Spiritbind Pact - Warlock Patron
Within the cosmic boundaries of the universe, the spirits of the departed weave and wander through the fabric of existence. Tapping into this ethereal journey are those who forge pacts with powerful entities that oversee the mysteries of life, death, and the beyond. These entities aren't Chergathar directly, but could be powerful celestial spirit guardians, age-old ethereal beings, or chosen representatives of the deity. As a warlock of the Spiritbind Pact, you are tethered to one such entity, representing the will and designs of Chergathar, the Goddess of Spirit & Soul. To serve this patron, one must be a believer of one of her religions, whether it be the ancient rituals of the Angshire Spirits or the devout practices of the Chergathar Faith.
As a servant of Chergathar, you are bestowed unique insights into the spirit realm, and your spells and abilities resonate with the echoes of the souls that have moved beyond the material plane. Your connection to this divine power grants you the means to guide, protect, and harness spirits, making you a formidable force against those who would seek to disrupt the natural balance of life and death.
Spirit Siphon
Ethereal Mending
Spirit Guardians
Rary's Telepathic Bond
Seeming
When you hit a creature with Eldritch Blast, you can momentarily bind their soul, giving you insight into their vulnerabilities. The creature has disadvantage on the next saving throw it makes before the end of your next turn.
Expanded Spell List
The Spiritbind Pact 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.1st Level
False Life, Speak with Dead2nd Level
Gentle Repose, Flaming Sphere3rd Level
Daylight, Revivify4th Level
Death Ward, Guardian of Faith5th Level
Antilife Shell, CommuneSpirit Sight
Starting at 1st level, you can see 30 feet into the Ethereal Plane when you are on the Material Plane, and vice versa.Soul Guard
Starting at 1st level, whenever you make a death saving throw and succeed, you gain temporary hit points equal to twice your warlock level + your Charisma modifier. Additionally, you are resident to necrotic damage, and when you resist necrotic damage, you gain temporary hit points equal to half the resisted damage (rounded down).Spiritual Guidance
Starting at 6th level, your connection with Chergathar allows you to tap into the deeper mysteries of the spirit realm. Once per short rest, you can cast one of the following spells without expending a spell slot. The spell is cast at its original level.Ethereal Step
At 10th level, you gain the ability to step into the Ethereal Plane as a bonus action. While in the Ethereal Plane, you can move up to your movement speed. You can return to the Material Plane at will or automatically at the start of your next turn. If you end up inside a creature or an object when you return to the Material Plane, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved. Additionally, when you take damage, you can use your reaction to attempt to step into the Ethereal Plane to mitigate the impact, instead of any other required saving throw or check against that damage. Make a Charisma saving throw against a DC of 16. If you beat the DC by 5 or more, you take no damage; if you meet or exceed the DC but not by 5, you take half damage; otherwise, you take the full damage. Regardless of the outcome, you shift to the Ethereal Plane and will return to the Material Plane at the beginning of your next turn. You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.Spiritual Echo
Starting at 14th level, when you would be reduced to 0 hit points but not killed outright, your spirit manifests as an echo of yourself, fighting on your behalf. The echo appears within 5 feet of you and acts on your initiative. It has half your (maximum) hit points, can move and use your spells and class features, and has echo copies of all your items. The echo cannot regain hit points or spell slots, and can't cast spells higher than 3rd level. The echo uses your attack rolls, saving throws, and ability scores. Your actual body falls unconscious and is in a state of suspended animation – you are stable and don't need to make death saving throws. Any further damage you take is also taken by the echo. If the echo is reduced to 0 hit points or if 1 minute passes, the echo fades away and you regain consciousness with hit points equal to half the hit points the echo had left, rounded down. Once you use this feature, you can't use it again until you finish a long rest.Additional Invocations
Soul Chain
Prerequisite: Eldritch Blast cantrip, Spiritbind Pact patronWhen you hit a creature with Eldritch Blast, you can momentarily bind their soul, giving you insight into their vulnerabilities. The creature has disadvantage on the next saving throw it makes before the end of your next turn.
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