Warlock
Base Class: Warlock

Your patron is an ancient being referred to as the entity. Warlocks of the entity are frequently simply referred to as killers due to their own innate or forced bloodlust. Some killers will happily serve the entity, as it gives them an excuse to do their thing with more purpose. Others are much less willing and must be coerced or controlled, treated more as puppets or tools to get what it wants by the entity. Whatever the reason, it's granted you a portion of its power in order to do its bidding.

 

 

 

Based on Patron: The Entity v 1.0 by /u/RSquared and the Entity character from Dead by Daylight

Expanded Spell List

The Entity 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.

Great Old One Expanded Spells
Spell Level Spells

1st

bane, hunter's mark

2nd

blur, mirror image

3rd

clairvoyance, fear

4th

phantasmal killer, black tentacles

5th

dream, mislead

Mad Grit

Starting at 1st level, your patron (or your own trained skill) grants you proficiency with martial weapons. Additionally, you can treat two handed and versatile weapons as if they were one handed.

Additionally, you gain an unarmored defense of 12 plus your charisma and strength modifiers. You cannot be wearing armor or using a shield to gain this benefit.

Unrelenting

At 6th level, your unrelenting fury and bloodlust grows. When you miss on a weapon attack, you can reroll the D20, and must use the new roll, potentially turning the failure into a success. As you level up, you gain more uses of this ability, 2 at level 12, and 3 at level 18.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Fearmonger

Starting at 10th level, your mere presence terrifies those around you. When any non-allies enter within 30 ft. of you, you can choose to make them make a wisdom saving throw against your spell save DC as a bonus action. You can do this to only one non-ally per round.

If a non-ally leaves the radius, it is no longer terrified.

No One Escapes Death

At 14th level, you can call on the entity itself to aid you in combat. If a creature is at half health and below, you can call on the entity to hold an opponent in place with it's spider-like legs as an action. The entrapped creature must make either a strength or dexterity saving throw against a save DC equal to your spell save DC plus your spell attack modifier.

The creature can make further saving throws on your turn.

You can only have one creature entrapped at a time.

If a creature dies while entrapped, it gets dragged to entities realm, and you get one ability score or feature of your choice to use for the next two days. 

The Entity Image

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