Y The Spirit Warden our patron is an otherworldly being, neither living nor dead, who holds sway over the ebb and flow of life and death. This being may see you as a vector for continuing their cycle, as a vehicle to preserve the forces of life or death, or as a weapon against the forces of undead or the spiritual beings who fill the world with life. Beings of this sort may be powerful elemental spirits, wizened shadows of the dead, archons of an old order, or primordial entities from an age long past. Expanded Spell List The Spirit Warden 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. Spirit Warden Expanded Spells Warlock level Spells 1st healing word, ray of sickness 3rd gentle repose, warding bond 5th beacon of hope, life transferrence* 7th aura of purity, death ward 9th contagion, raise dead Spells with an asterisk beside them can be found in Xanathar's Guide to Everything. Seamless Shield Life, death, and the world around you all follow a set of laws, many of which you are familiarized with upon forging your contract. Starting at 1st level, you can use your action and form a Seamless Shield around a creature of your choice you can see within 30 feet, using spiritual essences and life or death energies. The shield lasts for 1 minute, until it is destroyed, or until you use this feature on the target again. The Seamless Shield has a hit point maximum equal to twice your warlock level + your Charisma modifier. Whenever the protected creature would take damage, the Seamless Shield takes the damage instead. If this damage reduces the Seamless Shield to 0 hit points, the creature takes any remaining damage. You can use this feature a number of times equal to 1 + your Charisma modifier, and you regain all expended uses whenever you complete a long rest. Spirit's Bond Also at 1st level, you gain the services of a powerful familiar: a spirit who takes on the form of either a cat, chicken, dog, fox, hare, monkey, rat, or snake. The familiar is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying Spirit Familiar stat block, which uses your proficiency bonus (PB) in several places. Whenever you summon the familiar, choose a spirit nature from either Death, Knowledge, Life, or Nature. Your choice deterines one of the traits listed in its stat block. You can determine the cosmetic characteristics of the familiar, such as its color, mannerisms, or any visible effect related to its spirit nature; your choice has no effect on its game statistics. In combat, the familiar shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the familiar can take any action of its choice, not just Dodge. The familiar remains until it is reduced to 0 hit points, until you use this feature to summon the familiar again, or until you die. Anything the familiar was wearing or carrying is left behind when the familiar vanishes. Once you summon the familiar, you can’t do so again until you finish a long rest, unless you expend a warlock spell slot to summon it. If you later gain the Pact of the Chain feature, the familiar gains the Poison Touch and Invisibility abilites in its stat block, and it gains resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, you can re-summon your familiar at any time whenever you cast the find familiar spell as a ritual using the Pact of the Chain feature. Summoning your familiar in this manner does not refresh their Life Touch ability if it has been used for the day. Scales of Primordial Jade There is a careful balance to life and death. Managing the scales properly means tapping into this balance, pushing the energies forward or back, and keeping the scales in check. Starting at 6th level, Your healing energies can empower others, while your deathly powers can weaken foes. Whenever you restore, or would restore, hit points to a creature using a spell of 1st level or higher, that creature gains a bonus to spell damage rolls until the end of your next turn. That bonus equals your Charisma modifier. 1
I n a d d i ti o n , w h e n e v e r y o u w o u l d d e a l n e c r o ti c d a m a g e t o a c r e a tu r e o r fo r c e th e m t o fa i l a s av i n g th r o w a g a i n s t a n e c r o m a n c y s p e l l y o u c a s t, th a t c r e a tu r e r e c e i v e s a p e n a l ty o n w e a p o n d a m a g e r o l l s u n ti l th e e n d o f y o u r n e x t tu r n. That penalty equals your Charisma modifier. Fragrance in Thaw Just as flowers wither, so too does life fade. Even as thei r s c e n t l i n g e r s , th e p e ta l s h av e a l l b e e n w h i s k e d aw ay. Starting at 10th level, you gain resistance to your c h o i c e o f r a d i a n t o r n e c r o ti c d a m a g e , a n d y o u c a n n o l o n g e r b e p o i s o n e d o r c h a r m e d ( y o u r c h o i c e w h e n y o u g a i n th i s fe a tu r e ). T h i s r e s i l i e n c e s t e m s fr o m y o u r g r a d u a l p h y s i o l o g i c a l s h i ft i n t o a h i gh e r s p i r i tu a l fo r m , w h i c h y o u fl av o r h o w y o u c h o o s e. Five-Color E l e m e n t a l i s m A l s o a t 1 0 th l e v e l , Yo u r m a s t e ry o v e r l i fe a n d d e a th i m p r o v e s. W h e n e v e r y o u c a s t a w a r l o c k s p e l l , y o u g a i n a b o n u s t o o n e r o l l o f th e s p e l l. T h a t r o l l m u s t r e s t o r e h i t p o i n t s o r b e a d a m a g e r o l l th a t d e a l s a c i d , n e c r o ti c , p o i s o n , o r p s y c h i c d a m a g e , a n d th e b o n u s e q u a l s 1 d 6 p l u s y o u r C h a r i s m a m o d i f i e r ( m i n i m u m o f + 1 ). The Veil's Sacred Sha d e A l l th i n g s r e tu r n t o th e e a r th. Ev e n th e i m p e r m a n c e n c e o f th e g o d s m u s t o n e d ay fa d e. Starting at 14th level, you c a n u s e y o u r s p i r i tu a l p o w e r s t o u s h e r c r e a tu r e s b e y o n d th e b o r d e r o f l i fe a n d d e a th. A s a n a c ti o n , y o u c a n d i s m i s s y o u r S p i r i t F a m i l i a r a n d fl o o d a c r e a tu r e o f y o u r c h o i c e w i th i n 6 0 fe e t w i th m y s ti c e n e r g i e s. T h e s e e n e r g i e s c a n th e n c a u s e th e fo l l o w i n g e ffe c t s , d e p e n d i n g u p o n th e h i t p o i n t s ta tu s o f th e ta r g e t. If the creature has no more than half of its hit points left, you can cause the creature to regain a number of hit poin t s e q ual t o y o u r war l o c k l e v e l + y o u r C har i s ma m o d i f i e r + y o u r p r o f i c i e n c y b o n u s. T hat c r eat u r e t h e n gai n s a S eam l e s s S h i e l d , as i f y o u had u s e d y o u r S eam l e s s S h i e l d feat u r e o n t h e m. T h i s d o e s n o t c o u n t agai n s t y o u r n u m b e r o f u s e s o f S eam l e s s S h i e l d. If the creature was k i l l e d w i t h i n t h e las t m i n u t e , y o u can b r i n g i t bac k t o l i fe w i t h a n u m b e r o f h i t p o i n t s e q ual t o 3 t i m e s y o u r war l o c k l e v e l. If the creature has more t han hal f o f i t s h i t p o i n t s r e mai n i n g , y o u can fo r c e t h e m t o mak e a W i s d o m s a v i n g t h r o w, tak i n g 1 0 d 1 0 n e c r o t i c damae g o n a fai l e d s a v e , o r hal f as m u c h o n a s u c c e s s fu l o n e. I f t h e c r eat u r e fai l s t h i s s a v e b y 5 o r m o r e , t h e y i n s t ead tak e 1 0 0 n e c r o t i c damag e. Once your Spirit Familiar has been di s m i s s e d b y th i s fe a tu r e , i t c a n n o t b e r e - s u m m o n e d u n ti l y o u c o m p l e t e a l o n g r e s t. 2
Artwork credit: Adela Quiles (https://cdna.artstation.com/p/assets/images/images/018/ 819/834/large/adela-quiles-susna-prev.jpg?1560860952) 3 Spirit Familiar tiny celestial Armor Class 11 + PB (natural armor) Hit Points 3 + 3 times your warlock level (the familiar has a number of Hit Dice [d6s] equal to your warlock level) Speed 0ft; fly 30ft (can hover) STR DEX CON INT WIS CHA 5 (-3) 13 (+1) 10 (+0) 13 (+1) 12 (+1) 15 (+2) Saving Throws WIS +1 plus PB, CHA +2 plus PB Skills Insight +1 plus PB, Medicine +1 plus PB, Stealth +1 plus two times PB; Arcana +1 plus two times PB, History +1 plus two times PB, Nature +1 plus two times PB (Knowledge Only) Damage Resistances necrotic, radiant Damage Immunities poison Condition Immunities poisoned Senses Darkvision 60ft., Passive Perception 11 Languages Common, Celestial, Sylvan Challenge Proficiency Bonus (PB) equals your bonus Familiar's Bond. While your familiar is within 100 feet of you, you can communicate with it telepathically. Poison Touch. (Pact of the Chain Only) The familiar deals an additional 1d6 poison damage whenever it hits a creature with an attack. Actions Spirit Strike. Melee Spell Attack: +2 plus PB to hit, Reach, 5ft., one target. Hit: 1d4 + 2 plus PB force damage, necrotic damage (Death only), or radiant damage (Nature Only). If the target takes any necrotic damage from this spell, the familiar gains temporary hit points equal to half the damage dealt. Life Touch (1/Day). (Life Only) The familiar touches one creature who is at half their hit point maximum or lower. That creature regains a number of hit points equal to half the familiar's maximum hit points. Invisibility. (Pact of the Chain Only) The familiar magically turns invisible until it takes an action or until its concentration ends (as if concentrating on a spell). Any equipment the familiar wears or carries is invisible with it. Part 2 | Your Introduction
Credits Images: Adela Quiles (https://www.artstation.com/adelaquiles)
This document was lovingly created using GM Binder. If you would like to support the GM Binder developers, WWW consider joining our Patreon community. .GMBINDER.COM