Warlock Archetype: Patron of the Lost Soul

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Warlock Archetype: Lost Soul Patron

Your patron is a wandering spirit which has found its way back from the ethereal void. It has struck a bargain with you in order to accomplish something that was unfulfilled in life: Proving itself worthy to the gods, righting a wrong, or reclaiming something which was lost in death, or perhaps even a release back to oblivion.

In exchange for your service, the spirit grants you secret knowledge both from its past life and from the other side of the veil. You begin to perceive the boundary between life and death, and can draw power from the well of life energy which permeates the planes of existence.

Lost Soul Features
Warlock Level Features
1st Expanded Spell List, Consult the Spirits
6th Ethereal Riposte
10th Preserving Mark
14th Incorporeal Form

Expanded Spell List

The Lost Soul 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.

Lost Soul Expanded Spells
Spell Level Spells
1st dissonant whispers, identify
2nd locate object, phantasmal force
3rd blink, clairvoyance
4th aura of life, phantasmal killer
5th Bigby’s hand, legend lore

Consult the Spirits

Starting at 1st level, as an action you can appeal to your patron for guidance from the countless minds with which they've mingled in the afterlife. Choose either Intelligence, Wisdom, or Charisma. For 10 minutes, when you make an ability check with that ability, you can consult your patron for advice, adding your Charisma modifier to the result. At the DM's discretion, your patron may reveal additional knowledge about the situation at hand; a small secret about someone you're attempting to persuade, or insight into an arcane sigil, for example. Once you use this feature, you can't do so again until you finish a short or long rest.

Ethereal Riposte

At 6th level, you are able to retaliate when you are wounded and drain some life force from your attacker. When you are hit with a melee attack, you can use your reaction to force the attacker to make a Constitution saving throw. On a failure, they take necrotic damage equal to half the amount of damage inflicted, and you recover hit points equal to the amount they lose.

You may use this feature a number of times equal to your Charisma modifier. You regain all expended uses when you finish a short or long rest.

Preserving Mark

Starting at 10th level, you gain resistance to Necrotic damage. Additionally, when a creature you can see within 60ft makes a death saving throw and fails, you can use your reaction to change the failure into a success. If the creature rolled a 1 on the death save, this ability converts the roll to a 20 instead. You can use this ability twice, and you regain all expended uses after a short rest.

Incorporeal Form

At 14th level, you can assume your patron's ethereal form and attack your enemies' life force directly. As an action, you can transform and become ethereal for 1 minute. While in this form, you gain the following benefits:

  • You are resistant to bludgeoning, piercing, and slashing damage from non-magical, non-silvered weapons.
  • You can move through spaces occupied by other creatures and objects. When you enter another creature's space in this way, the creature must make a Charisma saving throw against your warlock spell save DC. The creature takes 1d10 force damage on a failed save or half as much on a successful one. Each creature can only take damage this way once per turn. If you end your turn in the same space as an object or creature, you take 5d10 force damage and are expelled to the nearest unoccupied space.
  • Whenever you deal damage to a creature, it must succeed on a Constitution saving throw against your warlock spell save DC or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Once you use this feature, you must finish a long rest before you can use it again.

Eldritch Invocations

Arcane First Aid

When you would regain hit points, you can instead choose to gain twice that number of temporary hit points, up to half your hit point maximum. This amount includes any hit points that would go over your maximum number of hit points. These temporary hit points vanish after 1 minute.

Ghostblade

Prerequisite: Pact of the Blade feature

As a bonus action, you can strip away your pact weapon's physical form. Any attacks you make with your pact weapon before the end of your turn treat the target as if it were unarmored. You can use this invocation twice, and you regain all expended uses when you finish a short or long rest.

Gravekeeper's Journal

Prerequisite: Level 5, Pact of the Tome feature

A new page appears in your Book of Shadows. If you know the name of a deceased humanoid and possess a piece of their remains, you may write their name and include the remains on that page. This may be pressing a lock of their hair and writing their name next to it, mixing their blood or powdered bones with the ink, or something else. The page may include a number of names equal to your Charisma modifier (minimum of 1). Before you may add a name above that amount, you must first remove an existing name.

You can perform a 10 minute ritual to contact one of the creatures recorded in your tome. When the ritual is completed, their spirit is summoned from the afterlife, and you may communicate with them as if you had cast the speak with dead spell. When cast in this way, the spell does not consume a spell slot, and the target does not need to have a body or mouth.

You must finish a long rest before you can use this invocation again, and you cannot summon the same spirit again for 10 days.

Parting Gift

Prerequisite: Pact of the Chain feature

When your familiar is within 100 feet of you and is reduced to 0 hit points, it bestows a benefit to you with its fading life force. Choose one of the following:

  • You can regain hit points equal to your Warlock level
  • You can make your next attack roll before the end of your next turn with advantage.

You must finish a long rest before you can use this invocation again.

 

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