Base Class: Warlock
You made a pact with the master of souls to give you abilities wizards are frightened from and monks wish to have. But all magic, comes with a price, and if you wouldn't pay, your soul will suffer.
Expanded Spell List
The Fiend lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Fiend Expanded Spells
Spell Level | Spells |
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1st |
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2nd |
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3rd |
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4th |
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5th |
Soul dice
At 1st level you get soul dice that you can use to activate abilities and more as shown at the end. The soul dice table shows how many soul dice you have at each level and what the soul die is.
Level / Soul Die / Amount
1-5 / 1d4 / 4
6-9 / 1d6 / 6
10-13 / 1d8 / 8
14-20 / 1d10 / 10
Uses of soul dice:
- subclass features
- can be used to empower the effect of spells
- can be used as spell slots as shown at the table below
Spell slot Level / Amount of dice
1 / 2
2 / 3
3 / 4
4 / 5
5 / 6
At a short rest, roll the Soul die, It is the amount of soul dice you regained. At a long rest you regain all of your soul dice automatically.
Phantoms
When you made a pact with the phantomer. at 1st level, you are able to summon phantoms through a magical ritual.
As a bonus action you can expend 1 soul dice to summon 1 out of 3 phantoms. The phantom is invisible to all except to creatures with true sight or other warlocks who made this pact. The phantom is sharing your initiative, and it takes your bonus action to make him do an action. Your phantom can die in 5 ways:
- He loses all of his HP
- He moves out from it's range of movement (in this case, he has 1 more action)
- You use a bonus action to kill it
- If you rest
- If you summon another phantom
The phantom is friendly to you and your companions.
Chronos Phantom:
HP: half of yours. AC: half of yours. Speed: 35ft. Range of movement: 35ft
- Chronos Punch; As an action you deal 1d6 Radiant damage, can be higher if you expend a soul dice.
- Time Stop; As an action. You have 1 more action.
Magnetic Phantom:
HP: yours +50%. AC: yours +50%. Speed: 20ft. Range of movement: 20ft
- Magnetic Armor; You give a creature +1d4 to their AC as a bonus action.
- Magnetism; As a bonus action if there is a small or a smaller magnetic object within 15ft of you, you can make it come to you.
Arcane Phantom:
HP: yours. AC: yours. Speed: 50ft. Range of movement: 50ft.
- Arcane Spells: A creature can teach this phantom spells. The phantom use your spell slots.
- Sonar Vision: This phantom have a sonar vision for 15ft.
Each phantom have a number of Soul Slots equal to your Charisma modifier. The slots are used to fill up new abilities that the phantom will be able to have. all of the Soul Abilities are detailed at the end. You can replace a Soul Ability with a different one.
Soul Abilities:
- High Movement; level 1. All. 1 Soul slot. -The phantom gain +10ft for the range of movement and for the movement.
- Super Chronos Punch; level 1. Chronos phantom. 1 Soul slot. -The damage of Chronos punch is now 1d6 +your CHA modifier
- Time Manipulation; level 14. Chronos phantom. 2 Soul slots. - you can have 1d4 turns in a row
- Back in Time; level 6. Chronos phantom. 1 Soul slot. -You chose a medium or smaller object and revert it to its state in the last 24 hours.
- Chronical Memories; level 6. Chronos phantom. 1 Soul slot. -you can see the memories from the last 24 hours of 1 creature of your choice
- Chronos Avenger; level 1. Chronos phantom. 1 Soul slot. -you gain back a use of bardic inspiration.
- Mega Magnetic Shield; level 1. Magnetic phantom. 1 Soul slot. - you give a friend a bonus of 1d8+ your CHA modifier to their AC
- Extreme Magnetisem; level 1. Magnetic phantom. 1 Soul slot. - you can magnitate a medium or smaller magnetic object that is within 20ft of you
- Transform; level 14. Magnetic phantom. 2 Soul slots. -you can transform into a 3*3*3ft cube or into any medium or smaller object. The object and the cube are unbreakable
- Weapon Master; level 6. Magnetic phantom. 1 Soul slot. -you can absorb up to 3 weapons and use them.
- Shield; level 6. Magnetic phantom. 1 Soul slot. -you are summoning an iron shield
- High Senses; level 1. Arcane phantom. 1 Soul slot. your sonar vision is up to 25ft
- Arcane spell; level 6. Arcane phantom. 1 Soul slot. you learn a 3rd level spell or lower without someone teaching you.
- Speed is Key; level 1. Arcane phantom. 1 Soul slot. you can get out from your range of movement for 10 minutes
- Arcane Healing; level 6. Arcane phantom. 1 Soul slot. you can heal 1d6+ your CHA modifier
- Arcane Secret; level 14. Arcane phantom. 2 Soul slots. you can cast a 7th level spell without someone teaching you.
Outer Phantom
Starting at 6th level, you can use your bonus action and lose 2 soul dies and make your own soul come out of it's body. Your soul looks however you choose but your game statistics stay the same. in your soul form you gain the following benefits.
- Your Soul can't use items or create phantoms.
- Each spell you cast that is 3rd level or lower is in his maximum level.
- Your body is unconscious.
- You are Invisible.
- You can go through walls and objects unless they are magical.
Your soul comes back to your body after 1 minute.
Legendary Phantoms
At 10th level, you gain access to 1 out of 3 legendary phantoms of your choice. The legendary phantoms have no Range of movement . Pick 1 phantom out of;
Crazy Phantom
Crazy Phantom:
HP: yours. AC: yours. Speed: yours.
- Crazy Arcana; Can cast Hideous laughter and Minor illusion for free but you can't take your next turn
- Suicide; Loses 25% of his maximum HP but makes another creature lose 25% of his MAX. health as an action
Dark Phantom
Dark Phantom:
HP: yours. AC: yours. Speed: yours.
- Dark Arcana; Can cast Darkness and Dissonant whispers for free but you can't take your next turn
- Frozen Dark Heart; As an action choose a creature, that creature must make a CON saving throw equal to your CHA modifier+ your soul die. On a success roll nothing happens. on a fail, that creature is frozen for 6 seconds and when he unfreezes he is poisoned for 6 seconds.
Light Phantom
Light Phantom:
HP: yours. AC: yours. Speed: yours.
- Light Arcana; Can cast Cure wounds or Healing word for free but you can't take your next turn
- Healing Light; As an action, can mark up to 4 creatures or less and give them +1d6 + your CHA modifier temporery HP
Crazy Phantom
Crazy Phantom:
HP: yours. AC: yours. Speed: yours.
- Crazy Arcana; Can cast Hideous laughter and Minor illusion for free but you can't take your next turn
- Suicide; Loses 25% of his maximum HP but makes another creature lose 25% of his MAX. health as an action
Dark Phantom
Dark Phantom:
HP: yours. AC: yours. Speed: yours.
- Dark Arcana; Can cast Darkness and Dissonant whispers for free but you can't take your next turn
- Frozen Dark Heart; As an action choose a creature, that creature must make a CON saving throw equal to your CHA modifier+ your soul die. On a success roll nothing happens. on a fail, that creature is frozen for 6 seconds and when he unfreezes he is poisoned for 6 seconds.
Light Phantom
Light Phantom:
HP: yours. AC: yours. Speed: yours.
- Light Arcana; Can cast Cure wounds or Healing word for free but you can't take your next turn
- Healing Light; As an action, can mark up to 4 creatures or less and give them +1d6 + your CHA modifier temporery HP
Soul of the Phantoms
Starting at 14th level, each time you use your Outer Soul feature, you can use 3 soul dies and choose 1 out of the 3 basic phantoms and get his abilities. (The effects of the soul abilities stay )
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