Warlock
Base Class: Warlock

   You hear that all too familiar voice in your head as you head home after a long day’s work. You notice that the voice is different this time. It’s still you, but not...

   In a flash you are greeted with the gilded and fantastic visage of yourself. He/she looks just like you, but with a cold-calculated aura about them that is usually reserved for only Royalty.

   Your mind goes dark and in that darkness a new light appears. Twin blades of glowing fury extend from your fists, lighting the darkness. “I offer the immense power of our minds. Serve me and gather allies, I will help you sustain them as well. We will need them to help take this world, just like the last. You will be all powerful, this I swear... Do you accept?”

 

The Dark Soul

This subclass offers a different take on the nature of the patron. This patron has a particularly vested interest in your character, that is because this patron.. is you.

Far off on another plane, in another reality, another version of you rose to became a being of extreme power. Now your Dark Soul has set it’s gaze on your world. It wants you to gather followers, become the paragon (or fiend) of this age and rule over it all. Through you, your Dark Soul will encapsulate the realms in his/her grasp. 

This Patron will have inate knowledge of how your character thinks, acts, and even knowledge on life events. Speak with your DM about how this “other you” should behave and exactly how much he/she should know about you.

*Intelligence is you ability modifier for this class*

Expanded Spell List

The Dark Soul focuses on the power of your mind, Intelligence is your spellcasting ability for this subclass. The Dark 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.

Dark Soul Expanded Spells
SPELL LEVEL SPELLS
1st Longstrider, Magic Missile
2nd Prayer of Healing, Lesser Restoration
3rd Haste, Wind Wall
4th Confusion, Phantasmal Killer
5th Arcane Hand, Geas

Soul Shards

At 1st level, you gain the ability to channel the energy of your Dark Soul through the use of Soul Shards. The number of shards in the pool equals your intelligence modifier + your warlock level.

Your pool regains all expended shards when you finish a long rest.

Soul Knife

 Starting at first level, you gain the ability to manifest twin blades of psychic energy. As a bonus action, you may spend 2 soul shards to create scintillating knives of energy that project from your fists. You can’t hold anything in your hands while manifesting these blades. You can dismiss the blades as a bonus action. 

   For you, a Soul Knife is a martial melee weapon with the light and finesse properties. Intelligence is your modifier for this weapon with which you are proficient. The Soul Knife deals psychic damage on a hit and is magical for the purpose of overcoming resistances. The damage of your Soul Knife increases as you increase your warlock level. To start, your Soul Knife deals 1d6 psychic damage, the damage increases to 1d8 at 5th level, 1d10 at 11th level, and 1d12 at 17th level.

   Psionic Burst-Once per turn, when you hit a creature with your Soul Knife,  you may spend up to a number of shards equal to your Intelligence modifier to increase the damage of the attack by 1d6  psychic damage per shard spent.

   Psionic Block-As a bonus action you can prepare to use your blades to Parry; at the cost of 2 Soul Shards you may add you Intelligence modifier (minimum 1) to your AC until the start of your next turn or until you are incapacitated. 

 

*Should you take the "Pact of the Blade" feature, you may choose to use your Soul Knife feature as your pact weapon to gain the benefits of the pact bonuses and invocations. Additionally, you would ignore the shard cost needed to manifest your Soul Knife as a action, but you may still manifest them as a bonus action using shards. You will need to manually add the bonuses granted by this ability to your Soul Knife.*

Dual Minds

Beginning at 6th level, your Dark Soul lends it’s mind to you during combat. When casting a spell which requires concentration, you may spend a number of Soul Shards equal to a spell's level to immediately succeed on Saving Throws made to maintain concentration on that spell for the duration.

You may use this feature once and regain use of it after a short rest. The number of charges increases to 2 at 14th level.

Logic Plague

Starting at 10th level, you are now immune to Psychic damage. When dealing psychic damage with your attacks or spells, you may ignore resistance to psychic damage but not immunity.

Dark Riposte

Starting at 14th level, the Dark energy you channel allows you to resist death. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet. When you succeed your death saving throws in this way you may also spend a number of Soul Shards to regain as HP. The HP you regain is equal to 5 times the number of Soul Shards spent Additionally you become incorporeal and are considered untargetable by spells and attacks until the start of your next turn. You may not make attacks or cast spells while in this state, however you may move up to double your movement speed and can fly.

Once you use this feature, you can’t use it again until you finish a long rest.

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