Warlock
Base Class: Warlock

Additional Spell List

Level 1: Bane / Inflict Wounds

Level 2: Wither and Bloom / Enhance Ability

Level 3 Animate Dead / Life Transference

Level 4 Death Ward / Compulsion 

Level 5 Antilife Shell / Contagion

Essence Infusion

Infuse part of your own soul into a spell you cast, allowing you to sacrifice any amount of health you have, increasing the damage of the spell by 1 per hit point consumed in this way.

Lifedrinker

Steal a portion of a creature’s soul when dealing damage to them with non-AOE attacks, gaining temporary hp equal to the amount of damage done. At the end of each consecutive turn after this, if you still have temporary hit points, you take necrotic damage equal to half of the original hit points gained. Using this ability while it is already in effect replaces the remaining temporary hit points and restarts the cycle. This can be used a number of times per day equal to your charisma modifier.

Final Breath

A creature’s final breath is the sacred, brief moment where their soul leaves their body. When you kill a creature, or whenever creatures of your choice die within 10ft of you, steal it and heal a number of hit points equal to their level. When you do this to a creature, they cannot revive or have spells such as Speak With Dead used on them; their soul simply ceases to be.

Soul Tap

Briefly tap into the soul energy of the target creature as a reaction, leeching just enough health from them to be distracting. Deal 1d4 necrotic damage, healing for twice the amount rolled and delaying the next instance of damage from Lifedrinker if it is active. If the creature was making an attack, it gains disadvantage. If the creature was healing, steal half of the amount healed, leeching it for yourself.

Soul Conduit

Once per day, if you go below 1 hitpoint, your body, now used to the constant flowing of soul energy through it, opens itself up to nearby soul energy and leeches 2d8 health from all creatures within 20ft.

 

          When under the effect of Leeching Grasp, you can use your bonus action to redirect a number of your temporary hit points into your allies to rekindle their own soul energy, granting them these temporary hit points for a number of turns equal to their constitution modifier (min of 1). Creatures with these temporary hit points will regain consciousness.

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