Warlock Patron: The Soul Collector
Version 1.1
I serve the hunger, and for him I have to... catch them all.
Draven Graves, Servant of Hadar
The Soul Collector
You made your pact with an entity that collects souls - be it to feed on them, to lead them to the afterlife or whatever else fits your chosen patron. The reaper of souls is an example of a lawful aligned patron, while Hadar the Dark Hunger is an example of a chaotic patron. Your job is to collect the souls of the fallen and send them to your master, and in exchange you can borrow the power of souls that you collected.
Soul Collector Features
| Warlock Level | Feature |
|---|---|
| 1st | Expanded Spell List, Soul Capturing, Soul Summoning |
| 6th | Soul Shield |
| 10th | Fortified Souls |
| 14th | Bolstering Souls |
Expanded Spell List
The Soul Collector 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.
Soul Collector Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | Bless, Beast Bond |
| 2nd | Aid, Enlarge/Reduce |
| 3rd | Life Transference, Spirit Guardians |
| 4th | Guardian of Faith, Locate Creature |
| 5th | Antilife Shell, Legend Lore |
Soul Capturing
You gain a sort of compartment for souls, which cannot be removed from you against your will. This compartment can hold a number of souls equal to your proficiency bonus.
When a creature within 60 feet of you dies, you can attempt to capture its soul, if it is within your capture range. Your capture range is determined by your Warlock level, as shown in the table below. By spending an action, you roll a contested Persuasion check against the creature. You gain advantage on the roll if the creature was not hostile towards you before dying.
If you win the Persuasion roll, you successfully capture the soul inside your compartment. You learn all of the creatures statistics.
You can spend one minute to release a captured soul and send it off to your patron.
Collector Rank
| Warlock Level | Max CR | Creature Types (includes those of lower Warlock levels) | Soul Summoning Range |
|---|---|---|---|
| 1st | 1/8 | Aberration, Beast, Elemental, Fiend, Monstrosity, Plant, Undead (if it has a soul) | 30ft |
| 4th | 1/4 | Dragon, Fey, Ooze | 60ft |
| 8th | 1/2 | Humanoid, Construct (if it has a soul) | 90ft |
| 12th | 1 | Giant | 120ft |
| 16th | 2 | Celestial | 150ft |
| 20th | 3 | - | 200ft |
Soul Summoning
You can spend an action to summon forth one of your captured souls (it needs at least 1 hit point). When doing so, choose a point within 15 feet of you; the soul gets summoned in that place. It rolls its own initiative in combat and is friendly to you and your companions.
You can use a bonus action to issue commands to your summoned souls to take or prepare actions, bonus actions, movement or legendary actions. If you do not issue a command for this turn, the soul will take the dodge action.
When summoned, the soul retains all its original creature statistics with the exception of its creature type, which is specified by your alignment. It takes the shape of a ghostly, shadowy form in the shape of the creature.
You can have a number of summoned souls that is equal to a half your proficiency bonus, rounded down.
Soul Creature Type
| Alignment | Type |
|---|---|
| Good | Celestial |
| Neutral | Undead or Fey (choose one) |
| Evil | Fiend |
Your Soul Compartment
When a soul drops to 0 hit points, when it leaves your plane of existence, when it leaves your soul summoning range (determined by your collector rank), when fall unconscious, or when you use a bonus action to do so, the soul retreats into your compartment. It gains the benefits of a long rest when you take one, if it spends the entirety of the long rest inside your compartment.
Otherwise, while inside the compartment a soul does not heal by any means and cannot be targeted by any ability, spell or attack except your soul summoning or your soul shield.
When you die, your soul compartment crumbles to dust after one day and the captured souls are released into the ethereal plane. Should you be revived by any means, you can spend a short rest, praying to your patron for a new compartment.
Soul shield
Starting at 6th level, you learn to manipulate the souls energy for your protection. When you take damage from an attack, you can use your reaction to have a soul that you have not summoned take that damage instead. If the damage exceeds its hit points, you take the remaining damage.
Fortified Souls
Starting at 10th level, souls you summon are bolstered by your magical abilities. When you summon a soul, it gains temporary hit points equal to your warlock level.
Bolstering Souls
Starting at 14th level, you can channel your energy into a soul that you summoned. By expending a hit die, you can bolster a summoned soul of yours, giving it resistance to all damage and proficiency in all saving throws. When it starts its turn, it gains temporary hit points equal to your Persuasion bonus. It adds your charisma modifier to its attack and damage rolls.
You can spend and roll an additional hit die for each additional summoned soul that you target. When doing so, you lose hit points equal to your rolls.
This effect lasts for one minute, or until you lose your concentration (this feature does not require concentration in itself).
Once used, you need to take a long rest until you can use this feature again.
Credits
- DMSGuild Creator Resource - Eberron Heroes & Villains Art Pack
- Pokémon Wiki for the Pokéball image I sloppily edited into the guys hand
Change Log
Version 1.0
25.11.2018
- Initial release
Version 1.1
26.11.2018
- Fixed some typos
- Changed summoning range to scale with level
- Added clauses to handle your character dieing or falling unconscious
- Reclarified resting and healing of souls
- Changed issuing commands from a free to a bonus action
- Reworked Bolstering Souls to allow targeting more summoned souls
- Changed maximum summoned souls from 1/3 proficiency bonus, rounded up to 1/2 proficiency bonus, rounded down