Warlock
Base Class: Warlock

Your pact is with an entity from the Upper Planes — a celestial force that manifests in sentient magic weapons forged from the stuff of light. The mighty Holy Avenger is the most notable of these weapons, which have been spread across the multiverse over the ages. The force of light behind these weapons offers power to warlocks who form pacts with it. Being connected to such power can cause changes in your behavior and beliefs. You may find yourself driven to annihilate the undead, to defeat fiends, to protect the innocent, and to bring light to the dark places of the world.

Expanded Spell List

The Blessed Blade 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.

Blessed Blade Expanded Spells

Blessed Warrior

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

The influence of your patron also allows you to channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon’s type.

Armor of Blessings

At 6th level, your blessing grows more powerful. When are hit with an attack roll, you can use your reaction to roll a d6. On a 4 or higher, the attack instead misses you, regardless of the roll on the d20.

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

Blessed Resilience

Starting at 10th level, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your warlock level + your Charisma modifier.

Searing Vengeance

At 14th level, your blessing enables you to resist death. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of radiant energy. You regain hit points equal to half your hit point maximum, and then you stand up if you so choose. Each creature of your choice that is within 30 feet of you takes radiant damage equal to 2d8 + your Charisma modifier, and it is blinded until the end of the current turn.

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

Previous Versions

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