Warlock
Base Class: Warlock

Your patron is a humanoid creature, a mere mortal not unlike yourself, who has granted you power enough to help you. They have only granted you enough power to allow you to tap into the natural abilities deep inside yourself. They trained you, they pushed you, and now you are out in the world, doing their bidding or your own.

Most benefactors are also warlocks who made similar pacts with another humanoid, and now subsist off of their own power.

Expanded Spell List

The Benefactor lets you choose an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Benefactor Expanded Spells
SPELL LEVEL SPELLS

1st

cure wounds, detect magic

2nd

lesser restoration, locate object

3rd

blink, sending

4th

private sanctum, staggering smite

5th

dominate person, raise dead

Benefits of Training

At 1st level, you showcase the benefits of your Benefactor’s training. You gain proficiency in medium armor, blowguns, hand crossbows, rapiers, scimitars, shortswords, and whips.

You can also adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Thrown Weapon Fighting

You can draw a weapon that has the thrown weapon property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Bonus Cantrip

At 1st level, you learn the eldritch blast cantrip. The spell doesn’t count against your cantrips known.

Shared Health

Starting at 6th level, you can pull on your bond with your patron to restore some of your health by borrowing some of theirs. When your hit points fall below half of your total hit points, you choose to can heal a number hit points equal to your Charisma modifier + double your current warlock level.

Once you have used this feature, you cannot use it again until you have completed a long rest.

Eldritch Inheritance

At 10th level, you get to choose one additional Eldritch Invocation.

Concentration of Two Minds

At 14 level, you are able to take advantage of your bond with your patron by tapping into their mind. When you activate this ability, you can hold concentration on two concentration spells simultaneously for up to one minute. When you roll a concentration check to maintain the spell, you do so once for each spell, and you do so at disadvantage.

Once you have used this feature, you cannot use it again until you have completed a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
4/27/2021 11:31:18 PM
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