Soul Warden (5e Subclass)
Soul Warden
Warlock You were given your power by a dying warden, who passed on their duty to 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 the Shadowfell, 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: Level 1: Shield, Dissonant Whispers Level 2: Detect Thoughts, Zone of truth Level 3: Spirit Guardians, Call Lightning Level 4: Evards black tentacles, Guardian of faith Level 5: Raise Dead, Animate objects
Eldritch Punch
Starting at level 1 you gain eldritch blast(if you already have eldritch blast gain another cantrip from the warlock table) when casting eldritch blast you no longer gain disadvantage at close range, however, if you cast eldritch blast on a target at close range consecutive beams must be aimed at the same target.
Warden and Jail:
Also starting at 1st level you gain the ability to perform a 1 minute ritual on a recently deceased body, creating an amulet out of the bodies lingering soul. You can perform the ritual a number of times per short rest equal to your Charisma modifier. you can only have that many amulets at a time. You can expend a soul amulet to add your Charisma modifier to a spells damage or change the damage type of your eldritch blast to one of the following, force, psychic, thunder, lightning or frost. the damage type stays changed until another soul talisman is expended to change it again.
Flux Conversion
At level 6 you learn to take nourishment from the flux caused in the veil by a death. You gain temporary hit points equal to your charisma modifier when you reduce an enemy to zero hit points.
Hearing The Voices
At level 10 your constant exposure to the chatter of ghosts has hardened your mind. You are now resistant to psychic damage
Soul of a Giant
Starting at level 14 you have learned to wrap the spiritual energy of your prisoners around you. Once per long rest you may expend all remaining soul amulets to cover yourself in spiritual armour. For a number of minutes equal to the number of amulets you expended you are encased in a giant suit of spiritual energy. While in this form you cannot cast spells. You gain a bonus +2 to AC and your size is considered large. In this form you may take the attack action twice per turn and your attack damage is 2d10 psychic damage. At the start of each turn in combat you gain temporary hit points equal to your charisma modifier.
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