Soul Warden (5e Subclass)

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Soul Warden[edit]

Warlock Subclass

Soul wardens are venerated beings who achieved a sort of coexistence with other souls by shackling them to their own. They were formerly keepers of the spiritual dead, guardians of the world who stood against dark energies seeking to corrupt the world of the living by trespassing the veil which divides. They commonly followed laws honoring life and death, as well as deities of same, like Kelevmor. Their order passed down their secrets and servitude to laws of life and death through spiritual guidance. As a warlock of this patron, you were a recipient of the spirit of the soul warden's legacy. Their duties have now been passed onto you. Now their spirit guides you on your path, teaching you the sacred duties of a soul warden. As a soul warden you are a natural ward against the Realm of Shadows and the evils of Talona and her undeath and disease, as well as the chaotic machinations of Cyric. Your very existence helping to reinforce the veil between worlds. It is your duty to fight the undead and punish the souls of the wicked.

Expanded Spell List[edit]

The following spells are added to the warlock spell list for you.

Spell Level Spells
1st shield, dissonant whispers
2nd detect thoughts, zone of truth
3rd spirit guardians, call lightning
4th black tentacles, guardian of faith
5th raise dead, animate objects

Eldritch Punch[edit]

Starting at 1st level, you gain the eldritch blast cantrip. If you already have eldritch blast, gain another cantrip from the warlock spell list. When casting eldritch blast, you no longer roll with disadvantage at melee range. However, if you cast eldritch blast on a target at melee range, consecutive beams must all be aimed at the same target.

Warden and Jail[edit]

Starting at 1st level you gain the ability to perform a 1-minute ritual on a corpse that has died within the last hour, creating an amulet out of the body's lingering soul. You can perform the ritual a number of times equal to your Charisma modifier, and you cannot have more amulets than your Charisma modifier. You regain use of this feature when you finish a short or long rest. As a bonus action, you can expend a soul amulet to add double your Charisma modifier to a spell's damage.

Flux Conversion[edit]

Starting at 6th level, you learn to take nourishment from the flux that is the ethereal influence in the world simply by breathing. When you reduce a creature to 0 hit points, you gain temporary hit points equal to double your Charisma modifier. These hit points expire at the end of your next long rest.

Hearing The Voices[edit]

Starting at 10th level, you gain a toughened mind against the maddening effects that normally consume those who work too closely with spirits. You gain resistance to psychic damage. Additionally, you can cast speak with dead once, without using components or a spell slot. You regain use of this spell via this feature when you finish a short or long rest.

Soul of a Giant[edit]

Starting at 14th level, you have learned to wrap the spiritual energy of your prisoners around you. You may expend all soul amulets you have to cover yourself in a spiritual armor. This armor lasts for a number of minutes equal to the number of amulets you used. You can dispel this armor as a bonus action. This armor grants you a +2 bonus to your AC, and your size is considered Large. While this armor is active on you, you may attack twice instead of only once when you take the attack action, and your weapon attacks deal psychic damage. At the start of each of your turns while you are using this armor, you gain temporary hit points equal to your Charisma modifier. These hit points expire when the armor's effect ends or is dispelled.

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