Warlock: Soul Forger 1.0

by BipBop

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Soul Forger

You have made a pact with a faceless entity, a being that lives within the shadows of reality, patiently adding more and more souls to their collection. The Soul Forger's goals are mysterious, and their methods, subtle. However, it is clear that they strive to have control over the spirit of every living being and, whatever the reason might be, they have chosen you as their pupil to carry out their plans.

Wither a pure paladin's soul, puppeteer the decisions of a monarch, enhance your own capabilities. The opportunities these beings offer are endless, the prize is just your soul.

Powerful demons or fiends are examples of entities that could act as a Soul Forger patron.

Expanded Spell List

1st-level Soul Forger feature

The Soul Forger 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.

Soul Forger Expanded Spells
Spell Level Spells
1st Command , Gift of Alacrity
2nd Alter Self, Enhance Ability
3rd Haste, Slow
4th Confusion, Phantasmal Killer
5th Modify Memory, Skill Empowerement

Tracer in Shadows

1st-level Soul Forger feature

You gain proficiency with the forgery kit, and you can use it as your spellcasting focus. Additionally, you can perfectly reproduce any kind of hand writing you have seen before.

Soul Tampering

1st-level Soul Forger feature

Your patron has shown you how to touch and modify a creature's identity. As a bonus action, make a Charisma (Deception) check contested by a Charisma (Persuasion) check against any creature you can see within 60 feet. Whether the checks succeeds or fails, the target remains unaware that his soul has been tampered with.

On a success, you can temporarily erase part of their self, choosing from one of the following effects:

  • Remove Instincts: Until the beginning of your next turn, whenever the target makes an attack roll, it must roll a d4 and subtract the number rolled from the attack roll.
  • Empty the Mind: Choose a skill. You cause the target to have disadvantage on checks of the chosen skill for a number of rounds equal to your charisma modifier.

You can do this a number of times equal to your proficiency bonus, regaining all uses when you complete a long rest.

Rewrite your Past

6th-level Soul Forger feature

The Soul Forger has offered to improve your own soul, convincing it that you've trained in multiple disciplines. At the end of a long rest, you can choose an armor or shield, a weapon, a tool, a skill, and a language. You gain proficiency with the chosen armor or shield, weapon, tool, skill, and language if you did not have it already.

These benefits last until your next long rest.

Siphon technique

10th-level Soul Forger feature

You have learnt how to steal the best qualities of other creatures. Whenever a creature you can see within 60 feet hits an attack roll or succeeds on a saving throw, you can use your reaction to siphon their technique. If it was an attack roll, you will gain advantage in your next attack roll, and the target will roll its next attack roll with disadvantage. If it was a saving throw, you will gain advantage in your next saving throw, and the target will roll its next roll with disadvantage.

You can use this feature a number of times equal to your Charisma modifier, and you regain all spent uses after completing a long rest.

Steal Soul

14th-level Soul Forger feature

Your patron has bestowed upon you the power to steal another's creature's soul. Whenever a creature fails a saving throw against one of your spells or is subjected to the Soul Tampering feature, you can use this feature to completely strip away their soul. You learn the Skill proficiencies, Damage Resistances, Saving Throw proficiencies, Damage Immunities, Condition Resistances, and Condition Immunities of the creature. You can pick one of each kind.

For the next minute, the creature will loose those proficiencies, immunities and resistances, and you will gain the selected proficiencies, immunities and resistances. If a creature looses a Damage Immunity to a type of damage, it gains resistance to the same type of damage. If a creature looses a Condition Immunity, it gains resistance against that condition.

Once you use this feature, you can’t use it again until you finish a long rest.

Art Credits

The first artwork is by Igor Kieryluk, and owned the second by Jason A. Eagle. Both artworks are owned by Wizards of the Coast.