Base Class: Warlock
// This is a homebrew class I've been working on for a while now and then sort of sat on it for a little bit. The idea came to me in the form of, "what is Uncle Sam was your warlock patron?". It's inspired by DC's Uncle Sam of the Freedom Fighters; Les Misérables and a little bit of William Wallace as well.
Hope you enjoy playing them! And let me know what you think in the comments.//
You have created a pact with the people; by the people and for the people!
For either selfless or selfish reasons, you have bound yourself to a mystical spirit; avatar; living dream; host of undead patriots or some other manifestation created by the collective will of an entire populace. The motivations of such a host can heavily vary; from fighting back against a particularly fascist enemy to defending traditional values held dear by the people.
When your patron is the populous, it is no longer about what the patron's magic can do for you but what you can do for the patron's magic.
Expanded Spells List
The Populous 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.
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Populous Expanded Spells |
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Spell Level |
Spells |
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1st |
Detect Evil and Good, Ceremony |
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2nd |
Pyrotechnics, Enlarge/Reduce |
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3rd |
Spirit Guardians, Daylight |
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4th |
Freedom of Movement, Aura of Purity |
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5th |
Commune, Song of Revolution |
Claimed Land
At 1st level, your patron gives you the ability to create a mystical area of effect that invigorates you and your allies with a sense of pride and duty.
As a bonus action, you create a zone called Claimed Land with a 15 foot radius within a 5 foot reach. While inside this zone, you and your allies gain the following effects:
- Heartland. While inside the Claimed Land, you and your allies gain a +2 bonus to armour class against ranged attacks and advantage on saving throws against fear and death.
- Community Spell Pool. If you or any ally does an action that triggers the use of a spell slot while inside the Claimed Land, they may use a spell slot of equal level from a willing creature they can see and hear instead. The creature that uses this ability can not use this effect again until you create another Claimed Land.
- Martyrdom. If you or another friendly creature falls to 0 hit points while in your Claimed Land, every other creature within your Claimed Land of your choice can regains 1d4+1 hit points. Once this effect is used, it can not be used again until you create another Claimed Land.
- Into The Breach. The first time an ally leaves the Claimed Land, they add 1d6 force damage to their weapon and magic attack damage rolls until the start of their next turn.
This zone lasts for 10 minutes but can also be ended as a bonus action while your within it or when you create a new one. You can create a number of zones equal to your Charisma modifier (minimum of 1).
You regain full use of this ability when you finish a long rest.
The radius of the zone increases by 5 feet at 5th level; 10th level; 15th level and 20th level of the warlock class.
Soft Spoken
At 1st level, you gain the Inspiring Leader feat if you don't have it already. You also gain proficiency with calligrapher's supplies.
Undying Anthem
At 6th level, as a reaction, when you or an ally within your Claimed Land succeeds in making a saving throw, they regain hit points equal to your proficiency bonus and you can choose to roll a d4 to trigger one of the corresponding listed effects.
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1d4 |
Effect |
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1 |
Crowdfund. Up to three creatures of your choice within the Claimed Land are now under the effects of the 'bless' spell without the need for concentration until the end of the next round. |
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2 |
Elected. Choose one creature within your Claimed Land. That creature can take one additional action before the end of their next turn. Additionally, the area within a 5 foot radius of that creature is now Claimed Land if wasn't before. |
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3 |
Celebrant. A 2nd level magic missile is suddenly cast without any components from where a creature triggered this effect. That creature is also able to choose the targets for the magic missile and stands up if they were prone before. |
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4 |
Influence. You can cast the command spell on one creature you can see within the spells range without using any spell slots. You also choose a 10 foot radius area within 30 feet of you to be Claimed Land. |
This reaction can be done up to a number of time equal to your Charisma modifier, (minimum of 1). You regain all uses of this ability after a short or long rest.
Rage Against
At 10th level, if you die while inside your Claimed Land, your body immediately vanishes from the current plane of existence you are in, leaving behind an article of clothing or wearable item of your choice. At the beginning of your next turn, you are immediately restored back to half your hit point maximum and are transported to any unoccupied space within your Claimed Land.
If you are restored in this way, all allies who can see or hear you gain 20 temporary hit points and add half your proficiency bonus to all their attacks rolls; weapon and spell attack damage rolls and saving throws until the Claimed Land ends.
You regain the use of this ability after a long rest.
Glory Of The Fallen
At 14th level, when cast the spell spirit guardians, your spirits becomes a ring of revolutionaries in the throes of triumphant protest!
If you cast spirit guardians inside of Claimed Land using this ability, you have the following benefits until the spell ends:
- The spell only harms your enemies and not your allies.
- At the end of each of your turns, your spirit guardians can make two ranged attacks using your spell attack against any enemy within a 60 foot range outside of your spell's radius and that your spirit guardians can see. If the attack hits, it deals 3d8 radiant damage.
- Allies within your spirit guardians circle can't fall prone; be grappled or be forced to move.
This ability can be used once per long rest or after your Rage Against ability was used within the past 8 hours.
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