Base Class: Warlock
You have made a pact with a being of the realm Pandemonium. Although you may not know much of your patron, the feeling of their ever-shifting power coursing through your veins is utterly intoxicating. You've heard stories of great adventurers wielding weapons that seem to adapt to the nature of their opponents, you now realize that it wasn't the weapon adapting, but the wielder. Your pact cost you a great deal, perhaps you spent your families fortune or cut off your arm, perhaps you agreed to let an evil god resurrect you as their aspect, whatever the cost, you intend to use this power to its fullest extent.
Spellbinding
Starting at level 1, you gain spellbinding charges equal to twice your proficiency bonus. You can use your bonus action to expend 1 spellbinding charge and spellbind a melee weapon that you are holding. You regain all expended charges when you finish a long rest. Spellbindings lasts indefinitely until replaced by another spellbinding. When making an attack or damage roll with a spellbound weapon, you can use your CHA modifier instead of your DEX or STR.
Spellbinding of Embers - You imbue your melee weapon with fire. When you strike with a weapon bearing this spellbinding, you set the target on fire until the end of your next turn. Targets on fire as a result of this spellbinding take additional fire damage equal to your CHA modifier from your melee attacks.
Spellbinding of Ice - You imbue your melee weapon with elemental cold. When you strike with a weapon bearing this spellbinding, your target makes a CON saving throw against your spell save DC, on a failed save, you chill them to the bone, reducing their movement speed by 10 and preventing them from taking reactions until the end of your next turn..
Spellbinding of Force - You imbue your melee weapon with Eldritch Energy. When you strike with a weapon bearing this spellbinding, you lower the targets AC by 1. An enemy can only be affected by this spellbinding thrice.
You gain additional spellbindings when your reach level 6 in this class and again when you reach level 10 in this class.
Eldritch Armaments
Starting at 1st level, you gain proficiency with medium armor and martial weapons. Additionally, whenever you reduce a creatures hit points to 0 with a spellbound weapon, you gain hit points equal to your CHA modifier plus your proficiency bonus.
Eldritch Blitz
Starting at 6th level, you can invoke your patron to gain an extra action on your turn. This action can only be used to cast a cantrip with a range of Self or take the Disengage or Dash action.
You can use this feature a number of times equal to half your proficiency bonus per long rest. You regain all expended uses when you finish a long rest.
Enhanced Spellbinding
Starting at level 6, you learn additional spellbindings for your melee weapons.
Spellbinding of Wind - You imbue your melee weapon with a cutting wind. When striking with a weapon bearing this spellbinding, you gain a +2 bonus to any attack rolls that you make with advantage. Additionally, when you score a critical hit with a weapon bearing this spellbinding, you may roll 1 additional damage die.
Spellbinding of Darkness - You imbue your melee weapon with darkness. When striking with a weapon bearing this spellbinding, the creature must make a CON saving throw, on a failed save, the creature is blinded until the end of your next turn.
Spellbinder's Wit
Starting at level 6, spellbound weapons are counted as magical for the purpose of overcoming resistance.
Empowered Spellbinding
Starting at level 10, you learn additional spellbindings for your melee weapons.
Spellbinding of the Elder Brain - You imbue your melee weapon with the essence of an Elder Brain, as a result, all damage dealt by the spellbound weapon is converted to psychic damage. Moreover, any creature struck by a weapon bearing this spellbinding must make an intelligence saving throw against your spell save DC, on a failed save, the creature is stunned until the end of your next turn.
Spellbinding of the Berserker - You imbue your melee weapon with the ferocity of a berserker While wielding a weapon bearing this spellbinding, you strike with unmatched ferocity, as a result, you deal 1d8 additional damage on attacks with the spellbound weapon. Additionally, your melee attacks score a critical hit on a roll of 19 or 20.
Eldritch Spellbinding
When you reach level 14 in this class, your weapon can hold 2 spellbindings at a time. Additionally, whenever you strike with a spellbound weapon, you siphon your opponents life force, dealing necrotic damage equal to your CHA modifier, you then heal for the amount of necrotic damage dealt by this ability.
Hex Warrior
When making a melee weapon attack with a spellbound weapon, you can make use your CHA modifier instead of DEX or STR for the attack and damage rolls.
This will not show up on your Character Sheet, you must select your weapon under inventory, and check the box labeled "Hex Weapon." This was the only way I could find to allow the class to display that you are using CHA for attacks on your weapon.
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