Warlock
Base Class: Warlock

You have been chosen to be the champion of the Trilith Dauntless... Death is only the beginning.. 

Fearless Will

You gain the following benefits:

  • You cannot be frightened while you are not incapacitated.
  • When you or an ally within 10 feet of you fails a saving throw against fear or charm, you can use your reaction to let them reroll it. You can do this a number of times equal to your Charisma modifier per long rest.

Dauntless Endurance

When you take damage that would reduce you below half your hit points, you can use your reaction to emit a blast of dream-forged cold defiance. All creatures within 10 feet must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or take 3d8 cold damage and be pushed 10 feet away. While you are below half hit points, you have resistance to all non-magical damage until the start of your next turn.

Radiant Dash

You can move up to your full movement as a bonus action a number of times equal to your Charisma modifier per long rest. While doing so, you leave behind a shimmering afterimage or frost trail (based on variant), and you can move through enemy spaces without provoking opportunity attack.

If you end this movement adjacent to an enemy, your next attack against them before the end of your turn has advantage, and deals extra damage equal to your Charisma modifier.

Can also be used while prone or grappled, allowing for a legendary escape feeling.

Steadfast Soul

Your soul becomes a mirror of Dauntless’ will.

  • You are immune to the frightened condition. If a creature attempts to frighten or charm you, it takes 2d10 psychic damage as your mind violently rejects their influence.
  • Additionally, whenever you fail a saving throw, you can choose to succeed instead.

You can use this feature once per long rest.

Dauntless Sentinel

You partially merge with Dauntless, becoming a living shard of their dream.

  • As an action, you take on a transcendent form for 1 minute:
    • You gain a flying speed of 30 feet and can hover.
    • Allies within 30 feet can’t be frightened or charmed.
    • The first time you drop to 0 hit points while this form is active, you are instead restored to 1 hit point and explode in radiant cold. Enemies within 10 feet take 6d10 cold and radiant damage (half on a successful Constitution save).

 

You can use this feature once per long rest.