Base Class: Warlock
You have made a deal with a being who ascended to a higher plane. They've done so through years of spiritual enlightenment and discipline, and wish to assist others in achieving the same. Perhaps they used to be a Monk, spending years training their minds, bodies, and spirits. Or perhaps they became enlightened through a religious sect. Whatever the case may be, they now choose to guide others with their spirit and want the world to achieve the peace they have.
Level 3: Eldritch Strikes
You can now imbue your fists with eldritch power. Your unarmed strikes now deal 1d6 damage on hit and can use your charisma modifier for attack and damage rolls. If you have the pact of the blade invocation, your unarmed strikes gain any attack related benefits which a pact weapon would.
Additionally; You can, as a bonus action, do an unarmed strike an amount times equal to your charisma modifier per long rest.
(The type of dice used for damage rolls on your unarmed strikes increases as you level up. It becomes 1d8 at 6th level, 1d10 at 12th level, and 1d12 at 18th level).
Level 3: Enlightend Vesil
Your patron has gifted you with a strengthened body, one that you must hone to get its full potential. While you are not wearing armor, you gain the following benefits:
•Your base armor class is 10 + your charisma modifier + your dexterity modifier.
•You gain an extra 10 ft of movement speed.
Level 3: Enlightened Spells
Your patron has gifted you a number of spells which you will always have prepared when you reach the levels needed to obtain them:
Level 3 - Shocking Grasp, Absorb Elements, Blur, Searing Smite, Shining Smite
Level 5 - Blink, Haste
Level 7 - Freedom of Movement, Arcane Eye
Level 9 - Bigby's Hand, Commune
Level 6: Disciplined Spirit
Your training has not only lead you to imbuing your power into your body, but into those of others as well. Whenever you grapple a creature, you are able to use your charisma modifier to calculate the save dc instead of your strength modifer. Additionally; Once per turn, when you hit an opponent with an Unarmed Strike, you can force that creature to make a charisma saving throw (dc = 8 + your proficiency bonus + your charisma modifier). Upon a failed save, you can imbue into them one of the following effects:
•The next time that creature does a saving throw, you will roll a die equal to your hit dice for your Unarmed Strikes. You then subtract the number you roll from the total of that saving throw.
•That creature now has disadvantage on attacks against you until the start of your next turn.
Level 10: Eldritch Surge
With your growth comes not just new abilities, but improvements of older ones. When you have used all of your bonus action Eldritch Strikes, you can choose to expend a warlock spell slot in order to regain all of your uses. Additionally; As a part of the magic action used to impart a spell with range-of-touch, you can use an unarmed strike against the target. The unarmed strike can occur before or after the spell.
Level 14: Partial Ascension
By walking this path, you have enabled your spirit to be lived into a higher state, if only for a moment. At the start of your turn, you can commit to a partial ascension which transforms your aura and maybe even body. This grants you the following benefits:
•You regain all expended uses of Eldritch Strikes.
•When you use your Eldritch Strikes - Unarmed Strike as a bonus action, you do not expend any uses.
•Whenever you utilize the Disciplined Spirit feature, you can imbue an enemy with both of the debuffing abilities at once.
•Whenever you make a saving throw to maintain concentration and fail, you can roll again. You must use the new roll.
This transformation lasts for one minute after activation, but ends early if you choose to do so. You can only use this feature once per long rest, unless you expend a Warlock spell slot to regain its use.
Previous Versions
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11/14/2024 10:35:49 PM
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30
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5.5
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11/18/2024 4:19:16 PM
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35
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1.1
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11/27/2024 12:27:09 AM
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60
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