Gate of souls
Behold the endless void! Within it lies the heart of the all worlds. Look as hard as you are able, 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 | magic weapon, warding bond |
| 3rd | beacon of hope, crusader's mantel |
| 4th | death ward, aura of purity |
| 5th | telepathic bond, steel wind strike |
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 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 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.
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. The barrier dissolves once either you or the targeted creature are reduced to 0 hp or if either of you pass through the barrier. 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
You may use an action to 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 at the DM's discretion.
The portal remains open until the end of your next turn. Other creatures passing through this portal must make a DC 17 wisdom saving throw or they become become affected 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
You may use an action to open an eldritch portal to a different point on the same plane of existence. 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.
Other creatures passing through this portal must make a DC 15 wisdom saving throw or they become affected by a short-term madness as described on page 159 of the DMG for 5 minutes.
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 affected by one of your features or a spell you cast into a 60ft radius demiplane which is the representation of the soul of one of the affected 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.
Door to Light
Prerequisite: 17th level
You can cast Gate 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: 15th 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.
A Key for every Lock and a Lock for every Key
You know the arcane lock and knock spells, which don't count against your number of warlock spells known.
Peer into the Soul
Prerequisite: 5th level
You may use an action to force a creature who is affected by one of your features or a spell you cast 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 Shield Spell, which doesn't count against the number of warlock spells 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.
New Spells
The following spells have been added as options for warlock and other classes, in addition to those found in the Players Handbook
Aether Geyser
5th-level Conjuration
- Classes: Cleric, Incarcerer, Paladin, Sorcerer, Warlock, Wizard
- Casting Time: 1 reaction, which you take to hitting a creature with a weapon or spell attack multiple times on a single turn
- Range: Self
- Components: V, S, M(Three chain links)
- Duration: Instantaneous
You use your momentum to briefly shatter the barrier between the material and the ethereal planes. Make a melee spell attack against a creature within reach. On a hit a geyser of magical energy engulfs them dealing 6d10 radiant damage.
At. Higher Levels. If you cast this spell with a spell slot of 6th level or higher, increase the damage by 1d10 for each slot level above 5th.
Ars Ferrum
5th-level Conjuration
- Classes: Incarcerer, Sorcerer, Warlock, Wizard
- Casting Time: 1 Action
- Range: Self
- Components: V, S, M(a melee weapon worth at least 1sp)
- Duration: Instantaneous
You flourish the weapon used in the casting then make up to 6 melee spell attacks, on a hit a target takes 1d10 force damage. If at least 1 of those attacks hits, you may continue making melee spell attacks until you make 6 more attacks or an attack misses.
If you make at least 8 attacks with this spell you may make 1 additional attack, on a hit the target takes an additional 8d10 force damage.
Charging Impact
3rd level Evocation
- Classes: Cleric, Paladin, Sorcerer, Warlock, Wizard
- Casting Time: 1 Action
- Range: Self
- Components: S, M(a weapon worth at least 1 sp)
- Duration: Concentration, up to 1 minute
You flourish the weapon used in casting the spell, then make a melee attack with it. On a hit the target suffers 1d10 force damage in addition to the normal effects of the weapon.
While you are concentrating on this spell rainbow wisps of light gather at the tip of your weapon. You have a pool of dice starting with 1d10. Add 1d10 to the pool every time you hit a creature with the weapon used to cast this spell. You may also use a bonus action to add 1d10 to your pool.
Then at the end of your turn, you may use your reaction to release your charged up energy and fire a ring of spiraling rainbow beams. Roll all the dice in your pool, and a creature within 30ft takes force damage equal to the result. Then the spell ends.
When you lose concentration on this spell you may use your reaction to unleash some of the charged up energy. A creature within 30ft takes 1d10 force damage and the spell ends.
At Higher Levels. If you cast this spell with a spell slot of 4th level or higher, your pool starts with an additional d10 for each slot level above 3rd.
Dazzling Spheres
2nd-level Conjuration
- Classes: Incarcerer, Cleric, Sorcerer, Warlock, Wizard
- Casting Time: 1 Action
- Range: Self
- Components: S, M( clear quartz crystal)
- Duration: Instantaneous
Dazzling spheres of white light burst from you and hang in the air for a moment. Creatures within 5ft of you, must make a wisdom saving throw or they are charmed by you until the end of their turn.
Magnite Burst
3rd-level Transmutatuion
- Classes: Incarcerer, Ranger, Sorcerer, Warlock, Wizard
- Casting Time: 1 reaction, which you take to hitting a creature with either a weapon or spell attack multiple times on a single turn
- Range: Self(30 foot radius sphere)
- Components: S, M(An iron sphere)
- Duration: Instantaneous
You change gravity, drawing in nearby creatures and then expelling them again. All creatures within range suddenly fall toward you. If they move more than 10 feet they take 1d6 bludgeoning damage per 10 feet they move as falling damage, then all creatures within 10 feet make a strength saving throw, they take 1d6 force damage and are knocked back 10 feet on a failure, and no damage on a success.
If a creature has something to hold on to they may make a strength saving throw to avoid falling.
Reflecting Barrier
3rd-level Abjuration
- Classes: Cleric, Paladin, Sorcerer, Warlock, Wizard
- Casting Time: 1 Reaction, which you take when you are hit by an attack or targeted by the magic missile spell
- Range: Self
- Components: V, S
- Duration: 1 round
A shell of hexagonal tiles of magical force appears and protects you. Until the start of your next turn you take no damage from magic missile. The shell also has 15 hit points, until the start of your next turn whenever you take damage, the shell takes damage instead. If this reduces the shell to 0 hit points, you take any remaining damage.
At the beginning of your next turn, all creatures within 5 ft. take force damage equal to the damage dealt to the shell.
At Higher Levels. If you cast this spell with a spell slot of 4th level or higher, the shell begins with 5 more hit points for each slot level above 3rd.
Ripple Pulse
Evocation Cantrip
- Classes: Cleric, Incarcerer, Sorcerer, Warlock, Wizard
- Casting Time: 1 reaction, which you take to hitting a creature with either weapon or spell attack multiple times on a single turn
- Range: Self(15 foot cube)
- Components: V, S
- Duration: Instantaneous
You repurpose the residual energy from your attacks and emit a shockwave magical force. All creatures within range must make a strength saving throw or take 1d6 force damage and are knocked prone, taking half damage on a successful save.
This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6) and 17th level (4d6)
Slapshot
1st-level Transmutation
- *Classes: Ranger, Cleric, Sorcerer, Warlock, Wizard
- Casting Time: 1 Bonus Action
- Range: Self
- Components: V, S, M(a weapon worth at least 1 sp)
- Duration: Instantaneous
You brandish the weapon used in casting and charge forward toward a creature within 10ft, then make a melee spell attack against that creature. On a hit you deal 1d10 force damage.
At Higher Levels. If you cast this spell with a spell slot of 2nd level or higher increase the distance you charge forward by 5ft for each spell slot level above 1st.
Sonic Rave
5th-level Transmutation
- Classes: Incarcerer, Ranger, Paladin, Sorcerer, Warlock
- Casting Time: 1 Action
- Range: Self
- Components: V, S, M(a weapon worth at least 1 sp)
- Duration: Concentration, up to 1 minute
You flourish the weapon used in casting the spell then launch yourself in a straight line upto 30 ft without provoking attacks of opportunity. All creatures within 10 feet must make a constitution saving throw or take dealing 3d10 thunder damage, or half as much damage on a successful one.
For the duration you may use your action to use this effect again. If you end your turn without using this effect the spell ends.
At Higher Levels. If you cast this spell with a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.
Strike Raid
2nd-level Conjuration
- *Classes: Ranger, Sorcerer, Warlock, Wizard
- Casting Time: 1 Action
- Range: Self
- Components: V, S, M (a melee weapon worth at least 1 sp)
- Duration: Instantaneous
You flourish the weapon used in the casting, the weapon gains the thrown property and you make a ranged weapon attack with it against one creature within 30ft. On a hit the target suffers the weapon attacks normal effects plus 2d6 additional force damage. The weapon then teleports back into your hand.
At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot you may make 2 attacks. When you cast it using a 5th- or 6th level spell slot, you may make 3 attacks. When you cast it using a spell slot of 7th level or higher you may make 4 attacks.
Thunder Clash
Evocation Cantrip
- *Classes: Cleric, Incarcerer, Sorcerer, Warlock, Wizard
- Casting Time: 1 reaction, which you take to hitting a creature with weapon or spell attack multiple times on a single turn
- Range: Self(5 foot radius)
- Components: V, S
- Duration: Instantaneous
You amplify the sound of your attacks, releasing a powerful shockwave. All creatures within range must make a strength saving throw or take 1d6 thunder damage and are pushed 5ft away from you and the spell emits a thunderous boom audible out to 100ft. The distance creatures are knocked back by this spell increases by 5ft when you reach 5th level(10ft), 11th level(15ft), and 17th level(20ft)
Vorpal Strike
3rd-level Transmutation
- *Classes: Paladin, Ranger, Sorcerer, Warlock
- Casting Time: 1 Action
- Range: 5ft.
- Components: V, S, M(a weapon worth at least 1sp)
- Duration: Instantaneous
You let out a ferocious cry, flourish the weapon used in casting the spell and leap forward with a mighty strike. Roll 4d10, if the result is greater than the remaining HP of a target creature, their hit points immediately becomes 0.
Regardless of the outcome, until the end of your next turn your armor class is 0.
At Higher Levels. If you cast this spell with a spell slot of 4th level or higher, roll an additional 2d10 for each slot level above 3rd.
Zettaflair
9th-level Evocation
- *Classes: Sorcerer
- Casting Time: 1 Action
- Range: Self
- Components: V, S, M(a duck feather touched by a king)
- Duration: Concentration, 1 round.
While concentrating on this spell, a complex magical circle made of light erupts from the ground around you and the temperature spikes to a nearly unbearable level. All creatures within 1 mile know that you are casting a spell of immense power.
At the beginning of your next turn, when the spell ends you unleash a massive beam of energy reducing everything in its range to elementary particles. All creatures within a 1 mile long 10 foot wide line must make a Dexterity saving throw or be disintegrated, taking 5x10d20 force damage on a successful save.
Casting this spell consumes a great deal of your life force. If you concentrate on this spell for its full duration and use its effect, you must immediately make 9 DC 20 Constitution saving throws, gaining a level of exhaustion for each failure. If this causes you to die, you can not be resurrected by a spell of 8th level or lower. If you do not die, until you finish a long rest every time you cast a spell you take 1d10 necrotic damage per level of the spell. Additionally your strength score drops to 3, if it isn’t already lower, for 2d4 days.