Warlock
Base Class: Warlock

The souls of the dead, eternally damned to wander the afterlife in despair, are an endless reminder of mortality's cruelty. Some souls carry a will unshackled by death, and so they linger in the mortal realm. These souls seek a living host, whether willing or on the verge of death, to possess and use to fulfill their unfinished goals in life. The soul of an army veteran would seek to reunite with their lost family. A wizard's soul would to exact revenge on a school that backstabbed him. The goals of this soul mingle with the mortal host, and both become a force of will and vengeance. A bond of life and death, two souls in one body, now walking and fighting together as a Revenant.

Expanded Spell List

The Revenant Soul 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, ordered by spell level:

1st: Command, Shield of Faith
2nd: Blindness/Deafness, Spiritual Weapon
3rd: Bestow Curse, Speak with Dead
4th: Death Ward, Locate Creature
5th: Geas, Raise Dead

Past Life

In life, the revenant soul had a role to fill in the world, and so passes on its knowledge unto you. At 1st level, choose one of the following archetypes, which will determine the bonus proficiencies granted to you by the revenant soul. This choice can also be determined by the DM instead.

Commoner

The revenant soul was part of the common folk; perhaps as a farmer, a trader, or an innkeeper. You gain proficiency in the Insight skill, as well as in any one tool or vehicle of your choice.

Devotee

The revenant soul built their life around serving a higher power; perhaps as a priest, a monk, or a cultist. You gain proficiency in Religion, and your choice of either the Persuasion or Deception skill.

Exile

The revenant soul scraped by on the fringes of society; perhaps as a street urchin, a thief, or a wild hunter. You gain proficiency in Stealth, and your choice of either the Survival or Sleight of Hand skill.

Scholar

The revenant soul was an avid academic; perhaps as a wizard, a physician, or an archeologist. You gain proficiency in any one language, and your choice of either the Arcana, History or Medicine skill.

Virtuoso

The revenant soul was a seasoned artist or performer for the masses; perhaps as a bard, a poet, or a court jester. You gain proficiency in the Performance skill and your choice of either Calligrapher's Tools, Painter's Tools or one musical instrument.

Warrior

The revenant soul was a proven fighter; perhaps as a guard, a knight, or a mercenary. You gain proficiency in medium armor and your choice of either the Athletics or Acrobatics skill.

Undead Soul

Your bond with the revenant soul strengthens you to defy death. Starting at 1st level, you now add your Charisma modifier (minimum of 1) to your death saving throws, and any critical hits received while unconscious become normal hits. If you die, you can choose to come back from the dead at the cost of a -1 to any of your base stats (your choice), after which you return from the grave in 1d12 days.

Spectral Projection

Your revenant soul acts through you to temporarily aid you in combat. Starting at 6th level, you can project your revenant soul in one of the following ways:

  • You cast the Haste spell as an action without components using a warlock spell slot.
  • After you hit with a melee weapon or cantrip attack as your action, you can use your bonus action to make a second melee weapon or cantrip attack. This attack can score a critical hit on a roll of 19 or 20.
  • After you hit with a ranged weapon or cantrip attack against a creature as your action, you can use your bonus action to teleport a number of feet up to your Charisma modifier times 10 in the direction of the creature.

Choosing either effect once uses up your Spectral Projection feature and you regain its use after a long rest. At 14th level in this class, you can use this feature once every short or 
long rest.

Undying Influence

Your body has assimilated the revenant soul, granting you unnatural defenses and power. At 10th level, you gain resistance to poison damage as well as immunity to the poisoned condition. Additionally, you now add your Charisma modifier + your Constitution modifier (minimum of 1 each) to your death saving throws.

Fear Incarnate

Your soul and the revenant's now act as one, becoming an unshakable force of terror. Upon reaching 14th level, you cannot be charmed or frightened. Also, whenever a creature that is hostile towards you makes a saving throw against being charmed or frightened, it has disadvantage on the saves if it can see you.

The Revenant Soul Image

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