Base Class: Warlock
The shadowy pockets of the world, whether they be wilds, ruins, or merely places people know to fear to tread, have always drawn you. Wandering within them, seeking secrets and power, you found -- or were you the one found -- a barely-present spirit, a mere whispers of a god or totem past, worshiped by a tribe or civilization that had passed into memory, legend, or even oblivion. You promised to bring the spirit out of its torpor and into the world at large in exchange for the ability to wield its lingering power as your own. Now, attuned to the presence of such spirits, you bond or force them to your will.
Thorn, Vestige of Battle
You have melded your spirit with an ancient tribal spirit of battle, the hunt, and ferocity. Her fierce and indomitable nature grants you several features.
Savage
You are granted the primal savagery or shillelagh cantrip.
Shall Never Die
At first level, your Armor Class becomes 11 + your proficiency bonus + your Dexterity modifier.
Memory, Vestige of Health
At 6th level, you gain a ward of temporary hit points at the end of each short rest equivalent to your warlock level plus your Charisma modifier. If you or a friendly creature within 30 feet of you takes damage, you may use your reaction to extend your ward to that person. The ward takes damage first, with any additional damage carrying over to the target of the attack.
Sorrow, Vestige of Love
At 10th level, you may call forth the spirit of Sorrow, Vestige of Companionship, who takes the form of an arcane dire wolf (using the dire wolf statistics in the Monster Manual). Sorrow gains temporary hit points equal to your warlock level. Roll initiative for her separately as she has her own turn. She follows your verbal commands and gains a bonus to her attack and damage rolls equal to your Charisma modifier. Once per short or long rest, if she is within 5 feet of you, she can, as a reaction, teleport the both of you up to 60 feet away to an unoccupied space when an enemy attacks you but before they roll to hit. She remains by your side until the end of your next long rest, at which point she dissipates. You must finish a long rest before you can use this feature.
The Past Shall Never Die
At 14th level, you may call forth your vestiges to assail a creature of your choosing. The creature immediately takes 5d10 psychic damage and 5d10 necrotic damage and is restrained until the end of its next turn, and for every turn thereafter until it succeeds on a Wisdom saving throw.
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