Warlock
Base Class: Warlock

You have devoted your life to finding IT at Earthend and obtaining eternal bliss. Your mysterious, unnamed patron guides you along your journey through a rhythm you can feel deep in your soul. This rhythm allows you to guide allies in and out of combat. Once you have proven your worth, you can take up your patrons battle standard and even summon and command your patrons chosen warriors. 

Expanded spell list

Due to the Rhythmic nature of your patron, you can learn certain spells typical of a bard.

1st level spells: Heroism and Animal friendship

2nd level spells: Lesser restoration and magic mouth.

3rd level spells: Sending and Speak with plants

4th level spells: Locate creature and dimension door

5th level spells: Awaken and Legend lore

 

Rhythm of War

At 1st level. Twice per short or long rest, you can take your bonus action to share your patrons tempo with allies, allowing them to perform certain actions. 

  • March of mobility. All allies within 40 feet of you can use their reaction to move up to half of their walking speed.
  • Aria of attack. One ally within 40 feet of you can use their reaction to make one weapon attack. 
  • Lament of defence. All allies within 10 feet of you can use their reaction to take the dodge action. This dodge lasts until your next turn instead of theirs.
  • Requiem of retreat. All allies within 20 feet of you can use their reaction to take the disengage action. This disengage lasts until the end of their next turn.

You gain an extra use of Rhythm of War at levels 5, 10, and 15.

Invigorating beat

At 1st level, you gain proficiency in drums.

While playing the drums, all creatures of your choice that can hear you play can add 1d4 to any ability checks and saving throws they make.

You can use drums as a spellcasting focus.

Sacred Labarum

Starting at 6th level, you can call or dispel your patrons sacred banner to and from your hands at any time with a bonus action, and it will manifest from thin air. While holding the banner, you can do the following:

  • You can spend an action to summon one of your patrons chosen warriors to a point you can see within 20 feet of you. Equipped with your choice of pike, short bow or longsword and shield. If you do this, you can immediately spend your reaction to command the warrior to make a weapon attack. 
  • You can spend an action to command all summoned warriors to move up to 20 feet and make a weapon attack.
  • You can spend your reaction to cause all valid warriors to make an opportunity attack.

You can use the ability to summon warriors 10 times per long rest, but only 2 can exist at once and they exist for 10 minutes. 

The warriors do not have their own turns and cannot act unless commanded by the Banner

All of the effects of "Rhythm of war" can also effect the warriors. They will spend their reactions at your will.

Each warrior has the stats of a skeleton but cannot perform any actions except for those listed above. Though they will not obey verbal commands, only following the banners orders.

You add 1 to your maximum amount of summoned warriors and the ability to summon 2 more between long rests at levels 12 and 18.

Song of miracles

Starting at 10th level. Once per day, you can take an action to play a set of drums to call fourth powerful natural events to aid your allies or destroy your foes. These include:

  • Rain miracle. Lightning  strikes a position of your choice that you can see within 100 feet of you. The lightening deals 6d8 damage lightning damage. After the bolt strikes, the weather within 200 square feet of you changes to a typical shower of rain. This area follows you and lasts for 8 hours or until you choose to end it. (no action required) the lightning will not strike indoors, but the weather will still change. The lightening has a dc15 dexterity saving throw if you targeted a creature. If the save is successful the creature takes half damage and it is instead thunder damage.
  • Tailwind miracle. The area within 100 feet of you is suddenly hit by fierce wind in the direction of your choice. Ranged weapon attacks that move with the wind have twice as much range, while attacks perpendicular and against the wind have their range cut in half. Moving with the wind multiplies walking speed by 1.5. While moving against the wind cuts speed in half. This lasts 10 minutes and you can change the direction of the wind as an action using the drums again.
  • Earthquake miracle. All creatures of your choice within 40 feet of you must succeed in a dc15 dexterity saving throw or take 2d6 bludgeoning damage and be knocked prone by trembling earth.
  • Blizzard miracle. A 100 square foot blizzard begins centered on your position. Any enemy starting a turn in the area makes a dc12 constitution saving throw. On a failed save, the enemy is frozen (incapacitated) for the duration of its turn. Enemies with resistance or immunity to cold will automatically succeed the save. The blizzard lasts 10 minutes.

Earthend or Bust!

You are so close to Earthend you can feel it. And so can your patron, who will now lend you the aid of his mightiest Hero! When you currently have no warriors summoned, the next summoned warrior will instead be a Legendary Hero. The Hero functions like any other summoned warrior, but has +2 to hit and can attack twice when commanded. Additionally the Hero has special powers, activated under the following conditions:

  • When you use Aria of Attack on a Hero armed with a pike, you direct them to throw their pike at an enemy within 20 feet of it. If it hits, it deals 3d8 force damage to the target. Whether or not it hits, it then explodes. All creatures within 5 ft of the target (including the target itself) must make a dexterity saving throw. On a failed save, a creature takes 2d8 force damage and is pushed 5 ft away from the target. The pike then rematerializes in the Heroes hands.
  • When you use Aria of attack on a Hero armed with a short bow, you direct them to target an enemy within 80 ft of it. The Hero then fires 3 magical, piercing arrows at the target, making an attack roll on it and all enemies in between. Each arrow does 1d10 piercing damage to every enemy hit by that arrow. Each arrow travels the full distance regardless of how many enemies it hits or misses. 
  • When a Hero armed with a shield takes the dodge action during Lament of Defense, all allies within 10 feet of it gain +3 to ac until your next turn.

Additionally, once per long rest, when you take a hit that would reduce you to 0hp by an attack and have a warrior within 5 feet of you, the warrior will sacrifice itself by leaping to be hit by the attack instead. Or if you are about to be reduced to 0hp by an area effect, have a warrior within 5 feet of you and you are within 5 feet of a space that would not be damaged by the attack, the warrior takes your spot and pushes you to a safe space. In either case, the warrior dies regardless of the damage.

Devoted To IT Image

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