Base Class: Warlock
You have made your pact with a mysterious entity — a force that manifests in sentient magic armor carved from the stuff of shadow. The shadowy force behind these Raiments can offer power to warlocks who form pacts with it.
Expanded Spell List
The Raiment 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.
Raiment Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | shield of faith, absorb elements |
| 2nd | blur, enlarge/reduce |
| 3rd | blink, protection from energy |
| 4th | freedom of movement, death ward |
| 5th | antilife shell, cone of cold |
Indwelling of the Raiment
At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with heavy armor, shields, and smith's tools. Select a fighting style below.
You can roll for additional temporary HP when under the effect of spells, abilities, or potions that already grant you temporary HP. This ability can be used once per long rest, and the duration is subject to that of the spell, ability, or potion that granted the temporary HP. (3d4 at 1st level, 5d4 at 5th level, 10d4 at 10th level, 15d4 at 15th level)
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Raiment's Instincts
Starting at 6th level, you can add half your Charisma modifier rounded up on a reaction, as a bonus to your AC, including against the triggering attack. You start with 2 uses when gaining this feature, 4 uses at 10th, and 6 total uses at 17th level.
You regain all expended uses when you finish a long rest.
Ironclad
Starting at 10th level, you also gain resistance to non-magical bludgeoning, piercing, and slashing damage.
On each long rest you may choose one additional damage type to resist.
Acid
You resist Acid damage.
Cold
You resist Cold damage.
Fire
You resist Fire damage.
Force
You resist Force damage.
Lightning
You resist Lightning damage.
Necrotic
You resist Necrotic damage.
Poison
You resist Poison damage.
Psychic
You resist Psychic damage.
Radiant
You resist Radiant damage.
Thunder
You resist Thunder damage.
Raiment's Curse
At 14th level, you develop an innate knowledge of circumventing the defenses of your enemies, and even punishing them for it. This reflects as a bonus 1d4 on melee or spell attack rolls, and a bonus 1d8 to the damage roll, which corresponds to the attack's damage type.
As a bonus action, choose one creature you can see within 30 feet of you. and place the Raiment's Curse on them for a number of rounds equal to your Charisma modifier.
The creature is forced to make a Wisdom save against your spell DC to resist this ability, and may take an action to repeat the save in subsequent turns. Under this curse, they lose all armor proficiency. If they have natural armor, they retain spellcasting ability. The curse ends early if the target succeeds the save, dies, you die, or you are incapacitated. Furthermore this ability refreshes on short or long rests
Previous Versions
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8/27/2020 4:18:11 AM
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