Warlock
Base Class: Warlock

Seeking out an entity of your own will or pure desperation, what answered your call for aid has bound your life with that of itself. Such entity charges you with a key task. Your patron, interested in fulfilling their own agenda, uses you as an agent of collecting souls. The more souls you collect on their behalf, the more power that you can draw from them and the more they can further their own potency - a mutual beneficence.

Expanded Spell List

The Soul Collector 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 Collector: Expanded Spells
Spell Level Spells

1st

inflict wounds, command

2nd

blindness/deafness, acid arrow

3rd

animate dead, bestow curse

4th

phantasmal killer, blight

5th

dominate person, hallow

Soul Slayer

Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1). You are required to regularly slay a creature with a soul and send that soul to your patron. This ability, when activated, counts for that requirement.

Reality Ripple

Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d12 to your roll. You can do so after seeing the initial roll but before any of the roll’s effects occur.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Dark Resilience

Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.

You May Choose 1 damage Type from This List:

Lightning, Necrotic, Thunder, Fire, Cold, Poison, Slashing, Piercing, Force, or Bludgeoning

Visage of the Soul Collector

Starting at 14th level, when you hit a creature with an attack, you can use this feature to attempt to transport the target directly to your patron. The target makes a Charisma saving throw equal to your spell save DC. On a failure, the creature disappears and is hurled through a nightmare landscape as it crosses over planes of darkness.

At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. The creature takes 10d10 psychic damage as it reels from its horrific experience. This ability has no effect on fiends or undead.

Once you use this feature, you can’t use it again until you finish a long rest.

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