Warlock Patron: The Astral Tallyman

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Warlock: The Astral Tallyman

Created by: u/that1carmine, 04/17/23
Image Credit: Dima Zasimovich/ShredderDima on DeviantArt

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Warlock: The Astral Tallyman

Your patron is an Astral Tallyman, an entity that resides in the Astral Plane. Their job is to tally up the amount of souls that enter and leave the Astral Plane and ensure that there is always room for more souls.
This Tallyman has instructed you with making room in the afterlife by preventing souls from reaching the Astral Plane, granting you the power to consume them. The Tallyman cares not whose souls you devour, only so long as there is more room. How many souls will you consume?

Expanded Spell List

The Tallyman 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.

The Arbiter of Time Expanded Spells
Spell Level Spells
1st False Life, Cure Wounds
2nd Blindness/Deafness, Aid
3rd Vampiric Touch, Spirit Shroud
4th Locate Creature, Phantasmal Killer
5th Mass Cure Wounds, Raise Dead

Eater of Souls

Starting at 1st level, as a bonus action whenever a creature near you dies, you can drag their Soul towards you and invigorate yourself with it. You regain any missing hitpoints equal to your Charisma modifier, and this amount is used for any features that uses a Soul. If you have no missing hitpoints, you instead gain temporary hitpoints. They last until the end of your next turn.
Additionally, you can choose to store up to three Souls inside your spellcasting focus. Storing an amount of Souls over three causes one to be let loose.

Spirit Invigoration

Starting at 6th level, you can add a Soul to any spell you cast that heals a target. You can only add one Soul to a single spell. The amount of Souls you can add to a single spell increases to two at 10th level and three at 14th.

Gluttonous Fortitude

Starting at 10th level, when you start a turn below half of your hitpoint maximum, you can use a bonus action to consume two stored Souls instead of one.

Aspects of The Damned

Additionally at 10th level, when storing a Soul you can choose to mark it as a Damned Soul. You gain the following uses for Damned Souls;

  • You can use a Damned Soul to add damage to a spell casted during your turn. The damage is Force.
  • You can consume a Damned Soul to regain a spell slot.
  • You can use a Damned Soul to haunt one creature for one round. While haunted, the creature is vulnerable to damage it is resistant to.

You can only have one Damned Soul at any given time. You can use a Damned Soul in the aforementioned ways an amount of times equal to your Charisma modifier. This resets on a Long Rest

Soulweaver

At 14th level, your consumption of Souls becomes even more invigorating. Souls change in the following ways;

  • You can now store up to four Souls at a time.
  • Souls gain an extra 1d6 on top of your Charisma modifier.

Additionally, you can call upon your patron to entreat a feast of souls unto you. As an action, you gain an amount of Souls equal to the amount of spell slots that you have. You can do this once per Long Rest.

The Astral Tallyman's Eldritch Invocations

Soul Aid

Prerequisite: 5th level, Pact of the Talisman feature


When you fail an ability check with this Invocation active, you can instead use a Soul in place of the d4 you would normally roll. If you would still fail the check, roll the d4 and add the Soul. You can add the d4 and the Soul once per Long Rest.

Helping Hand

Prerequisite: 5th level, Pact of the Chain feature


After casting Find Familiar, you can choose to invigorate your Familiar with one Soul as a reaction to them taking damage.
Additionally, your Familiar can hold an amount of Souls equal to its proficiency bonus. You can call upon these Souls the same way you would normally. They cannot hold Damned Souls.

Spiritcalling Tome

Prerequisite: 5th level, Pact of the Tome feature


When casting a cantrip learned from this feature, you can add one Soul to the damage done by that cantrip as Force damage. If you roll maximum damage on that roll, automatically heal any missing hitpoints (or gain temporary ones) as if you had consumed a Soul.

From The Grave

Prerequisite: 5th level, Pact of the Blade feature


When you target a creature with your pact weapon, you can choose to add one Soul to the damage roll. This must be done before the attack roll and before it is known if the attack hits or misses. If the attack misses, you lose the Soul. If the attack hits, add the Soul to the damage roll as Force damage.

 

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