Warlock
Base Class: Warlock

Fate has determined the path you take. How you handle it is on your own.....or not quite. Being Destined for greatness, your potential knows no bounds. But what does every good hero need? I partner of course, to travel the lonely road and rely on. As a Destined Warlock you are granted a partner that can accompany you on your adventures.

Additional Spell List

Additional Spells become available to learn at the appropriate Character Levels for the associated Spell Level.

1st - Shield, Hunter's Mark

2nd - Enhance Ability, Warding Bond

3rd - Ashardalon's Stride, Crusader's Mantle

4th - Guardian of Nature, Death Ward

5th - Skill Empowerment, Holy Weapon

Fate's Assistant

At level 3 when you choose this subclass, you are given a choice of how Fate's Assistance will be present. Over time, it will grow stronger as you get closer to fulfilling your destiny. 

You gain a devoted fiendish companion to aid you on your journey to fulfil your destiny. This loyal creature, is directly linked to your growth and adapts with multiple forms. Collaborating with your DM, you make choices about its design and witness its evolving strength. It can not equip items and has no Attunement slots. 

It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action.

At level 3, your connection to your companion gives you an innate connection to them that grows with strength over time. When you gain your Companion at level 3, you may cast spells of Self and Touch Range to your Destined Companion as long as it is within 15 ft. from you. This increases by 15 ft. at each of the following levels: level 6, level 10, and level 14. 

Movement Choices:

40 ft. walking

10 ft. walking and 30 ft. flying

10 ft. walking and 30 ft. burrowing

10 ft. walking and 30 ft. swimming

Ability Scores: Choose Strength or Dexterity to have a score of 16, the other will be 14. Your companion will also have save proficiency with the chosen ability score.

Choose Intelligence or Wisdom to have a score of 16, the other will be 14. Your companion will also have save proficiency with the chosen ability score.

Constitution will be 12 and Charisma will be 8. 

Languages: It understands a language you speak and Abyssal

Combat: In combat, your Companion works independently of you and takes its turn right after you. It will listen to commands you give it to the best of its ability which you can issue as a Bonus Action. Your companion has both Melee and Ranged Attacks. Your companion has a Melee Attack which relies on Strength or Dexterity (whichever of the two is highest) and a Ranged Attack which is based on Intelligence or Wisdom (whichever of the two is higher). Each attack deals 1d6 plus PB modifier in Piercing, Bludgeoning, or Slashing damage. You choose the damage type upon creation and it can not be changed. In combat, your Companion works independently of you and takes its turn right after you. It will listen to commands you give it to the best of its ability which you can issue as a Bonus Action. At 10th level the damage for each attack increases by 1d6 of the chosen damage type.

The companion's proficiency bonus mirrors yours, and its AC is 14 + your proficiency bonus.

DESTINED COMPANION

Armor Class 14 + PB (natural armor)

Hit Points  Five times your warlock level (the Companion has a number of Hit Dice [d7s] equal to your warlock level)

Speed Choice of: (40 ft. walking), (10 ft. walking and 30 ft. flying), (10 ft. walking and 30 ft. burrowing), or (10 ft. walking and 30 ft. swimming)

STR
16/14(+3/+2)
DEX
16/14(+3/+2)
CON
12 (+1)
INT
16/14 (+3/+2)
WIS
16/14 (+3/+2)
CHA
8 (−1)

Saving Throws Str/Dex +3 plus PB, Int/Wis +3 plus PB

Senses passive Perception 12

Languages Abyssal, 1 language you speak

Challenge — Proficiency Bonus (PB) equals your bonus

Actions

Melee Attack. Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing/slashing/bludgeoning damage.

Ranged Attack. Ranged Weapon Attack: +3 plus PB to hit, range. 20/60, one target. Hit: 1d6 plus PB piercing/slashing/bludgeoning damage.

 

If your Companion dies it undergoes a transformation from energy into a new form for it to be reborn. At the end of your next Long Rest, it turns into a Tiny sized egg and counts as an object where it stays that way for one day. It appears in an unoccupied space on the ground within 5 ft from you or the closest possible space it can. It has AC: 5 and HP: 12, and stands 1 ft tall. After your next Long Rest it hatches and returns back to its natural form. If it is destroyed while in egg form it will regenerate at the after one day as an egg again.

Champion Evolution

Upon reaching 6th level, your companion undergoes a significant transformation, choosing to be Medium in size. This alteration reflects its heightened combat capabilities and is accompanied by a change in form to suit its newfound powers. It can transform into this form as a Bonus Action for up to 1 minute once per Long Rest.

The Companion's base attack damage types become magical for the purpose of bypassing resistances and immunities.

Furthermore, you may enhance your companion's attacks with a chosen effect for each, limit of one per Attack. These apply only to this form and with further evolutions. Once selected it can not be changed. 

Elemental Strike: Pick from lightning, acid, cold, fire, or thunder. The corresponding attack deals 1d8 damage of the chosen type on hit (which cannot be changed). 

Reaching Strike: Double the reach of the selected attack this will apply to.

Hindering Strike: Choose a condition - Restrained (Strength), Stunned (Constitution), Blinded (Dexterity), or Poisoned (Constitution). On a hit, the target must make the associated save against DC = 8 + Prof Bonus + Int/Wis mod (whichever you chose initially for your Companion). The condition lasts until the end of the Companion's turn, allowing for a save at the end of the target's turn. Once chosen, the choice can not be changed. 

Ultimate Evolution

At level 10 your Destined Companion gets an even stronger form! Now that you are level 10 your companion is even more battle ready as they are more ready to take on the fulfilment of your destiny. This form is Large sized. Your companion now chooses if it will become more of a mobile or defensive creature. Choose one of the following. One chosen you can not change your decision.
In addition, your Companion may transform into this form for up to 1minute as a Bonus Action once per Long Rest. Your Companion gains an additional use per Long Rest of its Champion form.

With this evolution, your companion gains the Multiattack ability, enabling it to make two attacks either Melee or Ranged when taking the Attack action. At 20th level, this increases to three attacks. 

Hardened Carapace: Your companion gains an armor plating that helps to ensure it's survival. It gains a +2 bonus to its AC and all of its saves.

Nimble Movements:  Your companion learns to move with immense grace, gaining +20 ft to all of its movement speeds. It also gains a +1 bonus to its AC.

Mega Evolution

When you hit level 14 your Companion reaches its final form, your companion is at the zenith of its abilities. This form is Huge in size. Your Companion may transform into this form as a Bonus Action and it lasts for one minute. It may use this form once per Long Rest. It may now utilize its Ultimate Form for up to twice per Long Rest and it may utilize its Champion Form three times per Long Rest. 

Choose two of the following to add as permanent modifiers to your companion:

Mortal Strike. Your companion can find even the smallest of weaknesses. It deals an extra 1d8 of damage on Attack hits.

Power From Beyond. Choose one of the following damage types: Radiant, Necrotic, Psychic, or Force. Your companions attack damage changes to that type.

Unbreakable Armor. Negate Critical hits made against it. They are instead treated as regular hits. 

Adaptive Form. Gains an additional movement type of base 20 ft. This choice must be one it does not already have and from the following list: Walking, Flying, Swimming, Burrowing. Previous adaptations affect it retroactively. 

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