Warlock
Base Class: Warlock

The Crystal chooses those who have the ability to fight back against the Darkness the seeps into the planes. Those chosen are given the power in order to do what it cannot.

Expanded Spell List

The Fiend 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.

Fiend Expanded Spells
Spell Level Spells

1st

magnify gravity, protection from evil and good

2nd

healing spirit, vortex warp

3rd

spirit guardians, fireball

4th

ice storm, guardian of faith

5th

holy weapon, wall of light

Bound Armory

Starting at 1st level, you gain proficiency with Medium Armor, Shields and Martial Weapons.

The Crystal's power has granted you the ability to mystically bind yourself to weapons . To bind with a weapon you must spend an hour to perform a ritual, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. 

You may then dismiss your bound weapon to a pocket dimension or recall it as a Bonus Action.

If you try to bind to another weapon whilst already being bound to another, you will lose the link to the first weapon replacing it with the new weapon you are binding yourself too. The weapon appears at your feet if it is in the pocket dimension when the bond breaks.

You may bind yourself to an additional weapon at 6th, 10th and 14th level. Once you have two or more weapons you may switch between bound weapons as a Bonus Action.

Warp Strike

At 1st level in this class, you gain the ability to perform a warp-strike. As an Bonus Action, you can make a ranged attack using your bound weapon by throwing it at a creature within 30 feet. You are proficient with it, and you add your Strength or Dexterity modifier to its attack rolls. On a hit, you teleport to the creature, placing yourself in the closest unoccupied space adjacent to that creature. When you teleport the weapon returns to your hand. On a miss, you do not teleport.

Warp Strike’s damage deals 1d4 + Str or Dex modifier force damage. This additional damage die changes to 1d6 when you reach 5th level, 2d4 at 11th level and 2d6 at 17th level.

You can use your Warp-Strike ability a number of times equal to your proficiency bonus. And regain expended uses when you finish a short or long rest.

At 10th level, whenever you attempt to Warp-Strike a creature and miss, you may choose to teleport anywhere within 5 feet of the creature.

Versatile Warp

Beginning at 6th level, you have learned how to better manipulate the energies at your command. As an Bonus action, you can throw a bound weapon at a point you can see within 30 feet. If you throw you weapon to a wall, the blade can phase into the wall as much as you would like it to, however the handle of the weapon cannot be in the wall. When warping to your weapon, you are hanging with one hand from the handle of your weapon.

If your weapon is warped into a tough structure, recalling the weapon will be the only way to retrieve your weapon back.

Damage cannot be dealt this way.

This ability shares it number of uses per short rest with Warp-Strike.

Enhanced Armory

At 10th level, you have learned how to enhance your bound weapons with varying effects.

*Thrown Weapons* Double the minimum and maximum range of bound weapons with the thrown property. This does not affect your Warp-Strike Range with these weapons.

*Light Weapons* You may summon and de-summon two bound light weapons in a single bonus action together.

*Versatile Weapons* You may choose to treat the weapon as if it's being wielded with two hands, even if you are only using one.

*Heavy Weapons* You may ignore the weight restriction of heavy weapons. And when you hit a creature with your Warp-Strike ability using a bound weapon with the Heavy property, you may choose to push the creature up to 10 ft back and teleport to the closest unoccupied space adjacent to the creature.

Argent Strength

Beginning at 14th level, the range of your Warp Strike and Versatile Warp increases to 60 feet.

In addition, as an action you may summon all your weapons to float around you and then target a number of creatures up to the number of weapons you are currently bound to. You can roll to attack those creatures with your bound weapons as if performing a warp strike. You must declare which weapon is striking which creature and you must roll separate attack rolls for each weapon. And you may choose which of the weapons, if any, you wish to teleport to.

Once you use this feature, you can't use it again until you finish a short or long rest.

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