Warlock
Base Class: Warlock

You've made a pact with a powerful entity to perhaps save your life, power or someother reason but in return you now share your body, soul, or life perhaps even all of them.

Expanded Spell List

The Shared Soul 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.

Shared Soul Expanded Spells

Patrons Call

Starting at 1st level, your patron now resides within you but cannot directly contact you, instead it has formed a box imbeded within your body the dimenstions of this box are, 2ft by 2ft cube that you can store items inside, and your patron can access them, your patron can use it to give you items or pass through a object it can use to communicate with you such as a sending stone. You also gain a key or similar object that can be used to lock and keep shut the box, if you lose the key or it is destroyed it comes back at the end of a short or long rest appearing in a unoccupied space within 5ft of you.

The box slides in and out of your body like a drawer it may be made out of wood, flesh, lava, or other material relating to your patron but does not affect the way it functions.

If the box cannot fit somewhere on your body it magicaly changes sizes when going in and out of your body also changing the size of the items inside to fit the restricted area.

If someone tries to pick the lock open of the box the DC equals your spell save DC.

If the box is taken, seperated from you by more than 1 mile, or destroyed at the end of a short or long rest it reappears in your body locked.

Your patron can see the world through your eyes and can respond as such though they cannot leave your body. While sleeping your patron may pull you into your own soul, mind, body where ever they reside, where it has been modified to more there liking in order to speak to them when you wake up your pushed back into reality.

Patrons Protection

At 1st level, your patron has bestowed the knoledge of how to better defend yourself, you gain proficiency in medium armor and shields.

Additionally while you are not wearing armor your patron surrounds you in a protective ward, while you are not wearing armor your AC equals 13+your dexterity modifier. You can also use your body, soul, and mind as a spell casting focus for your warlock spells.

Patrons Aspect

Starting at 6th level, your patron bestows some of its physical powers onto you. At the end of a long rest you may pick 2 features from the list bellow, you may replace any number of these features at the end of a long rest.

Umbral Aspect: You have a darkvision out to 120ft if you all ready have darkvision then it gets an additional 80ft added to its range, you also gain resistance to necrotic damage

Deep Lurker: You have a swimming speed of 30ft and can breath both air and water, you also gain resistance to lightning damage

Burning one: As an action, you can magically ignite a flammable object you touch with your hand, you also gain resistance to fire damage

Radiant hide: As a bonus action you can shed light centered on yourself sheding bright light out to 20ft and dim light out an additional 30ft, this effect pursist until the end of your next turn you also gain resistance to radiant damage

Poisonous skin: When a creature hits you with a melee weapon attack within 5ft of you for the first time per day they must succeed on a constitution saving throw against your spell save DC or be poisoned for 1d4 rounds, you also gain resistance to poison damage

Burning One

As an action, you can magically ignite a flammable object you touch with your hand, you also gain resistance to fire damage

Deep Lurker

You have a swimming speed of 30ft and can breath both air and water, you also gain resistance to lightning damage

Poisonous skin

When a creature hits you with a melee weapon attack within 5ft of you for the first time per day they must succeed on a constitution saving throw against your spell save DC or be poisoned for 1d4 rounds, you also gain resistance to poison damage

Radiant Hide

As a bonus action you can shed light centered on yourself sheding bright light out to 20ft and dim light out an additional 30ft, this effect pursist until the end of your next turn you also gain resistance to radiant damage

Umbral Aspect

You have a darkvision out to 120ft if you all ready have darkvision then it gets an additional 80ft added to its range, you also gain resistance to necrotic damage

Enhanced Patrons Aspect

At 10th level, your patrons aspect makes itself more known, you gain 2 of the features listed bellow based on what you picked for your Patrons Aspect feature you gain the features with the same name as what you chose in the Patrons Aspect feature.

Umbral Aspect: You gain a bonus 10ft addition to your walking speed, additionally while in darkness or dim light you have advantage on dexterity(stealth) rolls

Deep Lurker: You gain a 20ft blindsight

Burning one: When using the Burning one feature it can also be used on metal to instantly melt any metal that is less than or equal to 2 inches thick and create a small hole or upto a 5ft by 5ft square hole

Radiant hide:You gain a 30ft flying speed

Poisonous skin: You have advantage on rolls made against a grapple or restrain, and you have advantage on saving throws made against poison

Burning one

When using the Burning one feature it can also be used on metal to instantly melt any metal that is less than or equal to 2 inches thick and create a small hole or upto a 5ft by 5ft square hole

Deep Lurker

You gain a 20ft blindsight

Poisonous skin

You have advantage on rolls made against a grapple or restrain, and you have advantage on saving throws made against poison

Radiant hide

You gain a 30ft flying speed

Umbral Aspect

You gain a bonus 10ft addition to your walking speed, additionally while in darkness or dim light you have advantage on dexterity(stealth) rolls

Patrons Power

Starting at 14th level, your patron is done just placing wards, as a bonus action you can directly draw upon your patron for power your form may change is height, weight, gender, color, etc to further resemble your patron you can be in this form for one minute or as a action spend a warlock spell slot to increase it by an additional minute, while this form is active you gain the following benefits.

Any resistances granted to you by your Patrons Aspect feature become immunities

You gain a Natural weapon of your patron that can be used to make unarmed strikes using charisma instead of strenght for attack and damage rolls and it deals an additional 3d10 damage type that your immune to if you have more than one you choose the type it does

You gain a aura of your patron in a 15ft sphere centered on yourself and it moves with you any creatures you see as hostile that start there turn in the aura must make a constitution saving throw against your spell save DC or take 2d6 damage of one of your immunities and 2d6 damage of another of your immunities, you heal a number of hitpoints equal to the damage this deals

This can be ended as a bonus action. After you use this feature you must finish a long rest before you can use it again.

Optional rule if your not high enough level to use this feature you may ask your DM if you can attempt to use it they may give you a check to use it and if you pass you use this feature, your DM may also give you points of exhaustion for using it be careful.

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