Base Class: Warlock
Your patron is a powerful being in the underworld who rules over the dead. This does not mean your patron is evil, though many will perceive it as such. Your pact with this being allows you to draw power from the souls of those you kill. They may reside with you for some time, but they will eventually return to the underworld.
Expanded Spell List
The Lord of the Dead 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.
1st: False, Life, Ray of Sickness
2nd: Blindness/Deafness, Gentle Repose
3rd: Animate Dead, Revivify
4th: Death Ward, Shadow of Moil
5th: Contagion, Raise Dead
Keeper of Souls
At first level when you kill a creature you can bind it’s soul to your service. This effect does not apply to constructs. A soul stays in your service for 1d6 days, after which it goes on to the underworld. You can have a maximum of three souls bound to yourself. This number increases by one at sixth, tenth, and fourteenth level. You can expend one soul to cause one of the following effects. If you expend two souls the effect improves.
Frightening Spirit: As a bonus action you force one creature that can see you and is within 60 ft. of you to make a wisdom saving throw. If it fails it becomes frightened of you for one minute. It can repeat the saving throw at the end of each of its turns, ending the effect prematurely if it succeeds. If you expend two souls the creature takes 2d6 psychic damage on a failure or half as much on a success.
Guiding Spirit: When you fail an ability check or saving throw you can use your reaction to reroll it. You must keep this roll even if it is lower than the original one. If you expend two souls reroll the ability check or saving throw with advantage.
Healing Spirit: As an action you touch one friendly creature, healing it 1d8 + your charisma modifier HP. If you expend two souls you can heal at a range of 30 ft. and you heal an extra 1d6 HP.
Create Shadow
At sixth level you can expend a soul to create a shadow as an action. The shadow stays in your service until it dies, the soul it was created from would leave your service, or you dismiss it as a bonus action. Each shadow in your service reduces your maximum number of souls by one. The shadow has its own turn in initiative and follows your orders on each of its turns.
Improved Keeper of Souls Effects
At tenth level the effects you can cause by expending souls are improved.
Frightening Spirit: You now always deal the psychic damage and when you expend two souls it increases to 4d6.
Guiding Spirit: You can now add your proficiency bonus to the reroll if you were not already proficient in the skill or saving throw. When you expend two souls you can use your charisma modifier in place of any other modifier.
Healing Spirit: The initial healing increases to 2d8 + your charisma modifier. If you expend two souls the extra healing increases to 2d6.
Knowledge of the Dead
At fourteenth level, when you bind a soul to your service you gain any proficiencies in skills, saving throws, tools, weapons, and armor that the creature had. You retain these proficiencies as long as the soul is in your service. You also learn any languages spoken by the creature while it’s soul is in your service.
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