Base Class: Warlock
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Level 3: Soul Guide
At 3rd level you gain the ability to trap souls for later judgement. Whenever you reduce a creature to 0 hit points you gain 1 Soul Charge. You can have a number of Soul Charges equal to your Charisma modifier at once. Soul Charges last until Long rest in which all charges are removed
Level 3: Emissary of Death
When you have Spirit Charges you can expend a Bonus Action to pass judgement on that soul. By deciding that souls fate you can gain benefits as seen from the traits below. You may only expend one Soul Charge per turn in this manner.
Damned Soul. By damning a soul you can expend one Spirit Charge to add Psychic damage to your next attack (includes spells, melee, and ranged) this Psychic damage equals 1d6 plus half your Warlock level. At 10th level you can spend two Spirit Charges to deal 2d8 psychic plus half your Warlock level
Freed Soul. By freeing a soul you can expend one Spirit Charge to gain Temporary Hit Points, these Temporary Hit Points equals 1d8 plus your Charisma modifier. At 10th level you can expend two Spirit Charges to gain 2d10 plus Charisma Temporary Hit Points.
Level 6: Half Dead
At 6th level you start to take on a ghastly form granting you resistance to necrotic and poison damage.
Level 6: Ghoulish Grasp
At 6th level you no longer lose Spirit Charges on Long Rest and gain additional stores of Spirit Charges equal to 1/2 your Warlock level
Level 10: Ferry of the Dead
At 10th level you can take an action to create your own Ferry of the Dead by expending 5 or more Spirit Charges. The Ferry is summoned in an empty space 30ft away, the Ferry can move 30ft per turn but can be no more than 120ft away from you. The Ferry has an AC of 16 and has Hit Points equal to 3 times the number of Spirit Charges spent to create it
Soul Collection. Whenever a creature is reduced to 0 hit points within 20ft of the Ferry the Ferry absorbs the Spirit Charge and sends it back to you.
Chilling Presence. Whenever the Ferry is within 5ft of a creature you can spend your reaction to cause that creature to take 1d8 cold damage and make a CON Saving Throw, on a failed save the creature has their speed reduced by half.
Level 14: Between Both Worlds
At 14th level you have the ability to defy death and live in a state of undeath. Upon being reduced to 0 Hit Points you can make a DC 14 CON Saving Throw, on a success you return to 1 Hit Point and until the end of your next turn any spell of 5th level or lower cast with you as the target does not affect you, even if the spell is cast using a higher level spell slot. Similarly, the area within the barrier is excluded from the areas affected by such spells. On a failed saving throw you return to 1 Hit Point. Once you use this feature must finish 1d4 long rests before you can use it again.
Level 3: Additional Spell List
The magic of your Patron ensures you always have certain spells ready: when you reach a warlock level specified in the Ferryman Spells table, you thereafter always have the listed spells prepared
Lv. 3 Toll the Dead, Augury, False Life, Wrathful Smite, Crown of Madness
Lv. 5 Animate Dead, Revivify
Lv. 7 Phantasmal Killer, Death Ward
Lv. 9 Antilife Shell, Raise Dead
Previous Versions
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