Warlock
Base Class: Warlock

A long time ago, The Archons hailing from Mount Celestia of the Astral plane came to a realization. Their enemy, the fiends, were contacting mortals of all alignment to make pacts in return for power. In order to combat the growing number of fiend and adventurer alliances the Throne Archons, commanders of the cities of Celestia and the judges of the Heavens, decided to send the sword and owl archons to go and combat the ceaseless battle of evil the fiends were causing. In doing so, they created pacts with lawful adventurers starting the mission to overpower the fiends.

 

 

Expanded spell list from Archons

1st- protection from evil and good, divine favor

2nd- zone of truth, aid

3rd- spirit guardians, beacon of hope

4th- divination, banishment

5th- dispel evil and good, flame strike

Penitentiary Gaze

Starting at 1st level

Any nonlawful good creature within 30 feet of you that meets your eyes must succeed on a Wisdom saving throw based on your spell save DC or temporarily fall under your influence. Such a being becomes filled with remorse over the distance his life's actions have taken him from the ideals of law or goodness (even if such distance would ordinarily make him proud). The intensity of the remorse (and the relevant game effect) varies depending upon the creature's alignment. Compare the victim's alignment to the chart below, adding any game effects that apply.

The victim is free to act (even attack you) while under the effects of the penitentiary gaze. The effects persist each round until the victim makes a successful Wisdom saving throw. You can disable or enable this ability as a free action. The gaze cannot be disabled during the same round in which it was enabled (and vice versa).

Law/Chaos Axis Neutral:The victim is beset by religious visions in which angelic legions berate him for straying from the true path of law and goodness. As a result, he suffers one level of exhaustion. 

True Neutral: Blistering mental hellscapes scald the victim's consciousness, causing so much psychological damage that the victim becomes stunned.

Good/Evil Axis Neutral: Pangs of self-regret over past evil deeds result in blood-red psychosomatic blisters and boils. The victim takes your spell attack modifier plus half of your warlock level minimum 1. 

Law/Chaos Axis Evil/Fiend: The victim's guilt and misery creates a psychosomatic meltdown that results in painful rashes and explosive skin abrasions. The victim takes your charisma modifier plus 1d10 of radiant damage and double damage versus fiends. 

Pact Boon Weapon

Starting at 3rd Level when you choose a pact...

Armblades : As a bonus action, you can mold the flesh of your forearms, hardening and sharpening organic matter into the form of powerful magic blades. The blades are considered longswords use charisma for attack and damage modifier, and the weapon counts as magical for the purpose of overcoming resistance and immunity of nonmagical attacks and damage.

You can shift back to your "normal" hands as a bonus action. The armblades cannot be disarmed or sundered, and they automatically assume limb form upon your death.

Damage: Extra 1d6 plus half your warlock level radiant damage on first hit of every round.

Unerring Judgement

Starting at 6th level

You instinctively know the alignment of any creature within 60 feet. Typical methods of masking alignment, such as misdirection or nondetection, have no effect upon this ability.This grants you advantage on insight checks on Chaotic and Evil aligned creatures. 

Shield of Righteousness

Starting at the 10th level

As a reaction, an aura permeates from your body. You gain +5 to AC until the start of your next turn and any creature that attempts to attack you must succeed on a wisdom saving throw or suffer the effect of the attack themselves. Evil alignment characters suffer disadvantage on their wisdom saving throw. You can use this feature once per day. 

Guardians of Celestia

Starting at the 14th level

When you initiate an attack roll, you can call on multiple Archons to guide you into battle. When you activate this feature 4 Archons materialize from the Astral Plane. You gain advantage on your attack roll as the Archons fight alongside you. Your target takes 8d10 radiant damage. If the target is a fiend it takes 12d10 radiant damage. You can use this feature once per long rest. 

Previous Versions

Name Date Modified Views Adds Version Actions
1/4/2020 4:15:04 AM
12
1
5e
Coming Soon

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