Warlock
Base Class: Warlock

You have bound yourself to the fading soul of an ancient, forgotten deity or primordial entity, pulling it back from the brink of total erasure. Your patron does not dictate terms from a distant realm; instead, it relies on your life force to anchor it to the material plane. As your power grows, you serve as the architect of its rebirth, restoring its ruined body into a terrifying weapon of war.

Echoes of a Forgotten Age Your patron is not an omniscient master; it is a fractured survivor suffering from divine amnesia. As you level up and funnel your life force into the Vestige, it begins to remember fragments of its past. You and your DM can use the following progression to guide your patron's story:

  • Level 3 (The Awakening): The Vestige remembers only sensations. ("I remember fire." "I remember falling.")

  • Level 6 (The Connection): The Vestige remembers glimpses of its domain or its followers. ("I remember a city falling from the sky." "I remember songs in the dark.")

  • Level 10 (The Symbiosis): The Vestige remembers its identity and recognizes you as its savior. ("I remember my true name. And I know yours.")

  • Level 14 (The Apotheosis): The Vestige remembers its death. ("I remember the one who erased me. And I remember how to destroy them.")

The Vestige's Form When manifesting, the Vestige takes on a monstrous, animalistic, or abstract form reflecting the era of its fall. Its exact scale and dimensions are left to the DM's discretion. You can determine its appearance or roll a d10:

  1. A winged lion or griffon carved from cracked white marble and faded gold.

  2. A crystalline entity shaped like a multi-winged seraph or moth.

  3. A celestial avian bound in heavy, tarnished iron chains.

  4. A petrified ancient warden made of petrified ironwood.

  5. A dense earth-spirit resembling a silverback gorilla or giant tortoise.

  6. A compact stasis-horror formed from interlocking obsidian prisms.

  7. A predatory feline formed from cooling slag and volcanic glass.

  8. A rusted, heavy clockwork automaton resembling a feral, eyeless hound.

  9. A thick, segmented, bone-white serpent wearing a tarnished bronze death mask.

  10. A grotesque, calcified stag covered in fossilized thorns.

Expanded Spells

You always have the following spells prepared, and they don't count against the number of Warlock spells you can prepare.

  • 3rd Level: Bane, Bless

  • 5th Level: Dust Devil, Silence

  • 7th Level: Speak with Dead, Spirit Guardians

  • 9th Level: Banishment, Divination

The Forgotten Vestige

As an Action, you can summon your Vestige in an unoccupied space within 30 feet of you. It is friendly to you and your allies and obeys your verbal commands.

In combat, the Vestige shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a Bonus Action on your turn to command it to take another action. That action can be one in its stat block or some other action.

When the Vestige is reduced to 0 hit points, it dissipates and leaves behind a harmless physical remnant of its former existence; a handful of supernatural ash, a broken gear, a cracked rune-etched buffer, or a faded feather of crystallized light. You can re-summon the Vestige by expending a Warlock spell slot (no action required) or by finishing a Long Rest.

Vestige Companion

Medium creature. Its creature type is determined by its appearance and origin, as appropriate to the Vestige.

Armor Class 13 + your proficiency bonus (PB)

Hit Points 5 + five times your Warlock level (the vestige has a number of Hit Dice [d8s] equal to your Warlock level)

Speed 30 ft., fly 30 ft. (hover)

Saving Throws Dex +2 plus PB, Wis +2 plus PB

Condition Immunities poisoned, charmed

Senses darkvision 60 ft.

Actions

Ancient Strike. Melee or Ranged Spell Attack: your spell attack modifier to hit, reach 5 ft. or range 30 ft., one target. Hit: 1d8 + PB force or necrotic damage (your choice when summoned).

The damage of this attack increases by 1d8 when you reach 11th level (2d8 + PB) and 17th level (3d8 + PB) in this class.

Divine Echoes

Your Vestige adapts to the growing pressure of combat. Whenever you reach a Warlock level that grants an Ability Score Improvement (4th, 8th, 12th, and 16th level), you choose one permanent evolution from the list below. You cannot choose an Echo more than once.

Echo of the Anchor

As a Bonus Action on your turn, you can magically teleport, swapping places with your Vestige, provided it is within 60 feet of you.

Echo of the Ashen Wake

Whenever the Vestige moves, it can leave a trail of warped terrain. The spaces it moves through become difficult terrain for hostile creatures until the start of your next turn

Echo of the Bastion

The Vestige gains a +2 bonus to its AC. While you are within 5 feet of the Vestige, you have half-cover against attacks and other effects that originate from creatures on the opposite side of the Vestige.

Echo of the Devouring Spark

When the Vestige reduces a hostile creature to 0 hit points, the Vestige instantly gains Temporary Hit Points equal to 1d8 + your Warlock level.

Echo of the Fractured Prism

When a creature within 5 feet of the Vestige hits it with a melee attack, the Vestige can use its Reaction to deal 1d8 + your Charisma modifier in Force or Necrotic damage (matching your choice for Ancient Strike) to the attacker.

Echo of the Sovereign Roar

As an Action, you command the Vestige to unleash a resonant roar. Hostile creatures within 15 feet of the Vestige must succeed on a Wisdom saving throw against your Spell Save DC or become Frightened of the Vestige until the end of your next turn. Once you use this feature, you cannot do so again until you finish a Short or Long Rest.

Echo of the Timeless Gaze

The Vestige gains Blindsight out to 30 feet. While you are within 60 feet of the Vestige, you also gain Blindsight out to 30 feet.

Echo of the Unsealed Rift

When the Vestige hits a creature with its Ancient Strike, you can force the target to make a Strength saving throw against your Spell Save DC. On a failure, the target is violently pulled up to 10 feet directly toward the Vestige.

Echo of the Unyielding Colossus

The Vestige gains Advantage on all saving throws against being Paralyzed, Restrained, Stunned, and Prone.

Echo of the Vanguard

When the Vestige hits a creature with its Ancient Strike, you can use your Reaction to make one weapon attack or cast a cantrip. The attack or cantrip must target the same creature the Vestige hit.

Echo of the Weaver

When you cast a spell that requires Concentration, you can have the Vestige maintain Concentration on that spell instead of you. While the Vestige maintains the spell, you cannot concentrate on another spell. The Vestige uses your Constitution saving throw modifier for Concentration saving throws it makes for this spell. If the Vestige is incapacitated or dismissed, the spell immediately ends.

Resurgent Conduit

Your connection to the Vestige bridges space. When you cast a Warlock spell that has a range other than Self, you can have the spell originate from your space or the Vestige's space. Additionally, you can see and hear through the Vestige’s senses as long as you are on the same plane of existence, requiring no action to maintain

Symbiotic Martyr

Your life forces intertwine. When either you or the Vestige takes damage while within 60 feet of each other, you can use your Reaction to magically share the burden. The target taking the damage gains Resistance to that instance of damage. The other creature takes Force damage equal to the damage prevented by the Resistance, and this damage ignores Resistance and Immunity.

Reclaimed Apotheosis

You temporarily restore your patron to its terrifying, primordial form. As a Bonus Action, the Vestige undergoes an Apotheosis for 1 minute, gaining the following benefits:

  • Divine Stature: It becomes Large or Huge (your choice).

  • Primordial Vigor: It instantly gains Temporary Hit Points equal to 3d10 + your Warlock level.

  • Aura of Awe: Hostile creatures that start their turn within 15 feet of the Vestige must make a Wisdom saving throw against your Spell Save DC or be Frightened of it until the start of their next turn.

  • Divine Ruin: When the Vestige hits a target with Ancient Strike, each creature of your choice within 10 feet of the target other than the Vestige takes damage equal to one roll of the Ancient Strike's damage. A creature can take this damage only once per turn.

  • Legendary Resilience: If the Vestige fails a saving throw while in this form, it can choose to succeed instead. Once it uses this ability, it can't do so again during this Apotheosis.

Once you use this feature, you cannot do so again until you finish a Long Rest, unless you expend a Warlock spell slot to use it again.

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