Warlock
Base Class: Warlock

 

You have made a pact with a royal, dictator, fallen monarch, or even one of your ancient ancestors. Your patron may still have a presence in the world or may be hiding in the shadows for their return to the throne. Whatever the case may be you have been given an opportunity to work for them.

Choose one of the following crowns:

Crown of the Justicar
You have pledged your allegiance to a ruler known for their unwavering sense of justice and righteousness. The Crown of the Justicar bestows upon you the wisdom to see through deception and the authority to uphold law and order. Your patron’s legacy is one of fair rulings and unyielding resolve, guiding your path as you serve as a beacon of truth and fairness in a world often shrouded in chaos. 

Crown of the Arbiter
Your pact is with a sovereign renowned for their balanced judgment and impartiality. The Crown of the Arbiter grants you the power to mediate conflicts and enforce equilibrium. Your patron’s influence allows you to see beyond the veil of bias, ensuring that justice is served and balance is maintained. As an arbiter, you are the embodiment of fairness, wielding the authority to bring harmony to even the most turbulent situations.

Crown of the Conqueror 
You have aligned yourself with a monarch famed for their indomitable will and relentless pursuit of power. The Crown of the Conqueror imbues you with the might to dominate your foes and inspire loyalty among your allies. Your patron’s legacy is one of unyielding conquest and undeniable authority, driving you to expand your influence and leave an indelible mark on the world. As a conqueror, you are a force to be reckoned with, commanding respect and fear in equal measure.

 

Expanded Spell List

At 1st level, the Crown lets you choose from an expanded list of spells when you learn a warlock spell. The Crown Expanded Spells table shows the Crown spells that are added to the warlock spell list for you, along with the spells associated in the table with your patron's kind: Justicar, Arbiter, Conqueror

Crown Expanded Spells
Spell Level Crown Justicar Arbiter Conqueror

1st

command

bless

heroism

bane

2nd

warding bond

enhance ability

calm emotions

spiritual weapon

3rd

sending

spirit guardians

mass healing word

phantom steed

4th

private sanctum

divination

dominate beast

phantasmal killer

5th

dominate person

scrying

geas

animate objects

Spells of the Arbiter

You gain the spells of the Arbiter

Spells of the Conqueror

You gain the spells of the Conqueror

Spells of the Justicar

You gain the spells of the Justicar

Training of the Crown

When you choose this subclass at 1st level you learn how to protect yourself and command your subjects, You gain the following proficiencies and some more depending on your Crown.

  • Medium Armor

and you gain the following depending on your crown.

Training of the Arbiter

Your connection to the Crown of the Arbiter has allowed your training to further, you gain proficiency with Shields and Martial Weapons.

Training of the Conqueror

Your connection to the Crown of the Conqueror has allowed your training to further, you gain proficiency in Martial Weapons and the Intimidation Skill.

Training of the Justicar

Your connection to the Crown of the Justicar has allowed your training to further, you gain proficiency with Shields and the Persuasion Skill.

Virtues of the Crown

At 6th level, Your connection to one of the following virtues of the crown grows strong as your abilities manifest in the form of one of the virtues.

Virtue of the Arbiter

When you heal a creature within 60 feet of you (other than yourself), you can choose to take necrotic damage equal to your proficiency bonus in d8s (this damage cannot be reduced or prevented in any way). If you do, you can heal the target for additional hit points equal to twice the necrotic damage you took. Alternatively, when you damage a creature within 60 feet of you, you can choose to take necrotic damage equal to your proficiency bonus in d8s. If you do, you can deal additional damage to the target equal to twice the necrotic damage you took. You can use this feature a number of times equal to your proficiency bonus per short or long rest, but no more than once per turn.

Virtue of the Conqueror

When you hit a creature within 60 feet of you with an attack, you may channel the power of dominion. The target must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failed save, the target takes force damage equal to your warlock level and is restrained until the end of its next turn. This ability can only be used once per turn. You can use this ability a number of times equal to your proficiency bonus, and you regain all uses after a short or long rest.

Virtue of the Justicar

As a reaction to when a creature within 30 feet of you other than yourself is hit by an attack, You can add your Charisma modifier to the creature's AC till the start of the creature's next turn as a spectral crown appears on the target's head. You can use this feature a number of times equal to your proficiency bonus, and you regain all uses after a short or long rest.

Knowledge of the Crown

At 10th level, Your training and abilities have begun to manifest more directly, you gain the following abilities depending on your crown.

Knowledge of the Arbiter

As a bonus action, you can switch the positions of two creatures within 60 feet of you. If one or both of the creatures are unwilling, only the unwilling creature(s) must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failed save, the creatures are teleported instantly. On a successful save, neither creature is teleported. You can use this ability a number of times equal to your Charisma modifier (minimum of once) per long rest.

Knowledge of the Conqueror

As a bonus action, you can grant your knowledge of the battlefield to an ally within 30 feet, allowing them to reroll one of their attack rolls or saving throws for the next minute. This ability can be used a number of times equal to your Charisma modifier (minimum of once) per long rest.

Knowledge of the Justicar

As a bonus action, you can grant a creature within 30 feet other than yourself temporary hit points equal to 2d12 plus your Charisma modifier. These temporary hit points last for 1 minute or until depleted. You can use this ability a number of times equal to your Charisma modifier (minimum of once) per long rest.

Form of the Monarch

At 14th level, you gain memories from your patron’s forbidden knowledge, granting you powers reminiscent of a past monarch's reign. You gain the abilities of your final form.

Monarch of the Arbiter

As an action, you create a 30-foot-radius sphere centered on your current location that lasts for 1 minute. This sphere requires concentration, as if you were concentrating on a spell. The sphere does not move. While within the sphere, all creatures gain resistance to all damage types, and healing effects are maximized. Additionally, creatures within the sphere cannot be charmed, frightened, or poisoned. Once you use this feature, you can’t do so again until you finish a long rest.

Monarch of the Conqueror

As an action, you can exude an aura of unyielding command in a 30-foot-radius sphere centered on yourself. This aura requires concentration, as if you were concentrating on a spell. All humanoids of your choice within this area must make a Wisdom saving throw against your spell save DC or be charmed by you for 1 minute. Creatures of the same race as you have disadvantage on the saving throw. While charmed, the humanoids regard you as their commanding leader and will follow your orders to the best of their ability. You can use your action to give a specific command, and the charmed creatures will follow it. If a charmed creature takes damage, it can make a new Wisdom saving throw to end the effect. Once you use this feature, you can't do so again until you finish a long rest.

Monarch of the Justicar

As an action, you can swear an oath to protect a willing creature other then yourself within 30 feet. For the next minute, whenever that creature takes damage, you can use your reaction to half the damage and take it instead. Additionally, the creature gains advantage on all saving throws while under your protection. Once you use this feature, you can't do so again until you finish a long rest.

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