Warlock
Base Class: Warlock

The Soul Knight is a warlock who manipulates souls to take on future challenges, having had their own soul claimed by a powerful, ancient being. This patron can restore life to the fallen, but at a cost. Soul Knights must collect souls as payment, draining energy from others to sustain their own.

Expanded Spell List

The Death Knight 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.

Spell Level Spells

1st

false life, inflict wounds

2nd

blindness/deafness, blur

3rd

revivify, speak with dead

4th

death ward, phantasmal killer

5th

contagion, insect plague

Soul Drain

Starting at 1st level, you gain proficiency with martial weapons and heavy armor. Additionally, as a bonus action, you can imbue your weapon for 1 minute, dealing additional necrotic damage with your first hit each turn. The damage increases based on your level:

  • 1d4 (levels 1-5)
  • 1d6 (levels 6-10)
  • 1d8 (levels 11-15)
  • 1d10 (levels 16-20)

When you hit with a melee weapon and deal this additional necrotic damage, you regain hit points equal to the necrotic damage dealt. You can use this ability a number of times equal to your proficiency bonus per long rest.

Breath of Life

Starting at 6th level, Animate Dead is added to your spell list and does not count against the spells you know. You may cast Animate Dead once without expending a spell slot at the highest spell level available to you. When you do, you lose a number of maximum hit points equal to your Warlock level (minimum of 6). This loss cannot be restored until you finish a long rest.

Once you cast this spell in this way, you cannot do so again until you finish a long rest.

Shield of the Damned

Starting at 10th level, if you or an ally within 10 feet of you is targeted by an attack, you can use your reaction to protect the creature with the spirits of the damned. The target gains a bonus to their Armor Class equal to your Charisma modifier (minimum of 1) and gains temporary hit points equal to your proficiency bonus times your Charisma modifier (minimum of 1).

The bonus to AC lasts until the temporary hit points are gone, and you can use this reaction twice per long rest.

A Soul's Last Breath

Starting at 14th level, you can delay the final release of your soul’s energy. If you take damage that reduces you to 0 hit points, you may instead reappear within 5 feet of a creature you can see. Each creature of your choice within 30 feet of your new location must make a Constitution saving throw (DC equal to your warlock spell save DC), taking 3d6 + your Charisma modifier necrotic damage on a failed save, or half as much on a successful one. You regain hit points equal to half the total necrotic damage dealt in this way.

Once you use this feature, you cannot use it again until you finish a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
11/1/2024 2:07:26 AM
98
39
5e
Coming Soon

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