Base Class: Warlock
You have signed away yourself to the service of an Executive, a very influential being of usually Fiendish or Celestial Origin. Your Pact will have very ridged guidelines that you must follow and perform by the letter, but in exchange you will gain great abilities. You will somehow play a part in your Executive's plans but you do not know what kind, that's privileged information. The only thing you do know is they want you to be an influence over mortals. The most influential Executives are Grixix, the Arch Demon, from his pocket realm of Black Flame, and Glaldron the Feathered, the Archangel of Shazaar.
Expanded Spell List
The Executive 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.
Executive Expanded Spells
| Spell Level | Spells |
|---|---|
|
1st |
|
|
2nd |
|
|
3rd |
|
|
4th |
|
|
5th |
Health Exchange
Starting at 1st level, as an action, you can exchange a number of hit die equal to your current warlock spell slot level, you then cast a spell of your choice as part of this action. This spell slot is used immediately and this ability cannot stack spell slots. Once you've used this ability you cannot do so again until you have completed a long rest.
Give and Take
Starting at 6th level, as an action you call to The Executive to receive resistance to damage. Choose a Damage type, you gain that resistance, remove it from the list then roll a d12 to determine a Damage Vulnerability you gain in exchange. You can also forgo receiving the resistance and bestow it to a willing Creature, however you still gain the vulnerability not them.
- Acid
- Bludgeoning
- Cold
- Fire
- Force
- Lightning
- Necrotic
- Piercing
- Poison
- Psychic
- Radiant
- Slashing
- Thunder
This ability cannot give you damage immunity if you already posses a resistance. The resistance and vulnerability remains in effect until you take a short or long rest
Once you use this feature, you can’t use it again until you finish a short or long rest.
Important Interview
Starting at 10th level, when you spend at least one minute in conversation with a creature you gain insights of the creature to give you power over them. When you gain this power you can choose one of the following benefits:
- you cannot be charmed or frightened by the creature for 24 hours.
- you can cause the effect of charm person or cause fear to take place on them with out using a spell slot.
- you can discover any resistances or vulnerabilities the creature has.
- you gain advantage on any CHA checks made on the creature for the next 24 hours.
once a creature has been the target of this ability they are immune to this for 1 week.
Power Play
Starting at 14th level, Your mere presence is enough to bring down the strongest and boldest. When you hit a creature with an attack, you can use this feature to crush them with the power of your presence.
The target takes 8d10 force damage and any other creature you designate that can see this happen must make a wisdom save against your spell save DC or become frightened of you. The frightened creature can attempt to no longer be afraid by making another wisdom save at the end of their turn
Once you use this feature, you can’t use it again until you finish a long rest.
Comments