Warlock
Base Class: Warlock

Becoming a Soul Revenant isn’t something one chooses to do. Your patron isn’t offering you power, rather they are forcing it upon you for their own selfish desires. The soul of your patron wishes to take control, bend you to their will and forge you into the ideal vessel to carry out their will and their will alone.

Level 3: Demonic Bond

The pact with your patron comes with a cost, one which you’ll never escape. You must replace one of your invocations with Pact of the Blade as your weapon becomes sentient.

  • If your weapon is nonmagical then it becomes magical and gains +1 to attack and damage rolls, increasing to +2 at level 9 and +3 at level 14.
  • Additionally, you gain a special resource called “Soul Essence” equal to your Warlock level. You can use your Soul Essence to cast the spells given to you by your Soul Revenant Expanded Spell List. To cast a spell this way you must expend a number of Soul Essence equal to the level which you’re casting at and can't cast a spell at a level higher than your highest spell slot. 
  • The sentient weapon has 12 Intelligence, 14 Wisdom & 8 Charisma and is Chaotic Evil. It can speak but only to you and only through telepathy and knows Common, Abyssal and your choice of either Celestial, Deep Speech, Draconic, Fey, Infernal or Primordial. It has blindsense out to 30ft and additionally can use your senses…. Note: If your weapon would already be sentient through a different means, this feature replaces it.

Level 3: Soul Revenant Spells

The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Fiend Spells table, you thereafter always have the listed spells prepared.

Level 3
Expeditious Retreat, Hungering Blade, Recall, Veil of the Reaper

Level 5
Blink, Gaseous Form

Level 7
Death Ward, Viscous Sheath

Level 9
Little Death, Steel Wind Strike

Level 6: Battle of Wills

There is a never-ending battle between you and the soul of your patron which inhabits your body. Over the course of battle your body grows stronger and stronger.

Whenever you deal damage to a creature with an attack made using your Demonic Bond weapon, record the amount of damage dealt. This damage accumulates toward your Corruption Threshold.

When your accumulated damage reaches Stage 1, you can choose one of your available transformations, which immediately begins. While transformed, your Corruption advances as you reach higher Stages. Each Stage grants the additional benefits listed for your chosen transformation.

Your transformation lasts for 1 minute. It ends early if you end it as a free action or if you have the Incapacitated condition. When your transformation ends, your accumulated damage resets to 0, and your Corruption Stage returns to 0.

Corruption Thresholds

Your Corruption Stage increases as your accumulated damage reaches the following thresholds:

Stage Damage Required

  • Stage 1 Damage equal to one-quarter of your hit point maximum
  • Stage 2 Damage equal to one-half of your hit point maximum
  • Stage 3 Damage equal to your hit point maximum
  • Stage 4* Damage equal to twice your hit point maximum
  • Stage 5† Damage equal to four times your hit point maximum

* You can only gain access to Stage 4 at 10th level.
† You can only gain access to Stage 5 at 14th level.

Shadow Assassin

  • Stage 1- When you attack using your Demonic Bond weapon you deal an additional 1d6 Necrotic damage, increasing to 2d6 at Stage 3 and 3d6 at Stage 5. Additionally, your movement speed increases by 5ft.
  • Stage 2- You can Dash as a Bonus Action. Additionally, your movement reach increases by 5ft.
  • Stage 3- You cannot be moved against your will and have adv on all checks & saves that would restrict your movement. Additionally, your movement speed/reach increases by 5ft (total of +10ft each).
  • Stage 4- As a reaction when hit by an attack you may make an Acrobatics check contested by the roll to hit you. If you roll higher then you take half damage and may move up to half your movement speed without triggering an Opportunity of Attack. Additionally, your movement speed/reach increases by 5ft (total of +15ft each).
  • Stage 5- While in dim light or darkness you can become invisible as a free action once per round. While invisible you have adv on all attack rolls, checks & Dexterity saves. Your invisibility lasts until the end of your turn, or ends when you enter bright light, Have the Unconscious or Stunned condition or you choose to end it. Additionally, your movement speed/reach increases by 5ft (total of +20ft each).

Darkin

  • Stage 1- When you hit a target with your Demonic Bond weapon you gain Temporary Hit Points equal to your Warlock level. You gain +1 to all attack rolls and dc for your Warlock spells and Demonic Bond weapon.
  • Stage 2- You can make an additional weapon attack as a Bonus Action using your Demonic Bond weapon.
  • Stage 3- You grow to Large size given there’s space and gain half Proficiency Bonus to all Strength checks & saves. Additionally, your bonuses gained from this transformation increase to +2.
  • Stage 4- You now add your Proficiency Bonus to all Temporary Hit Points you gain and once per turn may add it to any healing received.
  • Stage 5- You now grow to Huge size instead of Large given there’s space, add half Proficiency Bonus to all Constitution checks & saves and You provide half cover to your allies against attacks and other effects that originate on the opposite side of you. Additionally, your bonuses gained from this transformation increase to +3.

Level 10: Into the Vail

When you take the Dash action on your turn, you can step into the Ethereal Plane. You immediately enter the Ethereal Plane and can move up to half your speed while there. At the end of that movement, or at the end of your turn, you return to the nearest unoccupied space within the Material Plane.

If you are under the effects of the Blink spell or another feature that allows you to remain on the Ethereal Plane, you can choose not to return to the Material Plane when this feature would cause you to do so.

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.

Level 14: Executioner's Possession

As an Action, make one attack with your Demonic Bond weapon against a creature you can see within your weapon's reach. You have Advantage on the attack roll. On a hit, your soul tears free from your body and possesses the target until the start of your next turn. If the attack misses, this feature isn't expended.

While possessing a creature in this way, your body vanishes, and you cannot be targeted or affected by spells, attacks, or other effects unless they specifically affect a creature's mind or can end a possession effect. The possessed creature is aware of your presence but retains complete control of its actions.

At the start of your next turn, the possession ends. You reappear in an unoccupied space within 5 feet of the possessed creature, which then takes 5d10 Slashing damage and 5d10 Necrotic damage. If the creature has 100 hit points or fewer when this attack hits, it dies when the possession ends, provided it isn't immune to either the Slashing or Necrotic damage dealt by this feature.

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

Whenever you reduce a hostile creature to 0 hit points with your Demonic Bond weapon, you can immediately regain the use of this feature. Each time you regain it in this way before finishing a long rest, the Slashing and Necrotic damage dealt by this feature are each reduced by 1d10, and the hit point threshold for its instant death effect is reduced by 20 (to a minimum of 1d10 damage of each type and a minimum threshold of 20 hit points).

Previous Versions

Name Date Modified Views Adds Version Actions
7/4/2026 3:28:55 AM
16
1
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes