Warlock
Base Class: Warlock

Your patron is not one entity, but rather a collective of several. You bind yourself to the service of those who alone could not hope to survive. Whether it is your home community, placing their faith in you to be their sole protector from danger; the spirits of helpless creatures in the wilderness, wishing for a relief from being hunted or trodden upon; or the masses of undead choosing you as their leader; their collective hope in you gives you the strength to carry them forward.

Expanded Spell List

Your collective patron grants you additional spells, which are added to the warlock spell list.

Spell Level Spells

1st

bless, find familiar

2nd

healing spirit, warding bond

3rd

crusader's mantle, spirit guardians

4th

conjure minor elementals. death ward

5th

animate objects, insect plague

The Power to Protect

Starting at 1st level, you gain a protective aura around you. All creatures within a 5 foot circle, centered on you, reduce incoming bludgeoning, slashing, and piercing damage by an amount equal to your charisma modifier (minimum of 1). This increases to 10 feet at level 10 and 30 feet at level 18.

Collective Perception

Starting at 6th level, your collective patron watches you, able to alert you to danger from any angle. You have advantage on perception and investigation checks that rely on sight, and you add your charisma modifier to your initiative rolls.

Steadfast Allies

Starting at 10th level, any creature you summon has temporary hitpoints equal to twice your charisma modifier, its attacks deal bonus damage of its type equal to your charisma modifier plus your proficiency bonus, and you can cast conjuration spells as a bonus action.

The Swarm

Starting at 14th level, you can summon your collective patron to overwhelm your enemies with sheer numbers. As an action, choose a creature you can see within 60 feet of you. It must make a strength saving throw against your warlock spell save DC. On a failure, that creature is restrained and takes 4d6 bludgeoning or piercing damage (your choice) at the start of its turn. On a success, it takes 4d6 bludgeoning damage and isn't restrained. The trapped creature can make another saving throw at the end of each of its turns, freeing itself on a success.

You must finish a long rest before you can use this feature again.

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