Warlock
Base Class: Warlock

The soul-less is warlock subclass only attainable by few if not just one race, The Arli' rah. not much is know of these mages who have not withstood the turmoil of time. As almost all of the Arli 'rah are gone, not much is known of them.

But we know that warlocks from this race do not make a pact with a fiend, fey, or other being. Rather they make a pact with the literal souls that they absorb.

if they do not have any souls within them they are unable to cast spells except for, lifeforce drain.

empty vessle

Empty Vessel (1st Level):

  • If the Soul-less has no stored souls, they enter a state of emptiness and lose access to all spells except "Drain Life Force".
  • While in this state, the Warlock gains immunity to being charmed and necrotic damage.
  • The Warlock's personality becomes cold and detached, driven solely by the desire to fill their vessel with souls.
  • In combat, the Warlock acts with ruthless efficiency, showing little regard for anything beyond their own survival and the acquisition of souls.

Soul Communication

The Warlock can communicate with the souls stored within them while unconscious or in a meditative state. if he can understand them

soulless magic

you gain two spells , drain lifeforce, and scorching sacrifice 

Eldritch Invocation: Ethereal Step

Prerequisite: 6th level

Ethereal Step allows you to briefly phase between realms. As a bonus action, you can step into the ethereal plane, becoming incorporeal until the end of your next turn. During this time:

  1. Incorporeal Movement:

    • You can move through other creatures and objects as if they were difficult terrain. You take no damage from passing through creatures or objects.
    • You can move freely in any direction—up, down, or sideways—within the ethereal plane.
  2. Ethereal Sight:

    • While incorporeal, you can see into the ethereal plane. Invisible creatures and objects become visible to you, and you can perceive both the material and ethereal realms simultaneously.
    • You gain advantage on Wisdom (Perception) checks to detect hidden or invisible creatures.
  3. Ethereal Strike:

    • Once during your turn while incorporeal, you can make a melee spell attack against a creature within 5 feet of you. On a hit, the target takes an additional 1d8 radiant damage.
    • If the target is also incorporeal (such as a ghost or another ethereal creature), the damage increases to 2d8.
  4. Ethereal Escape:

    • As a reaction when you would take damage from an attack, you can shift partially into the ethereal plane, reducing the damage by half.
    • Flavor: The attack passes through your ephemeral form, sparing you harm.

Roleplaying Hooks:

  • Whispers from Beyond: While ethereal, you hear faint echoes of distant voices—souls lost in the aether.
  • Temporal Disorientation: Returning to the material plane leaves you momentarily disoriented, as if time itself has shifted.

Sanctum of Banishment

*Sanctum of Banishment (Enhanced)* At 10th level, you gain access to a hidden *pocket dimension* known as the *Sanctum of Banishment*. Within this sanctum, you can imprison creatures by binding their essence to magical gems.
 
1. *Gem Slots*: You have a maximum of *10 gem slots* on your body. Each gem corresponds to a different level of banishment. As you gain levels, you unlock additional gem slots.
 
2. *Banishing Creatures*: - As an action, you touch a creature within your reach and expend one of your gem slots. - The creature must make a *Charisma saving throw* against your Warlock spell save DC. - On a *failed save*, the creature is banished to the corresponding gem slot for a specific duration. - On a *successful save*, the creature resists the banishment effect.
 
3. *Gem Levels and Durations*:
 
1. *Level 1 Gem (10th Level)*: - Holds a creature for *1 minute*. - Creatures banished to this gem experience a timeless void, unaware of the passage of time.
2. *Level 2 Gem (11th Level)*: - Holds a creature for *5 minutes*. - The sanctum's ethereal glow intensifies within this gem, casting faint shadows.
3. *Level 3 Gem (12th Level)*: - Holds a creature for *1 hour*. - The gem pulses with energy, and the sanctum's walls seem to shimmer.
4. *Level 4 Gem (13th Level)*: - Holds a creature for *8 hours*. - The sanctum's temperature fluctuates, sometimes warm and comforting, other times icy cold.
5. *Level 5 Gem (14th Level)*: - Holds a creature for *24 hours*. - The gem emits a faint hum, resonating with the heartbeat of the sanctum.
6. *Level 6 Gem (15th Level)*: - Holds a creature for *7 days*. - The gem's surface becomes reflective, showing glimpses of distant places.
7. *Level 7 Gem (16th Level)*: - Holds a creature for *30 days*. - The sanctum's walls take on a shifting, dreamlike quality.
8. *Level 8 Gem (17th Level)*: - Holds a creature for *1 year*. - The gem glows brightly, illuminating the sanctum with a celestial radiance.
9. *Level 9 Gem (20th Level)*: - Holds a creature until *dispelled*. - The gem's facets refract reality itself, and the sanctum's boundaries blur.
 
4. *Gem Maintenance*: - You can only have one creature per gem slot at a time. - If a gem is destroyed (e.g., shattered in combat), the creature inside is released within *10 feet of where the gem was*. - If you attempt to banish a creature when all gem slots are filled, the DM rolls a *d10* to decide which creature gets released.
 
5. *Pact Slot Interaction*: - As a bonus action, you can expend a *pact slot* to enter one of the gem slots. - A swirling *smoke cloud* appears where you were standing, obscuring your form. - The gem you choose to enter appears on the ground at your feet. - If the gem is broken while you're inside, both you and the banished creature appear within *10 feet of where the gem was*.
 
6. *Tactical Use*: - Use the sanctum strategically to remove threats, protect allies, or interrogate captives. - The pact slot interaction allows you to personally oversee the sanctum's security.
 
 
 
 

Eldritch Invocation: Soulforge Resurgence

  1. True Resurrection (Once per Long Rest):
    • As an action, you touch a creature that has been dead for no longer than 200 years and that died for any reason except old age.
    • If the creature’s soul is free and willing, the creature is restored to life with all its hit points.
    • If the creature’s soul is unwilling or unavailable, you can choose one of the stored souls from your mindscape to take its place.
    • Stored Soul Resurrection: If using a stored soul, the resurrected creature is charmed as if under the effects of the Dominate Beast or Dominate Person spell (your choice) for an infinite duration.
    • The creature appears in an unoccupied space you choose within 10 feet of you.
The Soul-Less Image

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