Base Class: Warlock
Through desperation you have given your soul to a ruler of death (be it a god, demon or even lich) in hopes of them returning the long lost souls of those dear to you however this deal was not a fair one as they will not break the equilibrium of death until you prove worthy enough to them by completing a near impossible task they set you.Until then they hold onto your soul and lend you some power to aid you in acting upon their will.
A Warlock of the Death Sovereign manipulates both their own life and the life of others to weaken foes, strengthen allies and avoid death for as long as possible being a a fighter who can both stand on their own and support their allies.
Based around Hel and her generals from Fire Emblem Heroes.
Expanded Spell List
The Death Soverign 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.
If you have Xanathar’s Guide to Everything take the spell negative energy flood otherwise Hallow replaces it.
Death Sovereign Expanded Spells
| Spell Level | Spells |
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1st |
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2nd |
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3rd |
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4th |
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5th |
Spectre’s Brand
Starting at 1st level, parts of you’re body glow a bright colour of your choice becoming etherial and show whichever skeletal structures were once hidden by your flesh. You gain resistance to necrotic damage but weakness to radiant damage. In addition once per short rest; as a reaction you can give yourself immunity to blunt, slashing or piercing damage lasting 1 turn as the enemies’ strikes pass through you.
Death’s General
In adition starting at 1st level, the Death Sovereign’s pact has granted you status within the realm of the dead.
Any undead creature with a CR ≤ half of your warlock’s level that is within 10ft of you must make an INT saving throw against a save DC of 10 to see if they recognise your rank and follow you. If the creature fails this save they work the same as an undead creature made using the animate dead spell however after 24 hours they will dissipate as their soul is collected by your patron.
You can not use this again on a creature that succeeds the save and you can have a maximum amount of undead followers equal to half your warlock’s level at a minimum of 1.
Inevitable Death
Starting at 6th level, your sickly guise weakens those who oppose you as their fears of death cloud their battle prowess.
All living enemies who can see/sense you and are within 10ft of you have their AC reduced by 1 and their hit rate with nonmagical weapons/attacks halved.
This is a general debuff on the enemy allowing allies to take advantage of this too as long as the requirements are met.The debuffs are removed from the enemy if they are moved more than 10ft from your warlock or are unable to/no longer percieving your warlock.
Deadly Balance
Starting at 10th level, you gain an understanding of soul manipulation and can take the souls of your undead followers to power up yourself or your allies.
As a bonus action select an undead follower within 30ft of you, if their CR is ≤ 1 they are destroyed otherwise they take 20 radiant damage. You may now apply one of the following effects to yourself or an ally within 30ft of you :
- Rolling a 19 or higher during an attack roll counts as critical hit for the next 4 turns.
- Deal 1d12 necrotic damage with attacks and gain the extra attack feature on your next turn.
- Heal 1d12 HP and cure any poison or disease statuses.
- AC increases by 1 and gain resistance to necrotic damage for the next 3 turns.
Beckoning of the Macabre
Starting at 14th level, when you kill a creature as a reaction you can open a portal to the realm of the dead releasing hundreds of souls upon your opponents.
The portal is a dark swirling circle with a radius of 5ft originating behind the warlock. The souls flood out in a 30ft cone from the portal. The portal will not move even if the warlock does.
Any creature you choose within the 30ft cone range is automatically grappled by the souls and frightened for as long as the portal is opened or until the souls are destroyed.
The souls have an AC of 0, HP 1 and can only be hit by magical damage. If the souls are destroyed but the portal remains open the warlock can send more souls to automatically grapple and frighten an opponent in the 30ft cone range each turn as a bonus action.
The portal requires concentration and lasts a maximum of 1 minute. Anyone who tries to enter the portal will be pushed back by the souls but the GM can feel free to change this if they wish.
Once you use this feature, you can’t use it again until you finish a long rest.
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