Warlock
Base Class: Warlock

 

 

You have made a pact with an entity of death, a being who collects the souls of the dead. Such beings desire the souls either to feed on, to collect, or possibly a much more sinister goal. Entities powerful enough to forge a pact include gods of death/the afterlife, such as Hades, Nerull, and Afflux; Creatures such as Reapers, Devourers, even Liches and Illithiliches that are especially powerful.

 

Level 3: Soul Collector

You gain the power to trap creatures' souls when you die.

When a creature dies within 15 ft of you, you can use your reaction to trap their soul in a ‘soul jar’ (AC 16, HP 40), you choose the soul jars appearance, and have a number of jars equal to your proficiency bonus. If all your soul jars are full, and a creature dies which soul you wish to capture, you can choose to replace one of your already jarred souls with the new soul of the creature that died. You cannot have more than two of the same type of soul in your collection. For example, you cannot have the souls of 3 orcs, but you could have the souls of two orcs and a goblin. 

Creatures who’s souls you have trapped cannot be revived by a spell with a spell slot less than half your current level minus 1 (minimum of 1 and rounded down), unless you release the soul. If a creature with a trapped soul is revived, the soul jar instantly shatters and the soul is returned to its body. The jar remakes itself within a day. 

 

As a magic action you can consume a soul from your collection and choose to make it have one of the following effects on a creature of your choice.

Lifeforce: You can consume a souls hit dice (same as the creature it used to be), and roll them. You heal an amount equal to the amount rolled. You can consume a maximum number of hit dice equal to half your level rounded down.  

Quickstep: For the next minute, your speed increases by ten feet.

Empowered attack: Add +1d6 to your attack and damage rolls on your next attack.

Spirit shield: You get a +2 bonus to AC, this lasts until a creature attempts to hit you, at which point your AC returns to normal, even if it didn’t succeed. This bonus increases to +4 at level 10 and +6 at level 20

 

Level 3: Reaper spells

When you reach a Warlock level specified in the Reaper spells table, you thereafter always have the listed spells prepared. They do not count against the number of spells you know or can prepare.

Warlock Level

Spells

3

Toll the dead, spare the dying, Darkness, False life, Arms Of Hadar

5

Summon Undead, Revivify, speak with dead, vampiric touch, animate dead,

7

Death ward, Blight

9

Contagion, Raise dead

 

Level 6: Utilize Soul

As a magic action you can utilize an ability from the souls creatures stat block. You can choose either action, reaction or trait. If a creature has multiple actions, reactions or traits, then you roll to determine which trait you gain. You gain that creatures trait for the next minute, or the ability to use that action or reaction for the next minute. If the CR of the creature who's soul you have utilized is higher than your level, then at the end of each of your turns roll a charisma saving throw (DC=10+the amount the creatures CR exceeds your level). If you fail then the soul vanishes, and the effect/ability you utilize dissipates. 

You can only have one action/reaction active, and only one trait active, at a time. 

You cannot utilize the legendary resistance trait.

Level 10: Project Dead

You can cast the Dream spell once without expending a spell slot, as you send out an entrapped soul to terrorise the living.

Additionally, as a magic action,  you can summon entrapped souls onto the battlefield. When you do so, all enemies within a 30ft radius of the soul (which is frozen in place), must make a wisdom saving throw against you spell save DC or become frightened of the soul. You can return this frightening soul to its soul jar as a bonus action.

You can also use this action to consume a soul, and thereby summon an undead spirit. It obeys your commands and rolls its own initiative. You can also return the soul to your soul jar as a bonus action. If the spirit dies you cannot do this and the soul is used up.

 

Level 14: Create Amalgam

As 1 minute ritual, you can expend a minimum of 2 souls from your collection to create a 'soul Amalgam'. To create a soul Amalgam you must follow these steps: 

You can combine features from different stat blocks to create a soul amalgam that follows your orders for a number of days equal to half its CR, until it dies, or until dismissed.

If you are using two souls then for one soul use everything except its traits actions and reaction and use the others souls traits, actions and reactions. 

If you are using 3 souls then use one souls traits, actions and reactions, one souls AC, HP, speed and modifiers. Use the last souls Senses, skills, Languages, and resistances/immunities and vunrabilities. 

If you are using 4 souls then use one souls traits, actions and reactions, one souls AC, HP, speed and modifiers, one souls resitances immunities, and vunrabilities, and one souls senses, skills and languages. 

If you are using 5 souls then use one souls modifiers, one souls HP,  AC and speed, one souls resitances immunities, and vunrabilities, and one souls senses skills and languages, and one souls traits, actions and reactions. If you are using

6 souls then use one souls modifiers, one souls HP, AC and speed, one souls resitances immunities,  and vunrabilities, and one souls senses skills and languages, one souls actions and reactions, and one souls traits.

You are also free to mix and match as you and your DM see fit.  

Soul Amalgams are classed as Unaligned Abberations, their size is calculated by averaging all the sizes, rounded up. Tiny being 1 and Gargantuan being 6. For example: you have made a 4 soul amalgam with 1 gargantuan creature, 1 tiny creature and two medium creatures the formula would be 6+1+3+3=13. 13/4= 3.25. Rounded up is a Large creature. The CR of the amalgam is the combined CR of all the creatures involved, divided by two. If the creatures CR is higher than your level, then directly after the amalgam completes an action you command it to do, you must roll a charisma saving throw (DC=3+the amount the amalgam exceeds your level). If you fail, the souls are expended, and you cannot create another amalgam until you finish a long rest.

 

Reaper Patron Image

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