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Become a Patron!
# Warlock Patron # The Soul Shepherd Whether knowingly or not, you've made a pact with an entity that has power over the soul stream. Some made pacts with God's of death, others simply have someone looking out for them on the other side. Rarely, those who have died and come back find themselves changed, suddenly attracting the spirits of those recently passed. Many of these Warlocks find themselves tormented by their gift calling it a curse, others find peace in putting souls to rest, and some revel in their newfound dominion over these wretched specters. There are as many types of Soul Shepherds as there are ways to die, but what they all share in common is their mastery over the deceased. ### ## Soul Shepherd features #### Soul Shepherd Spells |Warlock Level| Features| |:---:|:-----------| |1st| Vile Procession |6th| Embrace of the Undying |10th| Spectral Veil |14th| Death's Kiss ## Quirks of the Soul Shepherd Ever since making your pact, you've noticed strange things happening around you. Consider the following quirks when designing your character. You may choose any number of quirks, or roll a d12 on the Soul Shepherd quirks table #### Soul Shepherd Quirks #### D12 Quirk |Warlock Level| Features| |:---:|:-----------| |1| Objects seem to move on their own around you. |2| Frequently you see things moving in the corner of your eye. |3| Hand shaped bruises sometimes appear on your body. |4| Sometimes people claim to see their recently passed relatives around you |5| Occasionally it appears faces are moving under your skin. |6| You appear ghostly and translucent under moonlight. |7| Animals are afraid of or even aggressive towards you. |8| Random hot and cold spots can be felt around you. |9| Others suffer nightmares when sleeping near you. |10| Ghostly forms appear around your reflection. |11| Paladin’s divine sense will register undead auras around you. |12| Plants and foliage wilt and spoil at your touch. \pagebreak ## Expanded Spell List *1st-level Soul Shepherd feature* The Soul Shepherd 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 Shepherd Expanded Spells |Spell Level| Spells| |:---:|:-----------| |1st| Bane, Catapult |2nd| Levitate, Phantasmal Force |3rd| Speak with Dead, Summon Undead |4th| Confusion, Death Ward |5th| Cloudkill, Hallow ## Vile Procession *1st-level Soul Shepherd feature* As a bonus action, you may summon forth a 10 foot-radius Sphere of swarming spirits on a point you choose within 60 feet for one minute. The spirits are intangible and invulnerable. When a creature takes damage within the Vile Procession’s area, you may use your reaction to frenzy the spirits into attacking all enemies within the swarm dealing 1d6 necrotic, radiant, or cold damage (Choose one when you first gain the ability.) The damage increases when you reach certain levels in this class, increasing to 2d6 at 6th level, 3d6 at 10th level, and 4d6 at 14th level. As their anchor to this world, the spirits instinctively protect you. When inside the Vile Procession, you gain the benefits of half cover from all attacks. As a bonus action, you may move the Vile Procession 20 feet in any direction on your turn. Additionally, the Vile Procession can move with you while you are inside it’s area of effect. Vile Procession dissipates if the center is ever more than 60 feet away from you. ## Embrace of the Undying *6th-level Soul Shepherd feature* Your summoned spirits become powerful enough to physically restrain your foes. As an action, you can cause a creature within the Vile Procession to make a strength saving throw against your warlock spell save DC. On a failed save, the creature is either restrained until the beginning of your next turn, or they are pushed to the nearest space outside of the Vile Procession. You may use this ability a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Additionally, Vile Procession's radius increases to 20 feet. \columnbreak ## Spectral Veil *10th-level Soul Shepherd feature* Your spirits have grown attached and protect you with unholy vigor. You have advantage on death saving throws. Whenever you drop below 1 hit point, the Vile Procession is automatically called back or summoned (regardless of if you’ve used the ability for the day) to you, defending your unconscious body. Whenever you gain a success or failure on your death saving throws, the spirits frenzy dealing 3d6 necrotic, radiant, or cold damage (depending on what you selected when you first gained Vile Procession) to all enemies within the area of effect. This damage increases to 4d6 at 14th level. Additionally, the area within the Vile Procession is now considered difficult terrain for enemies. ## Death's Kiss *14th-level Soul Shepherd feature* You’ve learned to temporarily embrace death. As an action, you may merge with the Vile Procession becoming a spirit yourself. While merged, the radius of Vile Procession expands to a 30-foot radius Sphere. You can remain merged with the Vile Procession for one minute. If this would outlast Vile Procession’s duration, it is extended until Death’s Kiss’s duration is finished. When this ability ends, you can reform anywhere within the extended range of Vile Procession. While merged with Vile Procession, you gain the following benefits. * You gain resistance to bludgeoning, piercing, and your chosen Vile Procession damage type. * You have a flying speed equal to your walking speed and can hover. You can move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object. * Your type changes to undead for the duration. * The spells you cast can originate from anywhere inside of the area of effect of Vile Procession. Once you use this feature, you can’t do so again until you finish a long rest. >Artwork by Michal Ivan
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