Base Class: Warlock
Some warlocks forge pacts with beings whose power is best expressed through steel rather than sorcery. These patrons may be the spirits of legendary weapons, immortal duelists, forgotten war gods, or ancient entities that embody the art of battle itself. They teach that a blade can become an extension of the soul, guided by eldritch power and wielded with impossible precision.
Warlocks who serve the Bladebound stand at the forefront of combat, weaving supernatural might into every strike. Their pact weapon answers their call without fail, turning each duel into a display of relentless skill and otherworldly power.
Martial Vessel
Your patron channels eldritch power through your pact weapon.
Once on each of your turns, when you hit a creature with your pact weapon, you can deal an extra 1d6 force damage.
In addition, immediately after you take the Attack action using your pact weapon, you can move up to 10 feet without provoking opportunity attacks.
Perfect Draw
Your patron ensures your pact weapon is never beyond your reach, existing on the edge of reality until the moment it is needed.
When you roll initiative, you can summon your pact weapon without using an action, provided it isn't already in your hand. The first attack roll you make with your pact weapon during each combat has advantage. If that attack hits, you gain temporary hit points equal to your Charisma modifier + your proficiency bonus.
Arcane Riposte
Your patron teaches you to turn failed attacks into lethal openings.
When a creature within 5 feet of you misses you with an attack, you can use your reaction to make one attack against that creature with your pact weapon.
You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Soulforged Defense
Your bond with your pact weapon shields you from harm.
While wielding your pact weapon, you have resistance to force damage.
In addition, when you take damage, you can use your reaction to reduce the damage by 1d10 + your Charisma modifier.
You can use this damage reduction a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
Endless Assault
You can channel the full martial might of your patron. As a bonus action, you enter a state of supernatural prowess that lasts for 1 minute. While in this state, you gain the following benefits:
• Your pact weapon attacks deal an extra 2d8 force damage on a hit.
• Once on each of your turns, when you reduce a creature to 0 hit points with your pact weapon, you can immediately move up to half your Speed and make one attack with your pact weapon.
• Once on each of your turns, when you miss with a pact weapon attack, you can reroll the attack roll. You must use the new roll.
Once you use this feature, you can't use it again until you finish a long rest.
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