Expanded Spell List
The Archlich 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.
|
Archlich Expanded Spells |
Spell Level |
Spells |
1st |
inflict wounds, ray of sickness. |
2nd |
blindness/deafness, Melf’s acid arrow |
3rd |
lightning bolt, maim † . |
4th |
fire shield, vitriolic sphere |
5th |
cone of cold, contagion. |
Soulkeeper
Starting at 1st level, you can force the souls of the dead to protect
you from attack. Whenever a creature within 60 feet of you is
reduced to 0 hit points, you can use your reaction to temporarily
tether its soul to your body. Until you lose your concentration (as
if you were concentrating on a spell), your AC equals 12 + your
Charisma modifier + your Dexterity modifier if you aren’t
wielding a shield. If you lose your concentration, the soul goes
free and the bonus is lost.
Phylactery Ring
Starting at 6th level, your patron grants you a magical ring that
can serve to revive you from death. If you would be reduced to 0
hit points while you a have a soul tethered to you with your
soulkeeper feature, the soul is first bound the ring, empowering it,
before you fall unconscious. If you die while wearing the
empowered ring, you are revived 24 hours later with 1 hit point,
your body fully restored at the location of the ring. If you instead
get up from unconsciousness, the soul is removed from the ring
and re-tethers to your body.
If you ever lose the ring, you can request your patron to grant
you a replacement during a long rest.
Undying Flesh
By 10th level, your body has taken on the attributes of undeath.
You have resistance to necrotic damage, gain proficiency in
Constitution saving throws, and you age at a slower rate. For
every 10 years that pass, your body ages only 1 year.
Souleater
Starting at 14th level, you can consume the souls you’ve enslaved
to heal yourself. When you lose concentration on your soulkeeper
feature, you can choose to consume the soul, rather than freeing
it. If you do so, you regain hit points equal to half your hit point
maximum, and each creature of your choice within 10 feet of you
becomes frightened of you until the end of your next turn.
Once you use this feature, you can’t use it again until you
finish a long rest.
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