Warlock
Base Class: Warlock

Your patron is an entity of raw violence and war. Maybe you’re a warrior to a deity of bellic prowess, such as Ares or Odin, but while you don’t fulfil all the requisites to be their cleric or paladin, your zealotry for them is enough to be granted power; or you follow the archduke Zariel or a similar powerful entity waging war and conflict, such as a ravaging celestial cleansing the world of evil or the spirit of an ancient warrior.

Whatever the case, your patron has given you a cause to fight for, and has ignited in you the fires of slaughter, turning you into a butchering force to be reckoned with on the battlefield: both seeking glory as the one with the highest kill count in your group, and seeking recognition as the leader of your army.

Expanded Spell List

War 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

bane, guiding bolt

2nd

mirror image, spiritual weapon

3rd

fear, spirit guardians

4th

black tentacles, stoneskin

5th

hold monster, wall of force

Agent of Conflict

Beginning when you first choose this patron at 1st level, you gain proficiency in the Intimidation if you don’t have it already. Your proficiency bonus is doubled for all checks you make with it and you can’t have disadvantage on checks with it.

Furthermore, whenever you threaten a creature, as long as they can understand one language, you can communicate your intentions.

Banner of War

Also at 1st level, as a bonus action, you can raise a banner of war. It lasts for 1 minute, but it ends early if you are knocked unconscious or if your turn ends and you haven’t taken or dealt damage since your last turn.

For the duration, you gain a bonus to up to one damage roll of spells you cast, which equals 1d4 + half your warlock level (rounded down). Furthermore, at the beginning of your turn, creatures of your choice within 10 feet of you regain hit points equal to 1d4 + half your Warlock level (rounded down). If you reduced a hostile creature to 0 hit points this turn, at the end of your turn, creatures of your choice within 15 feet of you regain hit points the same way.

You can use this feature once, regaining the ability to use it again when you finish a short or long rest.

Eldritch Conqueror

Starting at 6th level, your patron has named you its conqueror of battles, granting you the following features:

Overpower. Whenever you or a creature within the range of your Banner of War deal damage to a creature you can see and the creature is resistant to the damage being dealt, you can use your reaction and suppress that resistance until the end of the creature’s next turn. If a creature is reduced to 0 hit points as part of the damage being dealt, you immediately regain a use of this feature. Once you use this feature, you can’t do so again until you finish a short or long rest.

Overpowering. Once per long rest, when you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead.

Into the Fray

At 10th level, your patron has granted you the ability to get right in the middle of the battlefield. Whenever a creature regains hit points via your Banner of War, they also gain temporary hit points equal to 1d8 + half your Warlock level. While a creature has these temporary hit points, any bludgeoning, piercing or slashing damage they receive is reduced by 1d8. 

Additionally, creatures within your Banner of War’s radius have advantage on death saving throws and on saving throws against being frightened.

Call to Arms

By the time you’ve reached 14th level, as an action, you can unleash a rallying cry for your allies to wage war and slaughter upon your enemies. You immediately restore up to 150 hit points, divided as you choose amongst 3 or fewer creatures other than you can see within 30 feet of you.

Afterwards and for up to 1 minute, creatures that regained hit points this way enter into a frenzy: their speed increases by 10 feet and they gain an additional action on each of their turns, which can be used only to take the [Tooltip Not Found] (one weapon attack only), [Tooltip Not Found] or [Tooltip Not Found] actions. This frenzy ends early if the creature is knocked unconscious or if their turn ends and they haven’t taken or dealt damage since their last turn. As long as at least one creature is in their frenzy, you gain a bonus to up to one damage roll of spells you cast, and this bonus equals 2d8.

You can use this feature once, regaining the ability to use it again when you finish a long rest.

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