Warlock
Base Class: Warlock

Your patron is a dark being originating from the Upper Planes. You have bound yourself to an ancient empyrean, solar, ki-rin, unicorn, or other entity that serves a dark god or has fallen from grace entirely. Your pact with that being allows you to tap into the negative energy of destruction and shape it for the protection of yourself and others.

Being connected to such power can cause one to straddle the line between good and evil. You may be driven to commit heinous acts for a "greater good" or become a force to destroy the undead or fiends to protect the innocent. You are equal parts protector and destroyer and will fulfill your purpose so long as you live or even beyond. 

(This version of this subclass uses INT instead of CHA. I personally prefer the idea that Warlocks use INT) 

Expanded Spell List

The Dark Celestial 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.

Dark Celestial Expanded Spells
SPELL LEVEL SPELLS

1st

Inflict Wounds, Guiding Bolt

2nd

Spiritual Weapon(does radiant or necrotic damage instead of force, which you chose when you cast the spell), Warding Bond

3rd

Spirit Guardians, Bestow Curse

4th

Death Ward, Guardian of Faith

5th

Hallow, Dispel Evil and Good

Bonus Cantrips

At 1st level, you learn the light and spare the dying cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known.

Ruination Ward

Starting at 1st level, you have learned to channel the negative energy of harming others into a protective ward. When you deal damage to a creature, you can apply a ward to any creature within 60 ft. of you (including yourself) which lasts until then end of your next turn. The warded creature gains temporary hit points equal to 1d4 + your proficiency bonus and it gains +1 to its AC. This bonus to AC increases to +2 at 10th level.

If you deal damage to multiple creatures at once, the number of creatures you can apply the ward to is equal to the number of creatures you dealt damage to. The total number of creatures who can have Ruination Ward active at once is equal to your proficiency bonus. If you try to apply the ward to a new creature when you are at the maximum number, you must first choose one warded creature to end the effect on.

Radiant Burst

Starting at 6th level, your Ruination Ward can be used offensively. As a bonus action, a warded creature can release beams of radiant energy. Any creatures of the warded creature's choice it can see within 10 ft. of itself must make a Dexterity saving throw against your spell save DC. On a failed save, a target takes radiant damage equal to the temporary hit points the warded creature has remaining from Ruination Ward. The warded creature can then teleport up to 10 ft. to an unoccupied space it can see. Using this ability ends the ward on the creature.

Celestial Resistance

Starting at 10th level, the power of your Ruination Ward has become stronger. When a creature gains the effects of Ruination Ward it can choose one damage type to gain resistance to until the ward ends.

Unyielding Beacon

Starting at 14th level, you've become a beacon of indomitability. You can shed dim light out to 30 ft. as an action. Any allied creatures that start their turn in the light gain the effects of your Ruination Ward. While this ability is active, the number of temporary hit points granted by Ruination Ward is doubled and any number of creatures can have the ward active at once. This effect lasts 1 minute or until you dismiss it as an action.

You can use this feature once and regain the ability to use it after a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
4/25/2022 12:09:53 AM
19
2
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Coming Soon

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