Heaven Piercing Crimson Warlock

For all your life they have told you to never question the walls around you, the ceilings above you, the traditions suffocating you. They told you that because they fear what you hold inside your heart. They fear the power of your soul made manifest, able to rend the very heavens and fold causality over on itself. Your power awakens when you become aware of this, aware that you hold the infinite potential of the cosmos. While others make their pacts with fiends, fae, and outer horrors, you bind your soul to the only one you have ever known, for you are made of starstuff.

1st – Who The Hell Do You Think I Am?!

You have a pool of d4s referred to as Soul Dice. Whenever you take a long rest with less than 1 Soul Die, you gain 1 Soul Die upon completing it. You may have a maximum of 5 Soul Dice at any given time. You gain 1 Soul Die whenever you cast a spell using a Warlock spell slot. Alternatively, you may also gain Soul Dice by choosing to fail an ability check, attack roll, or saving throw before you roll.

You may expend Soul Dice to add the d4 roll to an ability check, attack roll, saving throw, or damage dice.

These dice increase to d6s at 6th level, d8s at 10th, and d10s at 14th.

6th – Kick Reason to the Curb

You may expend 5 Soul Dice to regain 1 Warlock spell slot. Roll all your Soul Dice. All creatures of your choice within 10 ft must make a Dexterity saving throw against your Spell Save DC or take force damage equal to the sum of the rolls, half on a success.

10th – The Magma of Our Souls Burns with a Mighty Flame!

Whenever you take damage, you may use your reaction to expend hit dice to reduce the damage by the number rolled + your CON modifier.

10th – A Real Man Never Dies, Even When He is Killed

The first time you drop to 0 hit points, you may instead choose to remain at 1 hit point. You instantly gain 5 Soul Dice. You must take a long rest before you can use this ability again.

14th – Don’t Believe in Yourself, Believe in the Me that Believes in You!

You have advantage on any saving throw that would cause you to be affected by a condition.

Additionally, you may use an action to expend Soul Dice to end a condition affecting you and/or any allies within 60 ft, with one die per condition per creature. You may roll each die expended and gain the sum as temporary hit points. Any creatures you target with this ability also gain those temporary hit points. At the start of your turn, if you are affected by a condition that would prevent you from taking actions, you may choose to use this action anyway.

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