Warlock
Base Class: Warlock

You have made a pact with a being who wishes to support mortals in their time of need. Such a being sees the potential in those who have gone astray and seeks to lead them to where fate is guiding them. Patrons of this sort often step forward to help a warlock once under oath to an ill intentioned being. In rare cases even helping them escape from the  previous pact. Some see their assistance as a mere stepping stool for their new warlock, a stepping point for what is to come in the future. Others intend for them to continue serving them as shepherds for other lost peoples. 

Expanded Spell List

The Forgiving Patron 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.

The Forgiving Patron Expanded Spells
Spell Level Spells

1st

faerie fire, find familiar

2nd

zone of truth, scorching ray

3rd

hypnotic pattern, beacon of hope

4th

fire shield, conjure minor elementals

5th

commune, hallow

Guardian

At 1st level, you gain the ability to magically summon a spectral guardian that strikes at your foes. As a bonus action, you create a being to occupy a space you can see within 60 feet of you. The Guardian lasts for 1 minute or until you use this feature to create another Guardian. When you create the guardian, you can make a melee spell attack against a creature within 10 feet of it. On a hit, the target takes your choice of 1d8 +  your spellcasting ability modifier of radiant or force damage. When you reach 7th level in this class, the damage dealt by the Guardian increases to 2d8, 3d8 at 11th, 4d8 at 15th. As a bonus action on your turn, you can move the Guardian up to 15 feet and repeat the attack. You can summon the Guardian  the amount of times equal to 1/4 your warlock level (rounded down) and you regain all expended uses when you finish a long rest.

Guided Escape

Starting at 6th level, your patron whisks you away from danger. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet
to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.

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

The Protected

Starting at 10th level you gain further protections and Guidance from your Patron. You have advantage on death saving throws, immunity to the frightened condition, and resistance to necrotic damage.

Guardians Rage

Starting at 14th level, your guardian becomes a more powerful conduit of your patrons blessings. As an action, you can have your guardian use its Transport or Fury abilities. Once you use either effect, you can’t use this feature again until you finish a long rest.

Transport. You and up to five willing creatures of your choice that you can see within 30 feet of the Guardian are lassoed and yanked through your patron’s realm. You and the chosen creatures are teleported to a point of your choice within 100 miles that you have visited within the past 24 hours. The Guardian vanishes after reaching your destination.

Fury. You can direct your Guardian to take part in a more powerful attack.  You may select 5 targets to be effected. Each target must make a Dexterity saving throw against your spell save DC. On a failed save, the creature takes 6d10+ 20 radiant or force damage (your choice) and is knocked prone. On a successful save, it takes half as much damage and is not knocked prone. The guardian then vanishes.

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