Warlock
Base Class: Warlock

Some creatures treasure life, while others see it as a force for manipulation. Soulweaver patrons like to feast on the life force of creatures. It may be something such as a vampire lord or a ruler of the dead. These patrons allow the contractor to turn life force into the magical force used for spellcasting. In return, the contractor may be required to feed the patron with the life force they steal or face the wrath of the patron. Many use the leftover life force they have not used to meet these demands

Soulweaving

Your patron has granted you the ability to convert your own life force into something more magical. As a bonus action, you deal necrotic damage to yourself equal to your Charisma modifier and the next spell you cast that has a damage value or healing value will add your Charisma modifier (e.g. witchbolt, false life, or healing word). You can use this two times after taking a short rest. The damage increases at 3rd (double your CHA mod) level, 6th (triple your CHA mod) level, 10th (quadruple your CHA mod) level, 14th (five times your CHA mod) level, and 20th (10 times your CHA mod) level.

Death Grip

You have honed the power of Soulweaving and now know how to steal the souls of creatures other than yourself. As a bonus action, you touch a creature and it must make a constitution saving throw. If it succeeds, it takes half the necrotic damage that you deal with Soulweaving, please refer to Soulweaving ability. On a failed save, it is dealt full Soulweaving damage and you have advantage on attacks against it for the rest of the turn.

Matchmaker

At level 10 the distance between souls is easy to fix in the sight of your patron. During your turn, you may use a bonus action to teleport to a creature that you can see within 150 ft. of you. You can use this two times before having to take a short rest to use it again.

Shackled Fate

At level 14 the relentless power of the Soulweaver has been granted upon the servant that so willingly serves. As an action, you summon an unholy circle within 100 ft. of yourself. This 10 ft. radius circle shackles the very soul of anything within that the user wishes. All targets you choose within the circle are paralyzed and on their turn must succeed a constitution saving throw with a DC of 18 (if your Spell Save DC is higher than 18, use that instead). If you use Death Grip on one of these paralyzed creatures, they automatically fail the saving throw. Once this feature is used, you can't use it again until you finish a long rest.

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