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Become a Patron!
### Otherworldly Patron: The Reaper You have made a pact with a powerful spirit responsible for maintaining the balance between life and death and guiding souls to the afterlife. Such beings may forge a pact with a mortal to correct events that may upset the balance between life and death, or in exchange for hunting down targets that have cheated death. #### Expanded Spell List The Reaper 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 | Inflict Wounds, Ceremony | | 2nd | Phantasmal Force, Spiritual Weapon | | 3rd | Spirit Guardians, Speak with Dead | | 4th | Death Ward, Phantasmal Killer | | 5th | Contagion, Antilife Shell | \columnbreak #### Soul Shroud When you select this patron at 1st level, you can empower yourself with a creature's soul before sending it to your patron for processing. As a reaction when a creature you can see and are in combat with takes damage that leaves it with less hit points than your Warlock level, you can tear out its soul, killing it. If a creature doesn't have a soul, you can instead tear out an energy animating it. You then become enshrouded in necromantic magic for 1 minute, gaining the following benefits. * You gain temporary hit points equal to your Warlock level + your Charisma modifier. * As a reaction when a creature you can see and are in combat with takes damage that leaves it with less hit points than your Warlock level, you can tear out it's soul or an energy animating it, gaining temporary hit points equal to your Warlock level + your Charisma modifier. You can use this feature once at 1st level. You gain an additional use at 3rd, 6th, 10th, and 14th levels. You regain all expended uses when you finish a long rest.
#### Lay to Rest Also at 1st level, your patron's hatred of undeath empowers the abilities it grants you. Whenever you would deal necrotic damage to an undead creature using a Warlock spell or ability, you can instead choose to deal radiant damage. #### List of the Condemned Starting at 6th level, your patron entrusts you with The List, a ledger of targets detailing every creature that has cheated death. Whenever you deal damage to a creature, you know if it's on The List. You can also check if a creature you can see is on The List as a bonus action. Undead, extraplanar creatures on the material plane, and creatures that have been brought back to life with magic are always on The List. If you know a creature's name, you can add it to The List as a bonus action. Once you do, you cannot do so again until you finish a long rest. You have advantage on Charisma checks made to influence creatures on The List. The first time on your turn you deal damage to a creature on The List, you deal additional damage to that creature equal to your proficiency bonus. Before you die, your patron will task you to kill all creatures on the list. #### Death's Fellowship At 10th level, death allows you to pass unnoticed so you may continue your work. You are considered proficient in death saving throws, and you have resistance to necrotic damage. While your soul shroud is active, you are instead immune to necrotic damage. \pagebreak #### The Call Starting at 14th level, your patron graces you with its presence when you begin to collect souls. When you activate Soul Shroud, you can force each enemy and creature on the list you can see to make a wisdom saving throw. When You do so, a bell tolls, signalling those creatures to hide. Creatures on The List have disadvantage on this saving throw. On a failed save, the creature is marked for death until the end of your next turn. At the start of your turn, all creatures marked for death that you can see take 8d8 necrotic damage. Once you use this abilty, you can't use it again until you finish a long rest.
##### New Familiar: Lesser Psychopomp Warlocks with the Pact of the Chain feature can select a Lesser Psychopomp as a familiar. Lesser psychopomps are common spirits responsible for guiding souls to the proper outer plane to begin their afterlife. Psychopomps generally appear as masked ravens or songbirds, although some appear as different animals. Pyschopomps as familiars serve as loyal, though impassive, companions. ##### Special Pact Weapon: Scythe If you have the Pact of the Blade feature, you can use it to summon a scythe. Only you are considered proficient with scythes summoned this way. A scythe is a melee weapon which deals 2d4 slashing damage and has the reach, finesse, and two-handed properties. A scythe counts as a polearm for the purposes of the polearm master feat. ___ > ## Lesser Psychopomp >*Tiny celestial (Psychopomp), Lawful Neutral* > ___ > - **Armor Class** 12 > - **Hit Points** 10 (3d4 + 3) > - **Speed** 10 ft., fly 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|4 (-3)|15 (+2)|12 (+1)|13 (+1)|16 (+3)|14 (+2)| >___ > - **Skills** Persuasion + 4, Insight + 5, Perception +5, Stealth + 4 > - **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered > - **Damage Immunities** radiant, necrotic, poison > - **Condition Immunities** poisoned > - **Senses** darkvision 120ft., passive perception 12 > - **Languages** Celestial, Common > - **Challenge** 1 (200 XP) > ___ >**Guiding Light.** The psychopomp sheds bright light in a 15 foot radius and dim light in a 30 foot radius. It can turn this ability on or off using a bonus action. > >**Lifesense.** The psychopomp knows how many living creatures and how many undead creatures are in the area of its guiding light ability. > >**Dream Guide.** The psychopomp can telepathically communicate with unconscious creatures within 30 feet as if they were awake, appearing as a figure in their dreams. The psychopomp does not need to share a language with the creature to use this ability. > > ### Actions > > ***Beak.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 4 (1d4 + 2) piercing damage, and the target must make a DC 10 Wisdom saving throw or become poisoned for 1 minute. If it fails its saving throw by 5 or more, the poisoned target also falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake. > > ***Quill.*** *Ranged Weapon Attack* +5 to hit, reach 30/60 ft., one target. *Hit:* 1 piercing damage, and the target must make a DC 10 Constitution saving throw or become poisoned for 1 minute. If it fails this saving throw by 5 or more, the poisoned target also falls unconcious for the same duration, or until it takes damage or another creature takes an action to shake it awake. > > ***Invisibility.*** The psychopomp magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). *Image Credits: Luis Royo Art, Pathfinder*