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## The Gate of Souls *Behold the endless void! Within it lies the heart of the all worlds: The Gate of Souls! Look as hard as you are able, you might see the smallest glimmer of light. From those dark depths all souls are born, even yours.* ---Anzenm, Seeker of Darkness #### Expanded Spell List The Gate of Souls 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. | Spell Level | Spells | |:-:|:-| | 1st | *guiding bolt, heroism* | | 2nd | *flame blade, warding bond* | | 3rd | *beacon of hope, crusader's mantel* | 4th | *death ward, aura of purity* | 5th | *telepathic bond, steel wind strike* #### Soulforged Weapon 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 infuse 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. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type. \columnbreak
#### Soul Tether Also at 1st level, you learn to link your soul to others. When you deal 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 gain the following benefits: * A bonus to damage rolls against the tethered target equal to your proficiency bonus. * Any attack roll you make against the tethered target is a critical hit on a roll of 19 or 20 on the d20. * When you take the attack action against the tethered target you may make another attack as a bonus action. Once you use this feature, you can't do so again until you finish a short or long rest. #### Soul Bond Starting at 6th 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: * Add 1d6 to a damage roll of the other creature. * Roll 1d6 and add that to the result of a saving throw made by the other creature * The other creature regains 1d6 hit points The Soul Bond ends once either bonded creature uses any of these functions or after 8 hours. 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. #### 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 expend a reaction to teleport next to a creature that you are connected to by either a Soul Tether or a Soul Bond. 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.
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Bastien Grivet
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Dive to the Heart, Square Enix
\pagebreak ### Eldritch Invocations The following invocations have been added as additions to the eldritch invocations found within the *Player's Handbook.* #### Brilliant Soul *Prerequisite: 9th level* You know the *Circle of Power* spell, which doesn't count against your number of warlock spells known. #### Chosen Battlefield You commit yourself to combat with a chosen creature you can see within 30ft, a 15ft radius cylindrical wall of force made of translucent hexagons appears centered about a point halfway between you. Creatures trying to pass through the wall must make a Strength check against your Spell Save DC, both you and the chosen target make these checks at disadvantage. Once you use this invocation, you cannot do so again until you finish a short or long rest. #### Dark Corridor *Prerequisite: 14th level, Dusky Passage* As an action you may open an eldritch portal to a different plane. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the DM's discretion. The portal remains open until the end of your next turn. Creatures passing through this portal must make a DC 17 wisdom saving throw or they become become effected by a long-term madness as described on page 159-160 of the *DMG* Once you use this invocation, you cannot do so again until you finish a long rest. #### Dusky Passage *Prerequisite: 9th level* As an action you may open an eldritch portal to a different point on the same plane of existance. You can specify a target destination in general terms, such as Neverwinter or the Undermountain beneath Waterdeep, and you appear in or near that destination, at the GM's discretion. The portal remains open until the end of your next turn. Creatures passing through this portal must make a DC 15 wisdom saving throw or they become effected by a short-term madness as described on page 159 of the *DMG* Once you use this invocation, you cannot do so again until you finish a short or long rest. #### Dive into the Heart *Prerequisite: 17th level* You can follow the bonds you create into the souls of creatures you are connected to. As an action you may expend a use of your *Mystic Arcanum*(8th-level) to pull yourself and any creatures connected to you with a Soul Tether or Soul Bond or upon whom you have cast a Hex or a curse into a 60ft radius demiplane which is the representation of the soul of one of the effected creatures. Time inside the demiplane moves 10 times faster than time outside. All Death Saving throws made within this demiplane are treated as failures. The demiplane collapses and everyone inside is ejected if the creature whose soul it represent drops to 0 hp, after 10 minutes have elapsed inside the demiplane, or if you end the effect. \columnbreak #### Door to Light *Prerequisite: 17th level* You can cast gate once with out using a spell slot. Once you use this invocation you cannot do so again for 7 days. #### Elemental Evocation When you cast a spell that deals force damage you may change the damage type to *fire, lightning,* or *cold* damage. #### Flow Motion *Prerequisite: 5th level* You are constantly under the effects of the *Jump*, *Feather Fall*, and *Long Strider* spells. Additionally you gain the ability to move along vertical surfaces during your turn without falling during the move. #### A Key for every Lock and a Lock for every Key You know the *arcane lock* and *knock* spells, which don count against your number of warlock spells known. #### Peer into the Soul *Prerequisite: 5th level* As an action you may force a creature who is connected with you by a Soul Tether or Soul Bond or upon whom you have cast a Hex or a curse to make a Charisma save against your Spell Save DC, if they fail you glimpse foundational moment in their life, gaining insight into their soul. Once you use this invocation successfully you may not use it again until you complete a short or long rest. #### Personal Barrier You know the *Sheild* Spell, which doesn't count against the number of warlock spell known. #### Shadow Slip When you take the Dodge action while you are not in bright light you melt into the shadows gaining a +2 bonus to you AC until the beginning of your next turn. #### Soaring Heart *Prerequisite: 14th level* You gain flying speed equal to your movement speed.