Base Class: Warlock
Whether by your own choice or through circumstances against your will, your find yourself bound to two patrons. One revels in benevolence and the art of healing. The other relishes in death and pain. Torn apart by the touch of divinity and the spark of malice, which force will come out on top?
Aspect of Light/Dark
Two patrons vie for control in a battle within.
While above bloodied, you are attuned to the Aspect of Light. You gain the benefits of the Light features as well as the associated spells on the expanded spell list.
When you are bloodied and below, you are attuned to the Aspect of Darkness. You gain the benefits of the Dark features as well as the associated spells on the expanded spell list.
Light Binding/Dark Binding
Surging within you, your Eldritch Blast becomes empowered by the patron you are currently attuned to.
When you successfully hit with Eldritch Blast, you may expend a bonus action to incur an additional effect (determined by your current attunement) to one of the hit creatures. You may use this feature a number of times equal to your proficiency modifier.
When attuned to the Aspect of Light, your empowered Eldritch Blast reduces a target's speed by half and heals friendly creatures within 5 ft of the target by your proficiency modifier. Additionally, your Eldritch Blast deals Radiant Damage instead of Force Damage.
When attuned to the Aspect of Darkness, your empowered Eldritch Blast reduces a target's speed to 0 and deals an additional 1d4 Necrotic Damage to hostile creatures within 5 ft of the target. Additionally, your Eldritch Blast deals Necrotic Damage instead of Force Damage.
You regain uses of this feature after a short or long rest.
Clemency/Retribution
You feel great compassion towards your allies and great vitriol towards your enemies.
When attuned to the Aspect of Light, you may expend an action to heal a creature for an amount up to your proficiency modifier + your Charisma modifier. When doing so, you lose Hit Points equal to half the amount healed, rounded up.
When attuned to the Aspect of Darkness, you regain Hit Points equal to your proficiency modifier whenever a hostile creature you have damaged within the last 1 minute dies within 30 ft of you.
Blessed Earth/Tormented Soil
Your patron's power surges through the very ground itself.
You select a point within 30 ft of you. From there, you create either consecrated ground or cursed ground, depending on your attunement, which extends to a 15 ft radius circle on the ground. This effect lasts for 1 minute.
When attuned to the Aspect of Light, all allies on the ground within the circle gain +2 to AC and an additional 10 ft of movement speed.
When attuned to the Aspect of Darkness, hostile creatures on the ground within the circle must roll a DEX saving throw. On a fail, they take 1d8 Necrotic Damage if they end their turn within the circle. The ground is considered difficult terrain to only hostile creatures.
Once you use this feature, you can’t use it again until you finish a long rest.
Perihelion/Aphelion
Your mastery over the powers that boil within you have reached it's zenith. No longer do you find yourself under the whims of gods and monsters.
As a bonus action, you may attune to whichever Aspect you choose, regardless of your current attunement. You gain flight speed equal to your movement speed and resistance to nonmagical bludgeoning, slashing, and piercing damage. You remain attuned to this Aspect for 1 minutes, or until you choose to end the effect as a bonus action.
When you attune to the Aspect of Light, you become engulfed in light, emitting bright light for 10 ft and dim light for an additional 10 ft. Whenever you heal a creature, you may heal an additional creature within 60 ft for 1d8. Additionally, all your attacks deal an additional 1d8 Radiant Damage.
When you attune to the Aspect of Darkness, you become engulfed in darkness, creating an 10 ft radius aura. Creatures who enter for the first time or end their turn within the aura must make a Wis saving throw. On a fail, the creature takes 1d8 Necrotic Damage and half as much on a success. Additionally, all your attacks deal the maximum possible damage.
Once you use this feature, you can’t use it again until you finish a long rest.
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