Warlock
Base Class: Warlock

Some warlocks do not bargain for forbidden knowledge or destructive power. Instead, they swear themselves to a higher duty. Patrons known as Guards value loyalty, vigilance, and unwavering protection of sacred places, relics, people, or ideals.

These patrons may be ancient sentinels, divine wardens, forgotten knightly spirits, lawful extraplanar beings, or powerful entities who demand devotion and guardianship in exchange for power.


Warlocks bound to a patron's guard act as watchers, wardens, and defenders, protecting what their patron deems sacred.

Expanded Spell List

The Guard lets you choose from an expanded list of spells when you learn a warlock spell.

1st Level: Shield, Command.
2nd Level: Warding Bond, Hold Person.
3rd Level: Spirit Guardians, Protection from Energy.
4th Level: Guardian of Faith, Stoneskin.
5th Level: Wall of Force, Circle of Power.

Level 3 – Sentinel’s Duty

Your patron teaches you to stand between danger and those you guard.

You gain proficiency with medium armor and shields.

Additionally, when a creature you can see within 5 feet of you is hit by an attack, you may use your reaction to reduce the damage by 1d10 + your Charisma modifier + your Warlock level.

You can use this feature a number of times equal to your proficiency bonus, regaining all uses on a long rest.

Level 6 – Warding Presence

Your mere presence reinforces your allies.

Creatures of your choice within 10 feet of you gain a +1 bonus to AC and advantage on saving throws against being frightened.

If you are incapacitated, this aura ends.

The radius increases to 30 feet at level 14.

Level 10 – Interposing Step

Your patron grants supernatural speed to intercept danger.

When a creature you can see within 30 feet of you is targeted by an attack, you can use your reaction to magically teleport to an empty space adjacent to that creature.

You become the new target of the attack.

After teleporting, you gain temporary hit points equal to twice your warlock level.

You can use this ability once per short or long rest.

Level 14 – Unbreakable Guardian

You embody the perfect sentinel.

As a bonus action, you can enter a Guardian state for 1 minute. While active:

You gain resistance to all damage.
Allies within 30 feet gain advantage on saving throws.
Whenever an ally within 30 feet takes damage, you can use your reaction to take half of that damage instead.

Once you use this feature, you cannot use it again until you finish a long rest.

Level 3: Expanded Spell List

The position of a Patron's Guard lets you choose from an expanded list of spells.
1st Level: Shield, Command.

2nd Level: Warding Bond, Hold Person.
3rd Level: Spirit Guardians, Protection from Energy.
4th Level: Guardian of Faith, Stoneskin.
5th Level: Wall of Force, Circle of Power.

Sentinel’s Duty

Your patron teaches you to stand between danger and those you guard.

You gain proficiency with medium armor, martial weapons, and shields.

Additionally, when a creature you can see within 15 feet of you is hit by an attack, you may use your reaction to reduce the damage by 3d10 + your Charisma modifier. 

You may use this once per short rest.

The number of dice increases with level.

Warding Presence

Your mere presence reinforces your allies.

Creatures of your choice within 10 feet of you gain a +1 bonus to AC and advantage on saving throws.

If you are incapacitated, this aura ends.

The radius increases to 20 feet and the AC to +2 at level 10.

The radius increases to 30 feet and the AC to +3 at level 14.

Interposing Step

Your patron grants supernatural speed to intercept danger.

When a creature you can see within 30 feet of you is targeted by an attack, you can use your reaction to magically teleport to an empty space adjacent to that creature.

You become the new target of the attack.

You can use this ability once per long rest.

Unbreakable Guardian

You embody the perfect sentinel.

As a bonus action, you can enter a Guardian state for 1 minute. While active:

You gain resistance to all damage.
Allies within 30 feet gain advantage on saving throws.
Whenever an ally within 30 feet takes damage, you can use your reaction to take half of that damage instead.

Once you use this feature, you cannot use it again until you finish a long rest.

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