The Psychopomp

Your patron is a psychopomp, one of the many spirits or gods responsible for escorting the souls of the dead to their afterlife. These beings can only rarely act directly, and thus send visions to their warlocks in their dreams. Their motives vary, but most seek to preserve the balance of life and death, by destroying those who seek to extend their life through necromancy and other imitations of true immortality. Beings of this sort include the Raven Queen; Thanatos, of the Greek pantheon; Babd, the battle-crow aspect of the Morrighan; Mananann mac Lir; the jackel-headed god Anubis; and Azrael, Angel of Death.

Expanded Spell List:

The Psychopomp 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.
Spell Level Spells
1st false life, sanctuary
2nd silence, spiritual weapon
3rd feign death, speak with dead
4th ice storm, locate creature
5th commune, cone of cold

Sentinel Specter

Starting at 1st level, you gain the service of a spirit sent to watch over you. The spirit appears as a small animal (using its game statistics), most commonly a raven, crow, owl, or rat. It always obeys your commands, which you can give telepathically while it is within 100 feet of you.

While the specter is perched on your shoulder, you gain darkvision with a range of 30 feet and a bonus to your passive Wisdom (Perception) score and to Wisdom (Perception) checks. The bonus equals your Charisma modifier. While perched on your shoulder, the specter can’t be targeted by any attack or other harmful effect; only you can cast spells on it; it can’t take damage; and it is incapacitated.

You can see through the specter’s eyes and hear what it hears while it is within 100 feet of you. In combat, you roll initiative for the specter and control how it acts. If it is slain by a creature, you gain advantage on all attack rolls against the killer for the next 24 hours.

The specter doesn’t require sleep. While it is within 100 feet of you, it can awaken you from sleep as a bonus action. The specter vanishes when it dies, if you die, or if the two of you are separated by more than 5 miles.

At the end of a short or long rest, you can call the specter back to you—no matter where it is or whether it died—and it reappears within 5 feet of you.

Soul of the Specter

At 6th level, you gain the ability to merge with your specter spirit. As a bonus action when your raven is perched on your shoulder, your body merges with your specter’s form. While merged, you become Tiny, you replace your speed with the specter’s, and you can use your action only to Dash, Disengage, Dodge, Help, Hide, or Search. During this time, you gain the benefits of your specter being perched on your shoulder. As an action, you and the specter return to normal.

Death’s Shield

At 10th level, your patron grants you a protective blessing. You gain advantage on death saving throws, immunity to the frightened condition, and resistance to necrotic damage.

Choose the Slain

Starting at 14th level, you can channel deathly power to slay a creature. You can cast finger of death. After you cast the spell with this feature, you can’t do so again until you finish a long rest.

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