Warlock
Base Class: Warlock

You have made a Pact with a Celestial from the high heavens to serve them so that one day you may join them up above. However you have also made a Pact with the Fiends below to grant you power. Now you must embody both of them and their wishes, both grant you boons but only one may have service over you. Depending on your Patron for the Day you must follow their wishes, ones wishes evil one good.

Expanded Spell List

The Fiend 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.

Fiend Expanded Spells
Spell Level Spells

1st

inflict wounds, cure wounds

2nd

aid, scorching ray

3rd

animate dead, aura of vitality

4th

aura of life, blight

5th

banishing smite, cone of cold

Dual Nature

Starting at 1st level, when you finish a long rest, roll a d20. On even numbers your patron is a Celestial of Good alignment, on odds it is a Demon of Evil alignment. The Celestial grants you additional healing of that equal to your proficiency modifier+Charisma modifier. The Demon grants you additional damage on melee spell attacks, equal to your proficiency modifier+Charisma modifier, this feature is usable up to your Charisma modifier (minimum 1).

Your level divided by 4 rounding (down/up?) you may alter the d20 towards one of your Patrons.

Patrons Boon

At 1st level you learn the eldritch blast cantrip. Additionally the effects of the cantrip are altered by which patron you are serving that day. When serving the Demon your eldritch blast is augmented and becomes eldritch pummel the cantrip becomes 5ft reach and the damage becomes a d12. When serving the Celestial you gain the ability to make a pill that heals for 1 hp (you may use your other class feature to apply the healing) up to your Warlock level.

Creatures from beyond

Starting at 6th level, you can call on your patron to alter fate in your favor. Celestial: You allow your patron to directly intervene to assist you in combat. As an action (you can summon  a celestial equal to 1/3rd your level for 1 hour?) Demon: When you slay a humanoid, you can use its blood as a sacrifice to the dark god summoning demons.  The demon(s) summoned can be up to half your level in cr for one demon, 1/4th you level in cr for 4 demons, 1/8th your level in cr for 8 demons. The demons are not under your control and they last for 1 hour or until banished as a (free action?).

Once you use this feature, you can’t use it again until you finish a short or long rest for the Demon and a long rest for the Celestial.

Patron's Protection

Starting at 10th level, your  patrons grant greater boons. Celestial: Once per long rest your Patron grants you protection, upon taking damage you may use your reaction to allow the celestial to move your position of that plane making the attack instead miss. Demon: You patron's grasp over your mortal coil increases as you have delved further into its powers.  Once per long rest when a creature makes a melee attack against you; you may use your reaction to allow the demon to overtake you striking them before they hit you. Roll a melee spell attack upon if your attack roll surpasses that of the attacker you deal Eldritch pummel damage and stun the target. The amount of times you may use this feature  increases by 1 at 15th and 20th.

Patron's Parting Gift

Starting at 14th level, your patrons grant you one last boon to use against their counterpart.

Celestial: When you damage a target you bring their the judgment of the heavens down upon them. The target takes 10d10 radiant damage as their sins begin to eat away at them. This damage is doubled against undead and fiends. Additionally if the target dies from this damage the creature disintegrates emitting holy light healing creatures within 30 feet for the damage. The healing does not effect Undead or Fiends.

Demon when you make a hit a melee attack against a target you may attempt to forcibly demonize them. As the demon blood sets in the creature takes 10d10 psychic damage. If the target is a fiend it takes no damage. If the creature dies from the damage you may use your bonus to cause the creature to explode dealing 10d10 fire damage on a dexterity saving throw. If you do not use the Bonus action and the damage leaves the Creature alive they must make a Constitution Saving throw or be forcibly demonized, changing them into a Fiend of half your level in CR which you do not control.

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

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