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
| Spell Level | Spells |
|---|---|
| 1st | shield, detect evil and good |
| 2nd | alter self, barkskin |
| 3rd | nondetection, private sanctum |
| 4th | blink, death ward |
| 5th | hallow, dispel evil and good |
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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