Base Class: Warlock
You have made your pact with a mysterious entity that was found in the Abyss, but most likely was from another plane entirely—a force that manifests in sentient magic weapons carved from the stuff of light itself. The mighty sword Dawnbringer is the most notable of these weapons, which have been spread across the multiverse over the ages. The radiant force behind these weapons can offer power to warlocks who form pacts with it.
Many Dawn Blade warlocks create weapons that emulate those formed in the Higher Planes. Others forgo such arms, content to weave the powerful magic of light, leadership and healing into their spellcasting.
Because ancient sun worshippers are known to have forged the first of these weapons, many sages speculate that they and the force are one and that the weapons, along with Blessed Blade warlocks, are tools the ancients' powers use to inspire leadership, and to rally those around it to its cause.
Expanded Spell List
Dawn Blade Warlocks gain access to additional spells.
Shield, Longstrider
Warding Bond, Vortex Warp
Haste, Revivify
Otiluke's Resilient Sphere, Freedom of Movement
Temporal Shunt, Far Step
Dawn Blade's Blessing
At 1st level, you gain the ability to channel radiant energy to heal wounds and to inspire others.You have a pool of d4s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level.
As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.
Your pool regains all expended dice when you finish a long rest.
Dawn Warrior
At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and one-handed martial weapons.
The influence of your patron also allows you to mystically channel your will through a particular one-handed weapon, while using a shield. 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 attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, 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, you may also choose between the Interception, Protection or Dueling fighting styles. Pact of the Blade will also grant you critical hits on rolls of 19-20 while the above conditions are met.
Command Presence
Starting at 6th level, your presence and leadership on the battlefield creates a 10' aura around you that inspires your party. While within your aura and dealing hostile enemies, allies may roll a 1d4 and add the number rolled to one ability check, attack roll, damage roll or saving throw it makes. Your aura is ever present, and your allies may each draw inspiration from you once per short rest while within the aura.
Your Command Presence die changes when you reach certain levels in this class. The die becomes a d6at 10th level, and a d8 at 14th level. The aura's radius extends to 15' at 10th level, 20' at 14th level and 30' at level 18th level.
Improved Command Presence
Your Command Presence increases in efficacy when you reach certain levels in this class. The die becomes a d6at 10th level. Allies may now use your aura twice per short rest, each. Aura Radius 15'
Master of Command
Your Command Presence increases in efficacy when you reach certain levels in this class. The die becomes d8 at 14th level and you provide a living beacon of hope and courage to your allies. Your aura now also adds the spell "Heroism" to its effects as per the spell but does not require concentration. Aura Radius 20'.
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