The Raven Queen Warlock, Revised
Your patron is the Raven Queen, a mysterious being who rules the Shadowfell from her icy Fortress of Memories deep within that dread realm. The Raven Queen watches over the world, anticipating each creature’s death and ensuring that it meets its end at the proscribed time and place, as well as collecting and observing the memories and experiences of both the living and the dead. As the ruler of the Shadowfell, she dwells in a decayed, dark reflection of the world. Her ability to reach into the world is limited. Thus, she turns to mortal warlocks to serve her will. Warlocks sworn to the Raven Queen receive visions and whispers from her in their dreams, sending them on quests and warning them of impending dangers.
Expanded Spell List
The Raven Queen 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.
Raven Queen Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | False Life, Sanctuary |
| 2nd | Rime's Binding Ice, Silence |
| 3rd | Life Transference, Speak with Dead |
| 4th | Aura of Life, Ice Storm |
| 5th | Cone of Cold, Modify Memory |
Memory Collector
Starting at 1st level, your patron has taught you the secret of collecting and observing memories and experiences. Whenever a creature within 30 feet of you is reduced to 0 hit points, you can gain a memory from their life.
You can have a maximum number of memories equal to your proficiency bonus, and you can't gain one while at your maximum.
You can use memories in the following ways:
-
When you make an attack roll, ability check, or saving throw, you can expend a memory to roll a d6 and add it to your roll's total.
-
When another creature within 30 feet of you makes an attack roll, ability check, or saving throw, you can expend a memory as a reaction to roll a d6 and either add or subtract the number rolled from the creature's total.
The die increases to a d8 at 6th level, and a d10 at 14th level.
Memories collected in this way are fickle, and cannot be held for long. When you finish a long rest, you lose any unused memories you have.
Soul of the Raven
At 6th level, you gain the ability to transform yourself into a shadowy raven. As a bonus action, you can transform into a raven for 1 hour, until you're reduced to 0 hit points, or you end it as a bonus action. While transformed you use the raven's game statistics, with the following changes:
- You retain your Intelligence, Wisdom, and Charisma scores, along with your saving throw and skill proficiencies.
- If you revert to your original form as a result of dropping to 0 hit points, any excess damage carries over to your normal form.
- You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell that you've already cast.
- Anything you are wearing or carrying melds into your raven form, and provide no benefits to you.
- You gain a bonus to your Wisdom (Perception) and Dexterity (Stealth) checks. The bonus is equal to your Charisma modifier (minimum of +1). Additionally, you gain darkvision with a range of 120 feet.
Once you have used this feature, you cannot do so again until you finish a short or long rest.
Scourge of Undead
Also at 6th level, your patron has granted you knowledge to aid you in the destruction of undead. Once per turn, when you hit an undead creature with an attack or it fails a saving throw against a spell you cast includes a damage roll, you can deal additional damage to it equal to your warlock level.
Raven's Shield
At 10th level, the Raven Queen grants you a protective blessing. You gain advantage on death saving throws, immunity to the frightened condition, and resistance to necrotic damage.
Memory of Death
Starting at 14th level, you can channel the Raven Queen's power to inflict a vision of death upon a creature. As an action, a creature you can see within 30 feet of you must make a Wisdom saving throw. On a failure, it has vulnerability to a damage type of your choice until the start of its next turn.
Once you used this feature, you cannot do so again until you finish 1d4+1 long rests.