Base Class: Warlock
Weave the connections that bind souls together with power from beyond the Gate of Souls | Warlock Patron, New Invocations, and Spells (including combo finishers and Zettaflair) for those who really want to be a Keyblade wielder with the serial number filed off.
Soulforged Warrior
Starting at 1st level, the expertise of warriors fallen before you flows through the Gate of Souls in to yours. You gain proficiency with medium armor, shields, and martial weapons. These lingering wills infuses the weapon you hold in your hand.
Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property making it your Soulforged Weapon. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature. When you cast a spell that requires a ranged spell attack, you may add your Soulforged Weapon as additional components to the spell, if you do you use it to make a melee spell attack instead of the ranged spell attack and increase the size of the damage die by 1 step (d6->d8, d8->d10, d10->d12).
Soul Bond
Starting at 1st level, you can tap in to the power of the natural bonds between allies. As a bonus action you may establish a Soul Bond with another willing creature you can see with in 30 feet. While bonded both creatures feel the others emotions and may choose to see through the others senses. Additionally either creature may use their reaction to use one of the following effects:
When the other creature deals is attacked, roll 1d4 and subtract it from the attack roll, potentially causing it to miss
When the other creature makes a saving throw, add 1d4 to the result
When the other creature takes damage, they regain 1d4 hit points
The Soul Bond ends once either bonded creature uses any of these functions or after a short or long rest. You may use this feature a number of times equal to your Charisma Modifier (minimum 1). All expended uses are restored when you finish a short or long rest.
Soul Tether
At 6th level, you learn to link your soul to others. When youdeal damage to a creature you may expend a reaction to apply a Soul Tether to the target. The tether breaks if the target dies or is more than 180ft from you, you die or are incapacitated, or if you create another Soul Tether. While tethered you can feel the creatures emotions and they can feel yours, additionally you and creatures you share a Soul Bond with gain the following benefits:
A bonus to damage rolls against the tethered target equal to
your half proficiency bonus(rounded down).
When you deal damage to the tethered target you may make
a melee weapon attack as a bonus action.
You make Charisma(Persuasion) checks against the tethered
target with advantage.
Once you use this feature, you can't do so again until you finish a short or long rest.
Where Souls Touch
At 10th level, the bonds you can form between souls grow so strong they are almost physical. When you cast a spell with a range of self or touch, you can target a creature within 60 feet if you are bonded to it with either Soul Tether or Soul Bond.
Through the Gate of Souls
Starting at 14th level, the connections you make between you are so strong that no distance can truly separate you. Once per long rest you may teleport next to a creature that you are connected to by either a Soul Tether or a Soul Bond at any time with out using an action or reaction. Furthermore if you have established a Soul Bond with a creature everyday for at least a month, you can spend 10 minutes concentrating on the bonds between souls and expend a use of your Mystic Arcanum(7th-level) to open a portal to their location, even if they are on another plane.
Comments