp Transformation twice per long rest.
You can use an action to polymorph into a hybrid Wereraven form, a shape combining features of your own and that of a raven's. The form lasts for one minute or until you choose to end it with a subsequent bonus action, or you are rendered unconscious or incapacitated, or killed.
While in this form, you gain a +2 bonus to your Armor Class and saving throws. Otherwise, your ability scores and racial and class features remain the same, as does your personality and alignment. You also grow large black wings and gain a fly speed of 60 feet per round. You can use any actions you can ordinarily use.
You also immediately gain temporary hit points equal to half your warlock level, which return at the beginning of each of your turns for the duration. When you already have some of these temporary hit points and you would gain more, you don't gain them in addition to the ones you have. Only the higher number applies. If you take damage from a silvered weapon, you don't regain these temporary hit points on your next turn, but spell attacks no longer prevent you from gaining them.
Additionally, whenever you hit a creature with an attack while in this form, you deal an additional 1d6 necrotic or radiant damage (determined by your patron's alignment). This additional damage ignores any resistance your target might have, but not immunity.
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