Warlock
Base Class: Warlock

Expanded Spell List

The Possessed Armor 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.



Spell Level

Spells

1st

Inflict Wounds, Thunderwave

2nd

Blur, Pass Without Trace

3rd

Slow, Vampiric Touch

4th

Death Ward, Fire Shield

5th

Cone of Cold, Telekinesis

 

Possessed Armor

At 1st level the spirit within your armor bestows knowledge upon you. You gain proficiency in all armors and gain expertise in one skill you are proficient in.

 

When you select this class you choose one armor for the spirit to inhabit. When wearing the armor you may add your charisma modifier to either Strength, Dexterity or Constitution checks (you choose one when you select the class), strength requirements are ignored, the armor acts as a spellcasting focus for Warlock spells and the armor can’t be removed against your will. When you take a long rest, you may perform a ritual to change the armor that the spirit inhabits.

Curse of the Armor

While wearing the Possessed Armor, you are treated as though you already are wearing a magical helm, magical armor, magical bracers, magical gauntlets and magical boots. As such, you cannot wear or attune to any magical items in the listed categories above. 

 

Additionally, the armor’s malicious energy causes you to immediately fail a death save upon dropping to 0 hp. 

 

Spirit Armor 

 

Starting at 1st level, you gain the ability to transform your Possessed Armor into its spirit form. As a bonus action, your armor transforms for 1 minute into a form that you determine when you choose this patron. If the armor is possessed by a devil it may be hellish in appearance, if it’s possessed by a powerful warrior spirit it might look more ethereal with decorative engravings, etc. When wearing spirit armor you gain the following benefits:

 

  • Resistance to nonmagical damage. At level 14 you resist all damage.
  • +2 to all saving throws. Increases to +4 at level 14.
  • +1 to AC. Increases to +2 at level 14

 

You may use this ability once per long rest.

Blood Pact

At 6th level, you may use the Spirit Armor ability more than once per long rest by sacrificing your health. As a bonus action, you may re-enter Spirit armor if your use has been expended. After your additional use of Spirit Armor ends, you take Xd6 necrotic damage. X being half your warlock level, rounded up.

 

Ward of the Possessor

At 10th level you gain one of the following wards when you are in Spirit Armor:

 

  • Ward of the Arcane: You gain advantage on saving throws against magical effects and spells. At level 14, in addition to gaining advantage, you also add your charisma modifier to the roll. 
  • Ward of the Aggressor: Whenever you take damage due to an attack, the attacking creature takes Force damage equal to your Charisma modifier. At level 14 it is double your Charisma modifier.
  • Ward of the Aegis: When you take damage from any source, reduce it by your charisma modifier. At level 14 it is reduced by double your Charisma modifier.

 

You can spend a bonus action to switch wards.

Soul Armor

At level 14 your Spirit Armor no longer allows your soul to leave its bounds. Whenever you would fall to 0 hp while under the effects of Spirit Armor you instead fall to 1 hp. Once the Spirit Armor fades you fall to 0 hp and fall unconscious, additionally you roll 1d10 for every time you would have fallen to 0 hp but did not. Subtract the rolled number from your hit point maximum until you have completed a long rest or have received healing from a spell of 5th level or higher. If the rolled number exceeds your hit point maximum your soul is obliterated and you cannot be revived by any means other than the Wish spell.

Expanded Spell List

 

Spell Level

Spells

1st

Inflict Wounds, Thunderwave

2nd

Blur, Pass Without Trace

3rd

Slow, Vampiric Touch

4th

Death Ward, Fire Shield

5th

Cone of Cold, Telekinesis

Possessed Armor

At 1st level the spirit within your armor bestows knowledge upon you. You gain proficiency in all armors and gain expertise in one skill you are proficient in.

 

When you select this class you choose one armor for the spirit to inhabit. When wearing the armor you may add your charisma modifier to either Strength, Dexterity or Constitution checks (you choose one when you select the class), strength requirements are ignored, the armor acts as a spellcasting focus for Warlock spells and the armor can’t be removed against your will. When you take a long rest, you may perform a ritual to change the armor that the spirit inhabits.

Constitution

You may add your Charisma modifier to you Constitution ability checks

Dexterity

Add your Charisma modifier to your dexterity checks

Strength

Add your charisma modifier to your strength checks. 

Curse of the Armor

While wearing the Possessed Armor, you are treated as though you already are wearing a magical helm, magical armor, magical bracers, magical gauntlets and magical boots. As such, you cannot wear or attune to any magical items in the listed categories above. 

 

Additionally, the armor’s malicious energy causes you to immediately fail a death save upon dropping to 0 hp. 

Spirit Armor

Starting at 1st level, you gain the ability to transform your Possessed Armor into its spirit form. As a bonus action, your armor transforms for 1 minute into a form that you determine when you choose this patron. If the armor is possessed by a devil it may be hellish in appearance, if it’s possessed by a powerful warrior spirit it might look more ethereal with decorative engravings, etc. When wearing spirit armor you gain the following benefits:

 

  • Resistance to nonmagical damage. At level 14 you resist all damage.
  • +2 to all saving throws. Increases to +4 at level 14.
  • +1 to AC. Increases to +2 at level 14

 

You may use this ability once per long rest.

Blood Pact

At 6th level, you may use the Spirit Armor ability more than once per long rest by sacrificing your health. As a bonus action, you may re-enter Spirit armor if your use has been expended. After your additional use of Spirit Armor ends, you take Xd6 necrotic damage. X being half your warlock level, rounded up.

Ward of the Possessor

At 10th level you gain one of the following wards when you are in Spirit Armor:

  • Ward of the Arcane: You gain advantage on saving throws against magical effects and spells. At level 14, in addition to gaining advantage, you also add your charisma modifier to the roll. 
  • Ward of the Aggressor: Whenever you take damage due to an attack, the attacking creature takes Force damage equal to your Charisma modifier. At level 14 it is double your Charisma modifier.
  • Ward of the Aegis: When you take damage from any source, reduce it by your charisma modifier. At level 14 it is reduced by double your Charisma modifier.

You can spend a bonus action to switch wards.

Soul Armor

At level 14 your Spirit Armor no longer allows your soul to leave its bounds. Whenever you would fall to 0 hp while under the effects of Spirit Armor you instead fall to 1 hp. Once the Spirit Armor fades you fall to 0 hp and fall unconscious, additionally you roll 1d10 for every time you would have fallen to 0 hp but did not. Subtract the rolled number from your hit point maximum until you have completed a long rest or have received healing from a spell of 5th level or higher. If the rolled number exceeds your hit point maximum your soul is obliterated and you cannot be revived by any means other than the Wish spell.

Previous Versions

Name Date Modified Views Adds Version Actions
12/5/2023 4:08:07 PM
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