Base Class: Warlock
Your patron is an usher and protector of the death. They help lost souls move from one plane to the next and keep abominations of the natural order at bay. They act with little understanding of the emotions of mortal creatures, seeming cold and indifferent. Often times, a psychopomp becomes a patron in a time of great imbalance in the multiverse. A psychopomp interested in the emotions and lives of mortal beings may bargain to simply to see into the land of the living. Possible patrons include the Raven Queen, servants of gods of death, or gods of death themselves. Powerful night hags and merrenoloths may also take warlocks.
The Psychopomp Features
Warlock LEVEL | FEATURE |
---|---|
1st | Aspect of Death, Expanded Spell List |
6th | Ghostly Walker |
10th | Greater Aspect of Death |
14th | Death Warden |
Expanded Spell List
The Psychopomp 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.
Pshycopomp Expanded Spells
Spell Level | Spells |
---|---|
1st | detect evil and good, false life |
2nd | gentle repose, silence |
3rd | revivify, speak with dead |
4th | death ward, divination |
5th | raise dead, reincarnate |
Aspect of Death
Beginning at 1st level, when you choose this patron, you can imbue yourself with the dark power of your patron. On your turn, you can assume an aspect of death as a bonus action. While with the aspect active, you gain the following benefits:
- You have advantage on Charisma (Intimidation) checks and Charisma saving throws.
- You are resistant to necrotic damage.
- When a creature dies within 30 feet of you, you can use your reaction to heal a different creature within 30 feet of you hit points equal to your warlock level.
- When you deal damage, you can add your charisma modifier to damage rolls.
Your aspect of death lasts for 1 minute. It ends early if you are knocked unconscious. You can also dismiss the aspect of death on your turn as a bonus action. You must take a long or short rest before assuming the aspect of death again.
Ghostly Walker
At 6th level you can move with the effortless grace of your patron. When you move, you can move through other creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object.
Greater Aspect of Death
Starting at 10th level, your aspect of death improves. When you assume your aspect of death, creatures within 30 feet of you must make a wisdom saving throw against your spellcasting DC or be frightened for one minute. Creatures can repeat their saving throw at the end of their turn. While your aspect of death is active, you gain the following additional benefits:
- You gain a flying speed equal to your walking speed.
- If a creature within 30 feet of you reduces you to 0 hit points, that creature must make a Constitution saving throw or take necrotic damage equal to 5 times your Charisma modifier, you regain hit points equal to half the damage taken.
Death Warden
At 14th level, you patron bestows upon you their immortal nature. You are immune to poison damage and the poisoned condition and you no longer age.
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