Base Class: Warlock
The unknown god appeared to you in your dreams. They exist in some far-flung plane, but have business on yours.
Expanded Spell List
The Unknown God 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
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Spell Level |
Spells |
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1st |
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2nd |
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3rd |
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4th |
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5th |
The Touch of the Apostle
At 1st level, you gain the ability to channel celestial energy to hurt or heal. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level.
Whether you heal or deal damage depends on the target's alignment. Good-aligned creatures are healed and evil-aligned creatures are hurt. If the creature is neither of those, there is no effect.
As an action, you can affect one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.
Your pool regains all expended dice when you finish a long rest.
Will of Faith
Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a +5 to your roll. You can do so after seeing the initial roll but before any of the roll’s effects occur.
Once you use this feature, you can’t use it again until you finish a short or long rest.
The Spark Inside
Starting at 10th level, you start to take on the nature of your patron. You gain resistance to radiant and necrotic damage. If you would take radiant damage from a non-weapon attack, roll a d12. If the value of your roll is higher than the radiant damage you would take, you heal for that many HP instead.
Power Through Sacrifice
Starting at 14th level, the power of your patron allows you to channel the energy of life and death. When you have to make a death saving throw at the start of your turn, you can instead choose to fail the save. If you do, each creature of your choice that is within 30 feet of you either (a) takes radiant damage equal to 2d8 + your Charisma modifier OR (b) regains HP equal 2d8 + your Charisma modifier.
Once you use this feature, you can’t use it again until you finish a long rest.