Warlock
Base Class: Warlock

A warlock patron formed from a soul that lives again through you.

Indwelling Soul Spells

The soul bound to you grants you spells that reflect memory, death, protection, and the light of the afterlife. When you reach a Warlock level specified in the Indwelling Soul Spells table, you thereafter always have the listed spells prepared. They count as Warlock spells for you, and they don’t count against the number of Warlock spells you can prepare.

Two Hearts, One Body

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Communer

You are the voice that allows the soul to speak. Your pact manifests through prayer, memory, prophecy, and shared thought. The soul lends you knowledge from beyond life, and through you, it may touch the world without needing a body of its own.

You learn one additional Warlock cantrip of your choice.

Steward

You are the body that carries the soul forward. Your pact manifests through blade, bone, armor, and instinct. The soul lends you the memory of old battles, forgotten stances, and the will to keep moving when your body should fall.

When you roll initiative, you may allow your bound soul to guide your body. You gain temporary hit points equal to your Warlock level + your Charisma modifier. You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

If you have the Pact of the Blade invocation, your pact weapon also counts as your soul armament. Once on each of your turns when you hit with it, you may deal extra Radiant or Necrotic damage equal to your Proficiency Bonus.

Death-Warmed Flesh

You gain resistance to Necrotic and Radiant damage. In addition, when you are reduced to 0 Hit Points but not killed outright, you can choose to drop to 1 Hit Point instead. When you do, spectral light, shadow, or memory flares from your body, and creatures of your choice within 10 feet of you take Radiant or Necrotic damage equal to your Warlock level. Once you use this feature, you can’t use it again until you finish a Long Rest.

Shared Soul

You and the bound soul have become difficult to separate. You have advantage on death saving throws. You cannot be possessed against your will, and you have advantage on saving throws against being Charmed or Frightened.

In addition, when you finish a Short or Long Rest, you may commune quietly with your bound soul and ask one question about a person, place, object, or event the soul could reasonably have known in life or observed from the afterlife. The DM answers truthfully, though the answer may be brief, symbolic, emotional, or incomplete.

One Life, Two Souls

As a Bonus Action, you may let the soul rise fully within you for 1 minute. For the duration, you gain the following benefits:

You shed dim light in a 10-foot radius.

You gain a flying speed equal to your walking speed and can hover.

Once on each of your turns, when you deal Radiant or Necrotic damage, you may deal additional damage equal to your Charisma modifier.

When a creature you can see within 30 feet of you drops to 0 Hit Points, you may use your Reaction to cause that creature to drop to 1 Hit Point instead.

Once you use this feature, you can’t use it again until you finish a Long Rest.

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