Soulbound [Evil PC]
  1. Notes

Soulbound [Evil PC]

Homebrew Subclass (Warlock)

Warlock Subclass

Bound to Avatars of Zeriax these warlocks are granted them the ability to harness souls and use their essence to fuel magical abilities, soulbound warlocks are a mystical lot. Often in hopes of appeasing the God of Death, Zeriax this warlock becomes made a dark bargain with his servants, resulting in the soulbound warlock becoming capable of binding the essence of the dead and slowly transitioning to avatars themselves.

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Expanded Spell List 1st-Level Soulbound Feature

The Soulbound 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:

Level        Spell
1stbane, false life
2ndblindness/deafness, gentle repose
3rdfeign death, spirit shroud
4thgreater invisibility, blight
5thcontagion, raise dead

Soulstone 1st-Level Soulbound Feature

Through your pact, you gain a Soulstone capable of storing the spiritual power of souls. The stone can hold a number of Soul Charges equal to your proficiency bonus and regains all expended charges when you finish a long rest. While the Soulstone is on your person, you can use it in the following ways:

  • Absorb Soul: When a non-Construct, non-Undead creature with a Challenge Rating of 1/8 or higher that isn't summoned dies within 30 feet of you, you can use your reaction to harvest a sliver of its soul and have your Soulstone regain 1 Soul Charge.
  • Entropic Strike: Once per turn, when you hit a creature with an attack, you can expend Soul Charges to deal an additional 1d8 Necrotic damage to the creature for each charge expended this way. The creature must succeed on a Constitution saving throw against your spell save DC. Until the start of your next turn, it can't take reactions and must choose whether it gets an action, a bonus action, or a move on its turn; it gets only one of the three.
  • Rejuvenate Spirit: When you would be reduced to 0 hit points, you can use your reaction and expend 1 Soul Charge to drop to 1 hit point instead.

If you lose your Soulstone, you can perform a 1-hour ceremony to receive a replacement from your patron. The Soulstone turns to ash when you die.

Spiritual Awareness 6th-Level Soulbound Feature

As an action, you can expend 1 Soul Charge to heighten your senses. For 1 hour, you can add your Charisma modifier to initiative rolls and any Insight, Investigation, and Perception checks you make.

Steward of Souls 6th-Level Soulbound Feature

Your connection to the spiritual deepens. You learn the "speak with dead" spell, which is a Warlock spell for you, and can cast it once, requiring no material components. Once you cast it in this way, you can't cast it again using this feature until you finish a long rest.

Moreover, when you use your Soulstone to harvest a sliver of a creature's soul, you can choose to condemn the creature's soul. If another creature attempts to magically resurrect a condemned creature, it must make a spellcasting ability check against your spell save DC. On a failure, the attempt fails, and any resources expended in the attempt are lost.

Soul Master 10th-Level Soulbound Feature

You learn to use your Soulstone in the following ways:

  • Spiritual Rejuvenation: As a bonus action, you can expend 2 Soul Charges to regain a spell slot from your Pact Magic feature. Once you do so, you can't use this feature again until you finish a short rest.
  • Spirit Sight: As a bonus action, you can expend 1 Soul Charge to peer into the soul of a creature you can see within 30 feet of you. You learn whether the creature has any damage immunities, resistances, or vulnerabilities, and what they are. When you do so, you can force the creature to make a Charisma saving throw against your spell save DC. On a failure, it loses its resistance to one type of damage of your choice for 1 minute.

Soul Reaper 14th-Level Soulbound Feature

As an action, you can force a number of creatures up to your Charisma modifier that you can see within 30 feet to make a Charisma saving throw against your spell save DC. On a failure, a creature takes 8d6 Psychic damage and, until the end of your next turn, it can't regain hit points or add its proficiency bonus to any attack roll, ability check, or saving throw it makes. Your Soulstone gains 1 Soul Charge for each creature that fails its saving throw against this effect.

Once used, you can't use this feature again until you finish a long rest.