Base Class: Warlock
Many men and women throughout the ages have had chance encounters where they met beings of Justice that chose them to seek out injustice and stop it. There has not always been a word or name for these people, only that they would show up and hunt anyone who caused injustice before leaving again. Many names were given to them throughout the ages, but the one that stuck was Blade of Faith, after several of them launched a war against a large Church of a Good aligned God. The Blades purged many people who had become greedy or complacent and used their position to enact evil against the common folk. As the rest of the church investigated what had happened, the truth of the attackers reason came out, the remaining higher standing members were grateful that these people had done it. The church then spread the word of the previous attackers deeds and called them the Blades of Faith that had been sent to rid the church of their own corruption. This gave the attackers, now known as the Blades of Faith much fame, but they had all but vanished. It also served as a warning to the very people who might be in such a situation, if injustice and corruption was allowed to run rampant for too long, the Blades of Faith would show up and pluck it from it's roots. Many hushed whispers have since spoken of this organization that lays dormant in the shadows, and when injustice and corruption is on the rise, so would they be. In reality there is no organization, rather just different and unrelated chosen people travelling the world trying to rid it of injustice.
Nowadays Blades of Faith still show up from time to time, some in a more grand standing manner, while others might prefer to work from the shadows. Where there is injustice, there is sure to be a Blade of Faith closing in to strike.
Hex Warrior
It is only here to make the hex weapon feature work properly. For the rest of the description see Blade of Faith.
Blade of Faith
At 1st level, your patron gifts you the ability to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons. The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you make an attack with that weapon, you can use your Charisma modifier, instead of your Strength or Dexterity modifier, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type.
Additionally whenever you roll for fire or radiant damage, you can use your reaction to reroll a number of dice equal to half your proficiency bonus and use the higher results
Requiscat
At 6th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with an Attack, you can cause the attack to deal an extra 1d8 radiant or fire damage to the target. Your Eldritch Smite invocation,if known, now deals either Radiant or Fire, instead of force. You choose which damage type when you use the Smite.
Additionally you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.
Fight or Flight
Starting at 10th level, your holy fervor propels you into battle. You can give yourself a bonus to your Initiative rolls equal your Charisma modifier.
Additionally your Requiscat extra damage now applies to all your attacks, up from once per round, and can now also be use on spells that target only one creature, i.e Eldritch Blast.
No Rest for the Faithful
Starting at 14th level, the power from your patron and your own fervor raging inside you allows you to resist death. When you have to make a death saving throw, you can instead choose to rise to your feet, while a holy firestorm rages out from you. You regain hit points equal to half your hit point maximum and then you stand up. Each creature of your choice that is within 30 feet of you takes radiant and fire damage equal to 3d8 radiant + 3d8 fire + your Charisma modifier, and are blinded until the end of their next turn.
Once you use this feature, you can’t use it again until you finish a long rest.
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