Base Class: Warlock
Some Warlocks forge pacts with ancient gods, fiends, archfey, or beings from beyond the planes. Others discover a darker truth: a soul can become a source of power when it is severed from the laws of life and death.
Warlocks who follow the path of the Devouring Soul bind the remnants of living creatures into their own essence. Every death becomes an opportunity to grow stronger. Every soul consumed adds another fragment of power to an ever-expanding reservoir of necromantic energy.
The Devouring Soul is not necessarily a separate entity. For some, it is an ancient consciousness dwelling within a forbidden relic. For others, it is a primordial force of death that has chosen them as its vessel. The most terrifying practitioners eventually discover that their “patron” was never something outside themselves at all.
They are becoming the patron.
Devouring souls grants these Warlocks unnatural resilience, the ability to empower their magic, and influence over the dead. As their mastery grows, they can bind souls to weapons, servants, and spells, turning the battlefield into a source of power.
The greatest practitioners cease to see death as an ending. To them, death is simply the moment when a creature’s most valuable possession becomes available for harvest.
And with enough souls, even the boundary between mortal and undead begins to disappear.
Devouring Soul
Your pact is not with a distant entity. It is with the accumulated souls you have consumed.
When you reduce a creature to 0 Hit Points, you can consume a fragment of its soul.
You gain 1 Soul Charge.
This does not allow you to exceed the Soul Charge maximum established by your School of the Eternal Throne feature.
If you do not possess that feature, your maximum Soul Charges equals your Proficiency Bonus + your Charisma modifier.
You can’t gain Soul Charges from the same creature more than once.
Soul Mark
As a Bonus Action, choose one creature you can see within 60 feet of yourself. The creature is marked for 1 minute.
While the creature is marked:
• You know its direction while it is within 120 feet of you.
• Your Necromancy spells deal extra Necrotic damage equal to your Proficiency Bonus to it once per turn.
• Your Undead have Advantage on their first attack against the creature each turn.
The mark ends early if the creature dies, you become Incapacitated, or you use this feature to mark another creature.
You can use this feature a number of times equal to your Proficiency Bonus per Long Rest.
Soul grasp
INVOCATION: GRASP OF THE SOUL
Prerequisite: Warlock 3
When a creature marked by your Soul Mark moves willingly, you can use your Reaction to force it to make a Strength saving throw against your spell save DC.
On a failed save, its Speed becomes 0 for the rest of the turn.
Once you use this Invocation, you can’t use it again until the start of your next turn.
This is your movement control.
Devouring Spell
INVOCATION: DEVOURING SPELL
Prerequisite: Warlock 3
Once on each of your turns when you deal Necrotic damage to your Soul Mark target, you can spend 1 Soul Charge to deal an additional 1d10 Necrotic damage and gain Temporary Hit Points equal to your Proficiency Bonus.
Soul Dominion
Your stolen souls can temporarily empower your servants.
As a Bonus Action, you can spend 2 Soul Charges to empower one Undead creature you control within 60 feet.
For 1 minute, the creature gains:
• +2 bonus to AC
• Temporary Hit Points equal to your Warlock level + your Intelligence modifier
• Advantage on saving throws against being Charmed or Frightened
• Once per turn, an attack deals an additional 1d8 Necrotic damage.
You can have only one creature empowered by this feature at a time.
Soul Reaping
When a creature marked by your Soul Mark dies within 120 feet of you, you can immediately gain 1 Soul Charge without using an Action or Reaction.
Additionally, whenever you regain a Soul Charge while you have no Soul Charges remaining, you gain Temporary Hit Points equal to your Intelligence modifier + your Warlock level.
Your Soul Mark can now be transferred to another creature within 60 feet of the slain creature without using a Bonus Action.
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