Warlock
Base Class: Warlock

Power is nebulous and unique, both the energy of magic and the intense raw energy of forces beyond what can be known. And this power finds itself in the people who can do great things. Terrible or benevolent, they are great. Your patron has found you out and decided you are the best inheritor for the power that has granted them such intense greatness. Though your body is not suited for the surging boost of power, your Mentor and Patron have trusted you to learn and grow until you become immersed in the power. 

Expanded Spell List

The Mentor 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.

Mentor Expanded Spells
SPELL LEVEL SPELLS

1st

compelled duel, heroism

2nd

enhance ability, spiritual weapon

3rd

haste, spirit guardians

4th

death ward, stoneskin

5th

Geas, Wall of Force

Inherited Strength

Your inner power can surge through you in your attacks and spells, boosting the already potent strength to the point of overwhelming you.

When you take this subclass at level 1, you gain a number of Boost die equal to your Charisma modifier. You can use these die when you declare a weapon attack, spell attack, or a single target spell that requires a save. When you do so, roll the Boost die and add them to the designated roll (or to your Spell DC if using it with a single target spell save). You may not add more than your Proficiency bonus to your spell DC this way. If the new roll total would hit, you may also add the Boost die roll to the damage. 

However, if the d20 roll to attack is a 5 or less, or if the target rolls a 15 or more on their save for a boosted spell, you take the Boost roll as Force damage regardless if the roll succeeded or not. 

The Boost die begins as 1d4 and increase when you gain subclass features, going to 1d6 at lv 6, 1d8 at lv10, and 1d10 at lv14. You regain all uses of your Boost die after a Long rest

Mentor's Guidance

At level 6, you can now communicate with the previous holders of your power and access their knowledge. 

You may now add your Boost die to intelligence or wisdom skill checks, and take no negative effects if your roll is too low.

You may also spend a Boost die to reroll one Charisma, Wisdom, or Intelligence save once per day. 

Vestige Guard

By 10th level the vestiges of the old champions of your power now come to your aid in your time of need. As a reaction to an attack you can see, you can summon an avatar of your power to take the hit for you or a willing creature within 30f. When you do this, the original target is pushed five feet into an unoccupied space. 

The Avatar takes the shape of one of the previous users of your power, and disappears as soon as it is hit. 

You may use this feature once per short rest. 

Final Breaking Point

By 14th level, you have found a way to focus all your power and strength into a single striking blow- at great risk to yourself. You may take an action to use this feature and spend a number of Warlock spell slots, up to your maximum, and make a spell attack at a target up to 20f away. For each spell slot you spent, roll the maximum number of Boost die you can have as damage. 

You choose the damage type when making the attack, choosing from Thunder, Radiant, Necrotic, and Force. 

If you succeed in the spell attack, you take half the rolled damage as recoil. This damage cannot drop you below 1hp. 

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