Warlock
Base Class: Warlock

The Tyrant can be anything from an aboleth or a beholder, to a powerful demigod, such as Kas, or even a tyrannical deity such as Bane, Gruumsh, or Maglubiyet. Regardless of who the patron is, they require the warlock to conquer, enslave, and subjugate others, and show no compassion for those too weak to fend for themselves. If there is somebody more powerful than the warlock, must the warlock do everything within their power to overthrow the rival from their position of power? 

Expanded Spell List

The Tyrant lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you

1st bane, command

2nd detect thoughts, knock

3rd phantom steed, sleet storm

4th compulsion, Otiluke's resilient sphere

5th Arcane hand, geas

Bonus Proficiencies

When you choose this otherworldly patron at 1st level, you gain proficiency with medium armor and the Intimidate skill.

Imposing Will

When you choose this otherworldly patron at 1st level,

you impose your will on the world around you, surrounding yourself with a magical 10-foot-radius aura. You can activate and deactivate this aura using a bonus action on your turn. When you gain this aura and when you finish a short or long rest, you can choose one of the effects below to take hold within the aura. A chosen effect lasts until you choose a new effect when next you finish a short or long rest, but the effect is suppressed if you are unconscious or dead.

The radius of the aura increases to 30 feet when you reach 10th level. Also when you reach 10th level your aura may have two effects at once.

Dire. When you become cursed, deafened, diseased, frightened, or poisoned, you can use your reaction to force a creature in the aura to make a Charisma saving throw. On a failed save, you remove the condition or effect from yourself and transfer it onto the target.

Doubt. When a creature in the aura makes a Wisdom saving throw, you can use your reaction to subtract your Charisma modifier from the roll.

Gyre. A strong wind (20 miles per hour) fills the aura, extinguishing unprotected flames that are torch-sized or smaller, hedges out vapor, gas, and fog that can be dispersed by strong wind, and attack rolls of ranged weapon attacks have disadvantage if the attacks pass through the wind.

Harrow. Waves of invisible, eldritch magic pulses outwards from the center of the aura. A hostile creature that starts its turn in the aura takes force damage equal to your Charisma modifier

Stricken. When a creature in the aura is targeted by an attack, you can use your reaction to lower the target’s AC against the attack by an amount equal to your Charisma modifier

Unsettling. When a creature starts its turn in the aura, you can use a reaction to force it to make a Wisdom saving throw. On a failed save, the target is frightened of you for 1 minute. On a successful save, the target is immune to this effect for 24 hours. A frightened creature can repeat the saving throw at the end of each of its turns.

Dire

Dire. When you become cursed, deafened, diseased, frightened, or poisoned, you can use your reaction to force a creature in the aura to make a Charisma saving throw. On a failed save, you remove the condition or effect from yourself and transfer it onto the target.

Doubt

Doubt. When a creature in the aura makes a Wisdom saving throw, you can use your reaction to subtract your Charisma modifier from the roll.

Gyre

A strong wind (20 miles per hour) fills the aura, extinguishing unprotected flames that are torch-sized or smaller, hedges out vapor, gas, and fog that can be dispersed by strong wind, and attack rolls of ranged weapon attacks have disadvantage if the attacks pass through the wind.

Harrow

Waves of invisible, eldritch magic pulses outwards from the center of the aura. A hostile creature that starts its turn in the aura takes force damage equal to your Charisma modifier.

Stricken

When a creature in the aura is targeted by an attack, you can use your reaction to lower the target’s AC against the attack by an amount equal to your Charisma modifier

Unsettling

When a creature starts its turn in the aura, you can use a reaction to force it to make a Wisdom saving throw. On a failed save, the target is frightened of you for 1 minute. On a successful save, the target is immune to this effect for 24 hours. A frightened creature can repeat the saving throw at the end of each of its turns.

Mantle of Triumph

Starting at 6th level, your patron's tyrannical will infects yours, allowing you to shrug off powerful magic. When you fail a saving throw against a spell of a level equal to your Pact Magic spell slot level or lower, you can use your reaction to succeed instead. Once you use this feature a number of times equal to your Charisma modifier, you must finish a short or long rest before you can use it again.

Hand of Conquest

Once you reach 10th level, you learn to impose your will with the freedom of a true tyrant. Using a bonus action, you can choose a point within 30 feet of you and cause your Imposing Will aura to radiate from that point, rather than from yourself. You can move the aura to another location or cause it to return to your person and remain centered on you by using another bonus action. The aura automatically returns to your person, again becoming centered on you, if you move more than 120 feet away from it.

Versatile Oppression

At 14th level, you learn to refocus your immense will at your leisure. You can use an action to change the effect of your Imposing Will aura, instead of having to complete a rest to do so.

In addition you gain the following ability: 

Reign Supreme: Once on each of your turns when you reduce a creature within your Imposing Will aura to 0 hit points, you gain one additional action that you can use before the end of your turn

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