Warlock
Base Class: Warlock

The Shattered Pact Warlock has no Patron... anymore. You managed to renege on the contract with the Archdevil you swore loyalty to. Your Celestial guide was killed saving you from a dark fate. The magic weapon you were bound to was rent asunder by more powerful magics. Whatever the case, you are no longer bound to your Patron. But some semblance of that bond and the magic it carried remains. Perhaps you are still syphoning some power from your ex-Patron, or perhaps there is another source of this magic. Regardless, you are not as powerless as your old Patron would have had you believe. But even if your Patron is no more or has washed their hands of you, others may still seek out out: either to recruit you to their numbers or to punish you for taking power you were not meant to wield.

Shattered Casting

With the tie to your Patron gone, you have lost some of the connection which granted you power, but also some of the bindings that kept that power in place.

You have 1 fewer spell memorized per level than other Warlocks of your level. However, you may prepare new spells at the beginning of any Long Rest, picking the spells you desire from those which are available for you to cast.

You lose any Expanded Spellcasting access you may have had prior to gaining this feature if your subclass changes to Shattered Pact from another Warlock Subclass.

Sight of the Betrayer

Starting at 1st level, the remnants of magic from your broken pact allow you to detect creatures which may be aligned with your prior Patron. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of a specific kind of creature within 60 feet of you that is not behind total cover. You do not know the identity of these creatures, but you do know if they draw their power from your prior Patron. 

The type of creature you detect varies depending on your previous patron, as follows:

Archfae: Fey
Celestial: Celestial
Fathomless: Aberration
Fiend: Fiend
Genie: Elemental
Great Old One: Aberration
Hexblade: Construct
Undying: Undead

You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

Archfey

Detect Fae Creatures 1+Cha (min 1) times per Long Rest.

In addition to detecting such creatures, you also know if they draw their power from your prior Patron.

Celestial

Detect Celestials at a range of 60', 1+ Cha times per Long Rest.

In addition to detecting such creatures, you also know if they draw their power from your prior Patron.

Fathomless

Detect Aberrations, 1+ Cha times per Long Rest.

In addition to detecting such creatures, you also know if they draw their power from your prior Patron.

Fiend

Detect Fiends at a range of 60', 1+ Cha times per Long Rest.

In addition to detecting such creatures, you also know if they draw their power from your prior Patron.

Genie

Detect Elementals at a range of 60', 1+ Cha times per Long Rest.

In addition to detecting such creatures, you also know if they draw their power from your prior Patron.

Great Old One

Detect Aberrations at a range of 60', 1+ Cha times per Long Rest.

In addition to detecting such creatures, you also know if they draw their power from your prior Patron.

Hexblade

Detect Constructs at a range of 60', 1+ Cha times per Long Rest.

In addition to detecting such creatures, you also know if they draw their power from your prior Patron.

Undying

Detect Undead at a range of 60', 1+ Cha times per Long Rest.

In addition to detecting such creatures, you also know if they draw their power from your prior Patron.

Stolen Power

Starting at 6th level, you can refresh your internal store of magic from other sources of magical power. You may use this feature to cast either Counterspell or Dispel Magic at a level equal to your Spell Level. If the spell successfully nullifies a magical effect, you regain 1 spell slot.

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

Protection from Patron

Starting at 10 level, you gain Resistance to one kind of damage and Immunity to one Condition, depending on the Patron from whom you’ve broken your Pact:

Archfae: Resistance to Poison, Immune to Charmed
Celestial: Resistance to Radiant, Immune to Blinded
Fathomless: Resistance to Cold, Immune to Grappled
Fiend: Resistance to Fire, Immune to Frightened
Genie: Resistance to Bludgeoning (Dao), Thunder (Djinn), Fire (Efreeti), or Cold (Marid), Immune to Charmed
Great Old One: Resistance to Psychic, Immune to Frightened
Hexblade: Resistance to Bludgeoning, Slashing, or Piercing damage (depending on weapon's type), Immune to Frightened
Undying, Resistance to Necrotic, Immune to Frightened

This must be the same option as chosen for your Sight of the Betrayer feature.

Archfae

Resistance to all Poison damage and Immunity to the Charmed condition.

Celestial

Resistance to Radiant damage and Immunity to the Blinded condition.

Fathomless

Resistance to Cold damage and Immunity to the Grappled condition

Fiend

Resistance to Fire damage and Immunity to the Frightened condition.

Genie (Dao)

Resistance to Bludgeoning damage and Immunity to the Charmed condition

Genie (Djinni)

Resistant to Thunder damage and Immune to the Charmed condition.

Genie (Efreeti)

Resistance to Fire damage and Immunity to the Charmed condition.

Genie (Marid)

Resistance to Cold damage and Immunity to the Charmed condition.

Great Old One

Resistance to Psychic damage and Immunity to the Frightened condition.

Hexblade (Bludgeoning)

Resistance to Bludgeoning damage and Immunity to the Frightened condition

Hexblade (Piercing)

Resistance to Piercing damage and Immunity to the Frightened condition.

Hexblade (Slashing)

Resistance to Slashing damage and Immunity to the Frightened condition.

Undying

Resistance to Necrotic damage and Immunity to the Frightened condition.

Untether Magics

Starting at 14th level, you can give some of your magic to other characters just as your Patron once gave magic to you. As an action you may expend a spell slot and select a spell you have access to, granting another character you touch the ability to cast 1 spell that you know 1 time, using your Spell Attack or Spell Save DC if applicable. They cast this spell at 5th level.

When you take a Short Rest, you may choose whether or not to recover the spell slot given. If you do and it has not been cast, the person you gave the spell slot to loses access to that spell. If you have given out multiple spells to other characters, you may choose which, if any, spells are recovered by you. When you take a Long Rest, all spells you have granted lose their potency and the creatures given those spells lose the ability to cast them.

Previous Versions

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