Warlock
Base Class: Warlock

You have signed a contract with the citadel to protect your city from harm. Each of its countless citizens shares with you a minute fraction of their strength, imbuing you with the combined power of all those who require your aid. From the lowliest commoners to the most high-ranking guards, each person looks up to you as their protector. You know that you are but an instrument of the peoples’ will, and in turn for taking on this task, you can request of them their assistance when you need it. They supply you with the finest gear, they aid you in trapping and dispatching threats, and most of all, they fight by your side when you need backup.

Expanded Spell List

The CItadel 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.

Citadel Expanded Spells
Spell Level Spells

1st

alarm, heroism

2nd

find steed, magic weapon

3rd

sending, spirit guardians

4th

fabricate, fast travel

5th

Banhammer, wall of stone

Bonus Proficiencies

Starting at 1st level, you gain proficiency with medium armor, shields, and martial weapons.

Citadel's Sentry

Also at 1st level, as a watcher and protector of the citadel, you have the ability to remain vigilant even while resting.

At the start of a short or long rest, you can choose to encase yourself in a thick layer of steel, disguising yourself as a metallic statue. You choose the appearance of this statue, but it must somewhat resemble your form. You are petrified  while in this metallic form, but remain fully conscious and aware and still gain all the benefits of that rest, including sleep. You can end the petrified  condition at any time (no action required).

Requisition: Quartermaster

Finally at 1st level, you can request to be supplied with equipment from the citadel’s quartermaster. As an action, target any number of willing creatures within 10 feet of you (including yourself). Each of those creatures can select any type of nonmagical armor and up to two nonmagical weapons, or one weapon and a shield. The chosen weapons and armor are conjured immediately, and those creatures don the armor and wield the weapons immediately. If a creature is unable to don the armor or wield the weapon(s) they selected, those pieces of equipment fail to be conjured in this way. If a creature selects a ranged weapon which requires ammunition to use, that weapon is conjured with a number of pieces of ammunition equal to 1d10 + your Warlock level. Any equipment conjured in this way disappears after 10 minutes. Once you use this, you can't use it again until you complete a long rest. Starting at 6th level, a creature is proficient in any weapon they select when it is conjured in this way, if it is not already. Starting at 14th level, a creature is proficient with any armour they select when it is conjured in this way, if it is not already. They are proficient only with the gear conjured in this way, and not other gear of the same weapon or armour type

Requisition: Gaoler

When you reach 6th level, you can requisition more than just equipment, and can ask the citadel’s gaoler to lock your enemies away. Once on each of your turns, when you hit a creature with your eldritch blast spell or with a melee weapon attack, you can partially encase it in steel, imprisoning it. That creature makes a Strength saving throw against your spell save DC. On a failed save, its speed is reduced to 0. Creatures immune to the grappled or  restrained conditions automatically succeed on this saving throw. It can repeat this saving throw at the start of each of its turns, ending the effect on a success. You can use this a number of times equal to 1 + your Charisma modifier and regain all expended uses when you complete a long rest.

Requisition: Headsman

Also at 6th level, you can request that the headsman pass ultimate judgement upon creatures which have been imprisoned. As an action, make a melee spell attack against a creature that is imprisoned by your Requisition: Gaoler feature. On a hit, you deal 4d8 slashing damage to that creature, and the imprisoned effect ends immediately. The damage dealt by this special attack increases to 6d8 when you reach 10th level in this class, and to 8d8 at 14th. Once you deal damage to a creature using this feature, you can't do so again until you complete a short or long rest

Requisition: Contingent

By 10th level, you have gained the ultimate trust of the people, and can call them to your side. As an action, you can conjure a contingent of forces to aid you in combat: 2d6 Commoners , 1d4 Guards, and 1 Knight. When you conjure these forces, they appear in random unoccupied spaces within 30 feet of you. At the same time, you can choose to issue any or all of them a telepathic command of twenty-five words or less, to brief them on the situation. 

Each creature that hears this message receives the same message: You cannot give different commands to different creatures. Members of the contingent are dismissed and return to the citadel after 10 minutes. You can also dismiss any or all of them early as an action. In combat, they roll their own initiative in combat and act on their own will, but are friendly to you and your allies. If they fall to 0 hit points without dying, they are immediately dismissed and are transported back to the citadel.

Requisition: Baron

When you reach 14th level, by appealing to the highest power of the citadel itself, you can ask for extreme measures to be taken in your time of need. You can take 1 minute magically speaking with your baron to request assistance. At the end of this minute, roll percentile dice. If the result of your roll is equal to or less than your Warlock level, the Baron agrees to aid you. You gain up to two of the following benefits of your choice:

  •  You can use your Requisition: Quartermaster feature without expending a use. You target any number of willing creatures within 60 feet of you, and the equipment conjured in this way remains for up to 1 hour.
  • You regain up to 1d6 expended uses of your Requisition: Gaoler feature, and regain the use of your Requisition: Headsman feature.
  • You use your Requisition: Contingent feature without expending a use. When you use it in this way, you conjure a greater force than normal: You conjure 3d8  Commoners SRD , 2d6   Guards SRD , and 1d4+1  Knights SRD . 
  • You regain up to two of your expended Pact Magic spell slots.

If your baron complies with your request, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.

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