Soul Sworn (5e Subclass)

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Soul Sworn[edit]

Warlock Subclass

You walk down the streets of the town called Mortar. The citizens around you stare at you as you go by. It is like this everywhere you go. You are a Soul Sworn, a being that owes a debt to a powerful entity, that needs to be repaid. Soul sworn warlocks have giving up their souls to an eldritch being and, in return, collect souls for that entity in order to retain their powers. They are soul collectors for their patrons, sending a constant influx of souls, for these terrible creatures to feed off.

Soul Sworn Expanded Spells[edit]

Your patron 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 command, false life
2nd calm emotions, spiritual weapon
3rd speak with dead, spirit guardians
4th death ward, dominate beast
5th dominate person, raise dead

Soul Collector[edit]

Starting at 1st level, you gain the ability to capture the soul of the dead, which you must do in order to repay your debt. When a creature that has a soul is reduced to 0 hit points within 60 feet of you, you can use your reaction to capture its soul. You can use the captured souls in the following manners:

Soul Heal. You can spend a number of Soul points as an action to regain hit points equal to 3 x the number of soul you spent.
Soul Manipulator. You can attempt to take over control of a creature. As an action, you target one creature that has a soul you can see within 30 feet of you. The target must make a Wisdom saving throw against your spell save DC. On a failed save, the target must obey your commands for the next 24 hours, or until you use this ability again. A creature whose challenge rating is equal to or greater than your warlock level is immune to this effect. This ability automatically fails on creatures without a soul.

You can capture a number of souls equal to your proficiency bonus, and regain your ability to do so after finishing a long rest. You can spend one spell slot to regain all your uses of this feature.

You can't have more souls at the same time than an amount equal to your proficiency bonus, and any soul non spent is lost after 8 hours.

In addition, if haven't captured a soul on the last 24 hours, you can't cast spells until you capture a number of souls equal to your proficiency bonus.

Extra Soul[edit]

Starting at 6th level, when you drop to 0 hit points, you can choose to spend 1 soul point and instead drop to 1 hit point.

Once you do so, you can't spend souls until you finish a short or a long rest.

Soul Summon[edit]

When you reach 10th level, you can call upon the souls you have captured to fight for you in battle. You choose a creature you have slain whose soul you have captured, and expend a number of soul points equal to the creature's CR.

The creature will appear in an unoccupied space within 30 feet, and obey your commands. The creature rolls its own initiative and acts on its own turn. The creature is friendly to your allies. You can't cast spells while this creature is summoned (you can keep concentrating on spells already cast).

After 1 hour, the creature is released, and you can't use this feature again until you finish a short or a long rest.

Soul Warp[edit]

When you reach 14th level, you can spend up to your maximum souls as an Action to teleport an amount of willing creatures (including you) within 30 feet to an unoccupied spaces within 60 feet.

In addition, you add soul cage to your list of Known Spells. This doesn't count against the maximum amount of spells you know.

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