Warlock
Base Class: Warlock

Your patron and yourself have parted ways, your pact have been nulled through certain ceromstances. Maybe you went back on a deal with a devil, lost the favor of a celestial, or escaped the servitude of a fey. Regardless, even if your pact has been broken, the dying embers of your patron's power still reside within you. 

As someone who has broken a pact with an otherworldly being, you might find yourself in peculiar situations that will alter your everyday life. Patrons rarely take kindly to their warlocks breaking their pact after all. Some will find your actions insulting and seek out retribution to you, be they in the form of monsters seeking you out, shadows moving out of the corner of your eye, or maddening nightmares plueging you every night. Some others will still hold interest in you, chosing to observe you and try to influence your actions. Some times in the form of mysterious people with enchanting voices and entacing promises, others with omens in the sky and sweet whispers in the night. But dispite their attempts you are determined to forge your destiny through your own powers, reaching your true potential while navigating the ever coniving scemes of your old master. 

 

Extended Spell List

Pact Breaker Expanded Spell List
Spell Level | Spells
1st  | Protection from Evil and Good, Mage Armor
2nd | Hold Person, Gift of Gab
3rd  |  Intellect Fortress, Magic Circle
4th  | Banishment, Mordenkainen's Private Sanctum
5th  | Planar Binding, Geas

Stolen Power

  • You gain two proficiences of your choice.
  • You gain the Eldritch Blast and Encode Thoughts cantrips. These cantrips do not count against the number of cantrip that you know. 
  • You learn one additional language
  • You gain proficiency in Wisdom Saving Throws. 


In addition, at levels 6, 12 and 18 you gain one addional warlock spell slot. 

Iron Will

  • As a bonus action, you can add your wisdom modifier to the damage roll of a spell you casted. If the spell casted is a concentration spell that would require you to make damage rolls outside of your turn, such as Hunger of Hadar, the additional damage is added to all damage rolls for the duration the spell is in effect. 
  • As an action, you may chose a creature within 30 ft of you that is effected by the Frightened or Charmed condition, including yourself, and end the effect on them.
  • If a creature within 30 ft of you is targeted by a spell attack that required the caster to make an attack roll, you may use your reaction to add a penalty to that roll equal to your Charisma Modifier. In addition, if a creature within 30 ft of you is targeted by a spell that would require them to roll a saving throw, you may instead use your reaction and give them advantage on that saving through. 

Chained Mind

As an action, you target a creature within 30 ft of you. That creature must succeed on a Wisdom Saving Throw against your Spell Save DC. On a fail, the creature is bind by you for up to 1 minute, as if concentrating on a spell. A creature binded by you is incapacitated and is unable to cast any spells. In addition, it has disadvantage against Charisma (Deception) and Charisma (Indimidation) checks against you or your allies. A creature may re-roll the saving throw once at the end of each of its turns. A creature that succeeds on its saving throw is immune to this feature for the next 24 hours. 

While a creature is bind by you, as an action, including the one used to cast this feature, you may give it one of the following orders:

  • Answer: You ask the creature one question,  and it must make Charisma Saving Throw with disadvantage. On a fail save, the creature is forced to answer your question truthfully.
  • Suffer: The creature must make a Charisma Saving Throw. On a fail, the creature takes 4d6 psycic damage and has disadvantage on its next Wisdom saving throw to free itself from your binding. On a success, the creature takes half the damage and does not suffer the disadvantage. 
  • Disappear:The creature must make a Charisma Saving Throw. On a fail, the effect of the binding ends and the creature becomes frightened by you. If it is native to this plain of existance, it tries must use its action to move as far away from you as possible. If it is not native to this plain of existance, then it disappears back to its own plain of existance. 

 

My Will Be Done

As an action, you speak the name of an incapacitated creature not native to your plain of existence, that is of CR equal to or lower than half your level. That creature is then charmed by you until a Remove Curse spell is cast on it, the charmed condition is removed, or you use this feature again.

You can telepathically communicate and command the creature, even between different planes of existance. 

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