Warlock
Base Class: Warlock
You have forged relationships with vestiges—the remnants of powerful forces and entities that once exercised great authority or demonstrated awful capabilities. These remnants are diverse in their backgrounds and motives. Beings of this sort include Gibbeth the Endless; Shax the Devastator; Karmath, the Unmourned God; Andromalius, the Repentant Rogue; Chupoclops, the Harbinger of Forever; and Orthos, Sovereign of the Howling Dark.
 

The Vestige Features

Warlock Level Feature
3rd Extended Spell List, Vestige Figment
6th Siphon Animus
10th Shared Soul
14th Soul Binding

Expanded Spell List

The Vestige 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.

Vestige Expanded Spells

Spell Level

Spells

1st

command, dissonant whispers

2nd

augury, healing spirit

3rd

bestow curse, spirit guardians

4th

divination, guardian of faith

5th

commune, legend lore

Vestige Figment

Starting at 1st level, you gain the service of a familiar, a tortured spirit that takes the form of a specter.

Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.

When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you complete a short or long rest.

While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.

You can't have more than one familiar at a time.

Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

Siphon Animus

At 6th level, your Vestige pact allows you to sacrifice your life force in exchange for additional arcane power. As an action, you can spend one or more Hit Dice, up to your maximum number of Hit Dice, which is your level. For 1 minute, you gain a bonus to your spell attack bonus and spell save DC equal to the number of expended Hit Dice.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Shared Soul

Starting at 10th level, you are immune to being charmed or frightened.

Soul Binding

At 14th level, you can spend an action to attempt to bind the soul of one creature that you can see within 30 feet of you. It must succeed on a Wisdom saving throw equal to your Warlock spell save DC or be charmed by you for 1 minute or until your concentration is broken (as if you are concentrating on a spell). If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

Each time the target takes damage, it makes a new Wisdom saving throw against the effect. If the saving throw succeeds, the effect ends.

You must finish a long rest before you can use this feature again.

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