Base Class: Warlock
Many cultures recognise or worship a psychopomp. Their role is not to judge, but merely to ensure the safe transit of the souls of the deceased into the afterlife. The Boatman has to offer the experience of endless journeys across the realms and the many ways to guide and shepherd.
Examples of this sort of being include Charon, Vanth, Xolotl and Valkyries.
Expanded Spell List
The Boatman 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.
Boatman Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | inflict wounds, bane |
| 2nd | find steed, gentle repose |
| 3rd | animate dead, speak with dead |
| 4th | control water, death ward |
| 5th | circle of power, commune |
Shepard of the Dead
Starting at 1st level, when a creature within 100 feet of you drops to 0 hit points, you can use a reaction to fly up to 10 feet. This movement must be directly towards the creature who triggered the ability, and does not provoke opportunity attacks.
Due to the Dead
Starting at 1st level, you can use a gold, electrum or platinum coin as a spellcasting focus.
Down the River
Starting at 6th level, you can tap into the inevitability of the journey with your patron. When you cast a spell that forces the target/s to move, you can move the target/s regardless of if they would not normally be forced to move, including if the spell misses or if the target passes it's saving throw.
You can use this feature a number of times equal to your Charisma modifier, which reset on a long or short rest.
Guide's Duty
Your duty to guide the souls of the dead never ends. Beginning at 10th level, when you have to make a death saving throw at the start of your turn, if a creature within 100 feet has been reduced to 0 hitpoints since the end of your last turn, you can instead gain hitpoints equal to your warlock level.
Once you use this feature, you can’t use it again until you finish a long rest.
The Unpaid Price
You can prevent a soul from taking the journey through the afterlife. If a creature dies within 100 feet of you, you can prevent the soul from being available for any form of resurrection, such as revivify, raise dead or clone. This effect lasts until 10 years pass, you use this feature again or you die, whichever happens first.
Once you use this feature, you cannot use it again until you complete a long rest.
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