Your story begins at the moment of your expiration. Whether it was a blade to the ribs or a terminal illness, you were already slipping into the gray of the afterlife when you reached the "Forbidden Graveyard"—the boundary between life and death.
There, you encountered the Crypt keeper, a spirit-warden of ancient tombs who has watched over the dead for centuries. He didn't save you out of kindness; he saw a tool. He offered you a "Second Breath," pulling your soul back into your cooling body and stitching your wounds with ghostly shadow. The Crypt keeper’s mercy is a loan that must be repaid in souls. Since he cannot leave his sanctuary to claim new "residents," he uses you as his harvester.
The Mission: You travel the world killing those the Crypt keeper marks for collection. This isn't random murder; you are sent after those who have cheated death, desecrated tombs, or simply whose "time" is long overdue.
Level 3: Crypt Keeper's Spells
Keeper's Spells
Warlock Level Spells 3 Shield of Faith, Wrathful Smite, Arcane Vigor, Gentle Repose 5 Speak with Dead, Spirit Guardians 7 Banishment, Guardian of Faith 9 Banishing Smite, Raise Dead
Level 3: The Reaper
The Pact of the Blade: You gain the Invocation Pact of the Blade, if you already have this Invocation you can choose a new additional Invocation of your choice.
Keeper's Blades: When you conjure a pact weapon in your hand, you manifest the Crypt Keeper's sacred weapons; Dual Handaxes. You gain the following features when wielding this pact weapon. When you throw a Handaxe you can take a Bonus Action to have it teleport back into your hands. When you make a Melee attack with the Handaxes the weapon deals extra damage equal to your Proficiency Bonus. Properties: Mastery: Two-Handed, Finesse, Light, Thrown (Range 20/60) Vex Dice Damage: Warlock Level: Dice Size: 3 2d4 (1d6 Thrown) 9 2d6 (1d8 Thrown) 17 2d8 (1d10 Thrown)
Level 3: Mark of the Grave
Keeper's Toll: As a bonus action, you can point at a creature you can see within 30 feet and brand them with the Crypt keeper’s Mark. The creature is marked for 1 minute and must make a Wisdom Saving Throw against your spell save DC. On a fail the creature is frightened of you until the end of your next turn. This feature ends early if you mark another creature, if you dismiss it, or become incapacitated. You can use this feature a number of times equal to your Charisma modifier (minimum of 1) you regain all expended uses after a Long Rest. While a creature is "marked" you gain the following benefits.
Fear of Death: Every time you hit a "Marked" creature with your Pact Weapon you can force it to make a Wisdom Saving Throw against your spell save DC. On a fail they are frightened of you. In addition you and any ally that is within 5 feet of the "Marked creature" has advantage on their attack rolls when the "Marked" creature is frightened of you.
Keeper's Shield: You can cast Shield of Faith on your self without expending a spell slot. You can do this a number of times equal to your Charisma modifier. All expended uses are regain after a Long Rest.
Level 6: Soul Stealing
You no longer just mark souls; you collect them as payment for your own life. When the debt is paid in full, you wear the debtor's identity like a shroud.
Death’s Toll:When a creature marked by your Keeper’s Toll dies, you can use a Bonus Action to place two gold coins on their eyes and harvest its essence. This satisfies your patron’s hunger and grants you their form. (The creature's form must be one of the following: Humanoid, Fey, Fiend, Giant, or Undead) You then gain the following benefits.
The Mask of the Fallen:You instantly transform into a perfect physical copy of the fallen creature. - True Guise:Because this is a physical restructuring of your form using the creature's essence, it is not magical. Spells like Detect Magic or Dispel Magic have no effect on it, and it cannot be seen through by magical means. - Size:You can take the form of any creature you killed that is Large, Medium, Small or Smaller. - Duration:The disguise lasts for a number of hours equal to half your Warlock level (rounded down). You can end the disguise early as a bonus action, or when you pay another Toll.
Soul Fortification:While you are transformed by this feature, you gain the following combat benefits: - Ghostly Guard:You gain a +2 bonus to your Armor Class as the stolen essence creates a shimmering, spectral layer over your skin. - Vitality Theft:You gain Temporary Hit Points equal to twice your Warlock level. These hit points last until the disguise ends. - Keeper's Strength:Your Pact Weapon gains a +1 to attack and damage rolls.
Level 10: Ghostly Reprieve
Your connection to the Crypt Keeper has thinned the line between your physical body and the ethereal plane. You can now momentarily slip through the cracks of reality to escape harm.
Inured to Death:You gain resistance to Necrotic damage, and your maximum hit points cannot be reduced.
Spectral Phase: When you fail a Saving Throw, you can use your reaction to partially phase into the Ethereal Plane. You take half damage from the triggering effect, and you can immediately teleport up to 30 feet to an unoccupied space you can see. You can use this feature a number of times equal to your Charisma modifier. Deathly Ambush:If you use this reaction while under the effects of your Soul Stealing disguise, your next melee attack before the end of your next turn deals an additional 2d8 necrotic damage.
Level 14: Army of the Dead
You can tear open a rift to your patron’s domain, dragging the most powerful souls you’ve harvested back into the world of the living to serve as your personal vanguard.
The Crypt's Uprising:
As an action, you summon two Spectral Wardens in unoccupied spaces within 30 feet of you. They appear as ghostly, armored versions of the creatures you've previously "stolen" with your Soul Stealing feature. The wardens remain for 1 minute or until they drop to 0 hit points. Once you use this feature, you cannot do so again until you finish a Long Rest or if you expend a Pact Spell Slot.
The Wardens:The wardens use the Specter stat block, but they gain a bonus to their Attack rolls and AC equal to your Charisma modifier. Additionally, they gain Temporary Hit Points equal to your Warlock level. They take their turns immediately after yours in the initiative order.
Soul Link:While your wardens are active, you share a spiritual tether with them.
- Intercept:When you are hit by an attack, a Warden within 5 feet of you can use its reaction to take the damage instead of you.
- Coordinated Strike:When you hit a creature with your Pact Weapon, one Warden within 5 feet of that creature can use its reaction to make one melee attack against it.
Level 3: Crypt Keeper's Spells
Keeper's Spells
Warlock Level Spells
3 Shield of Faith, Wrathful Smite, Arcane Vigor, Gentle Repose
5 Speak with Dead, Spirit Guardians
7 Banishment, Guardian of Faith
9 Banishing Smite, Raise Dead
Level 3: The Reaper
The Pact of the Blade:
You gain the Invocation Pact of the Blade, if you already have this Invocation you can choose a new additional Invocation of your choice.
Keeper's Blades:
When you conjure a pact weapon in your hand, you manifest the Crypt Keeper's sacred weapons; Dual Handaxes. You gain the following features when wielding this pact weapon.
When you throw a Handaxe you can take a Bonus Action to have it teleport back into your hands.
When you make a Melee attack with the Handaxes the weapon deals extra damage equal to your Proficiency Bonus.
Properties: Mastery:
Two-Handed, Finesse, Light, Thrown (Range 20/60) Vex
Dice Damage:
Warlock Level: Dice Size:
3 2d4 (1d6 Thrown)
9 2d6 (1d8 Thrown)
17 2d8 (1d10 Thrown)
Level 3: Mark of the Grave
Keeper's Toll:
As a bonus action, you can point at a creature you can see within 30 feet and brand them with the Crypt keeper’s Mark. The creature is marked for 1 minute and must make a Wisdom Saving Throw against your spell save DC. On a fail the creature is frightened of you until the end of your next turn. This feature ends early if you mark another creature, if you dismiss it, or become incapacitated. You can use this feature a number of times equal to your Charisma modifier (minimum of 1) you regain all expended uses after a Long Rest. While a creature is "marked" you gain the following benefits.
Fear of Death: Every time you hit a "Marked" creature with your Pact Weapon you can force it to make a Wisdom Saving Throw against your spell save DC. On a fail they are frightened of you. In addition you and any ally that is within 5 feet of the "Marked creature" has advantage on their attack rolls when the "Marked" creature is frightened of you.
Keeper's Shield: You can cast Shield of Faith on your self without expending a spell slot. You can do this a number of times equal to your Charisma modifier. All expended uses are regain after a Long Rest.
Level 6: Soul Stealing
You no longer just mark souls; you collect them as payment for your own life. When the debt is paid in full, you wear the debtor's identity like a shroud.
Death’s Toll: When a creature marked by your Keeper’s Toll dies, you can use a Bonus Action to place two gold coins on their eyes and harvest its essence. This satisfies your patron’s hunger and grants you their form. (The creature's form must be one of the following: Humanoid, Fey, Fiend, Giant, or Undead) You then gain the following benefits.
The Mask of the Fallen: You instantly transform into a perfect physical copy of the fallen creature.
- True Guise: Because this is a physical restructuring of your form using the creature's essence, it is not magical. Spells like Detect Magic or Dispel Magic have no effect on it, and it cannot be seen through by magical means.
- Size: You can take the form of any creature you killed that is Large, Medium, Small or Smaller.
- Duration: The disguise lasts for a number of hours equal to half your Warlock level (rounded down). You can end the disguise early as a bonus action, or when you pay another Toll.
Soul Fortification: While you are transformed by this feature, you gain the following combat benefits:
- Ghostly Guard: You gain a +2 bonus to your Armor Class as the stolen essence creates a shimmering, spectral layer over your skin.
- Vitality Theft: You gain Temporary Hit Points equal to twice your Warlock level. These hit points last until the disguise ends.
- Keeper's Strength: Your Pact Weapon gains a +1 to attack and damage rolls.
Level 10: Ghostly Reprieve
Your connection to the Crypt Keeper has thinned the line between your physical body and the ethereal plane. You can now momentarily slip through the cracks of reality to escape harm.
Inured to Death: You gain resistance to Necrotic damage, and your maximum hit points cannot be reduced.
Spectral Phase:
When you fail a Saving Throw, you can use your reaction to partially phase into the Ethereal Plane. You take half damage from the triggering effect, and you can immediately teleport up to 30 feet to an unoccupied space you can see. You can use this feature a number of times equal to your Charisma modifier.
Deathly Ambush: If you use this reaction while under the effects of your Soul Stealing disguise, your next melee attack before the end of your next turn deals an additional 2d8 necrotic damage.
Level 14: Army of the Dead
OMG that is super powerful I would love to play it, extra invocations, and spells without using slots and extra AC all at 3rd.
Yeah it's OP and little front heavy. If you can find a DM willing to let you play it. Go for it! lol.