Warlock
Base Class: Warlock

The Pact of The Atlas is a supernatural bond between a person and ''The Atlas''. Information on how The Atlas first came to existence is unknown since only one person in the universe can be influenced by it at a time. There are no recent written examples about The Atlas, but older stories have been told about this 'possession of the human mind' that could possibly relate to The Atlas. 

The origins of The Pact of The Atlas dates back centuries ago when a man named Atlas disregarded everyone who loved him and used his wealth only to become wealthier. When Atlas was the richest man in the country he decided to start a collection of magical items. He demanded his subjects to gather anything valuable by then which led to him going on to the black market. Soon after that, cursed items managed to attract his attention. Eventually, Atlas stumbled upon a set of rings his greed demanded him to have. His advisers recommended him to ignore the rings since rumors went around that an extremely old curse was put upon its wearer. Despite this warning, Atlas' will was stronger and he bought the rings. The day after this, he had disappeared from existence, and the rest is history. 

Every time the person fails a Saving Throw, rolls a nat1, or a nat2 they will change into The Atlas unless they don't have a feature slot left. 

All attacks and spells with any kind of elemental damage turns into fire or acid. 

Atlas' Greed

When taken a lot of damage or wanting to make attacks more powerful, you can expand a slot to let Atlas take over. 

Your spells gain 1d6 bonus when activating this feature and you gain your  Warlock level of temporary health. 

Expanded Spell List

See spell list. 

The Atlas' Blessing

Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your warlock level (minimum of 1).

Atlas' Own Luck

Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll’s effects occur.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Fiendish Resilience

Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.

Hurl Through Hell

Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.

At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.

Once you use this feature, you can’t use it again until you finish a long rest.

Previous Versions

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