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Warlock

Psychopomp

The guardians of souls between life and death. They are charged with stopping forces that would impede a soul’s progress to the afterlife. Each of the four guardians of The Eye, the whirlpool in the Deep Ethereal that leads to the afterlife. (This subclass can be fairly specific and may not suit every situation, please consult your DM)

Aadon

He was drained as he cared too much about the souls that passed on and has taken to sleeping for large durations of time to escape the pain. When he wakes he clears as many obstacles for souls as possible in massive shows of force as he decimates enemies of the afterlife. At the beginning of the first day of each month you roll 1D4 and its effects tell you the activeness of Aadon.

Active Level

Terms: At Drowsy and Active levels you have a sixth sense of where enemies of the afterlife are located within one mile and must confront them. At Deep Sleep and Stirring levels you have a small chance of sensing the location of enemies of the afterlife and are not obligated to confront them.

Punishments: You are assigned difficult missions to atone.

Barus

He is the only active Psychopomp who has retained their sense of self in the face of millennia of tearing mortals from their loved ones. He alone remains at full power at all times and remains every vigilante. It is considered the highest honor to be chosen to serve him.

Terms: You have a continual sixth sense of where otherworldly threats are within one mile of you. You are obligated to confront and defeat them.

Punishments: You are assigned tasks that are too dull for the energetic Barus to bother with.

Chal

She is the empath of the Psychpomps and can be swayed to irregular feelings of mercy for special cases. While “soft hearted” she has a job to do and needs servants who are reliable and understand that mercy has its limits.

Terms: You are called to defend souls but more often than not you will be called to escort special cases back to their bodies. You have a special form of Revivify that requires no components or requirements, but each use must be checked off with Chal and you gain one level of Exhaustion after using it.

Punishments: You have 1D4 + 2 chances, after you fail you are escorted to the afterlife by Chal personally.

Escah

He fled his duties as far as he could without destroying his sense of self or ending his existence. He plays the all powerful deity of a demiplane of Lizardfolks that he has a soft spot for. He rarely does his duty as he is enthralled with his play domain.

Terms: He gives you an artifact to take care of that is of unknown origin and seems frankly useless but you are instructed to defend it at all costs.

Punishments: You are designated a defender of a Lizardfolk village and are to run errands for them.

D4 Activity
1Deep Sleep
2Stirring
3Drowsy
4Active
Level Prepared Spells
3False Life, Gentle Repose, Inflict Wounds, Ray of Enfeeblement, Spare the Dying
5Revify, Speak with Dead
7Death Ward, Locate Creature
9Dispel Evil and Good, Teleportation Circle

Subclass Features

Lv 3

Patron Spells

Your newly revealed Patron ensures you always have certain spells prepared. You know the following spells and they do not count towards the number of spells you can prepare.

Bane of the Unnatural

You are adept at slaying the unnatural but can stretch your powers to extend to your personal enemies. You can sense Celestials, Fiends, and Undead within 60 ft of you. If you cast a spell that targets one of those creature types, you can use a bonus action to add an additional damage die to the damage.

You can use this feature on creatures not of the aforementioned types times per long rest equal to your CHA modifier (Minimum 1).

Lv 6

Judge of the Soul

Like your Patron, you have some power to see the souls of others. You can target a creature you can see within 30 ft of you as an action to judge their soul. For one minute you have the effect of Detect Thoughts on that target and can tell when that creature is lying without fail. You also know the creature’s Alignment, creature type, and if they are being influenced by otherworldly or magical powers such as being Charmed. If they are being influenced you know the specific facts such as the name and level of the spell or name of the otherworldly being influencing them.

You can use this feature times per long rest equal to your CHA modifier (Minimum 1).

Lv 10

Walker of Life and Death

You can influence the powers of life and death. When a creature would take damage or regain hit points within 30 ft of you, you can use your reaction to add additional hit points to the healing or Necrotic damage to the attack equal to your Warlock level plus your CHA modifier (Minimum 1). You also regain use of this feature after the completion of your Magical Cunning ritual or after a long or short rest.

Lv 14

Merciful Boon of the Four Psychopomps

If you die in service of the Psychopomps and are in good standing, you are given their greatest mercy: a new life. A modified version of the spell Reincarnation is cast on you and you are reborn with a new Race, Class (Cannot be a Psychopomp Warlock again with this effect), and Background but retain your current level. You retain certain facts and feelings such as your closest bonds and a sense of gratitude towards the beings that protect and ferry souls as well as your Alignment. These connections feel like a dream but allow you to gracefully return to your party with a fresh sense of purpose and vitality.

The members of your party know that you have been reincarnated and develop a sense of connection with your new self much like the one your previous self had. In time they will begin to merge the two memories of yourselves into one and may even forget about your previous self if enough time passes.