Warlock
Base Class: Warlock

You have made a pact with one of the most powerful "mortal" beings in the world. Semi-divine god-kings that tyrannically rule over vast kingdoms with nearly limitless power. As a Templar of such a being, you serve your Patron as a priest and bureaucrat, interpreting the distant God-King's will and administering it. The responsibilities and freedom to perform those duties vary from demigod to demigod. The sorcerer-kings of Athas, the Pharoahs of Mulhorand, and Gorlaun of Abeir are all examples of God-King patrons.

Expanded Spell List

At 1st level, the God-King lets you choose from an expanded list of spells when you learn a warlock spell. The table shows the spells that are added to the warlock spell list for you. You do not automatically know these spells. They are available to be learned.

1st - Bane, Command

2nd - Locate Object, Detect Thoughts

3rd - Revivify, Bestow Curse

4th - Locate Creature, Death Ward

5th - Circle of Power, Geas

Templar Training

At 1st level, you acquire the training necessary to effectively represent your god-king’s interests in battle. You gain proficiency with medium armor, shields, and martial weapons.

Edict of the God-King

Starting at 1st level you can pronounce the judgement of your patron upon a creature. Your voice booms with ominous power and dreadful authority as you speak the edict. As an action, you speak the edict of your choice at a single creature within 60 feet of you. As you grow in power, your patron will grant you the authority to pronounce more powerful edicts as shown below.

  • 1st level - Edict of Crippling - A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.
  • 6th level - Edict of Banishment (Concentration) - You project a phantasmal image of a creature’s worst fears. The target must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration. While frightened by this spell, he must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the target ends its turn in a location where it doesn’t have line of sight to you, it can make a Wisdom saving throw. On a successful save, the spell ends.
  • 10th level - Edict of Torment (Concentration) - A tendril of inky darkness reaches out from you, touching a creature you can see within range to drain life from it. The target must make a Dexterity saving throw. On a successful save, the target takes 2d8 necrotic damage, and the spell ends. On a failed save, the target takes 4d8 necrotic damage, and until the spell ends, you can use your action on each of your turns to automatically deal 4d8 necrotic damage to the target. The spell ends if you use your action to do anything else, if the target is ever outside the spell’s range, or if the target has total cover from you. Whenever the spell deals damage to a target, you regain hit points equal to half the amount of necrotic damage the target takes.
  • 14th level - Edict of Death -  You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one. A humanoid killed by this edict rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability. If you create a second zombie with this spell, the previous zombie is destroyed.

Once you pronounce an edict you may not pronounce any further edicts until you complete a short or long rest.

God-King's Mein

At 6th level, you learn to mantle the semi-divine power of your patron briefly. As an action, you can invoke this effect for 1 minute. You become an awesome and terrifying presence. Any creature that can see you and attempts to attack you must first succeed a Wisdom save (DC 8 + proficiency modifier + Charisma modifier) or make all attacks against you at disadvantage until the start of their next turn. This is a fear effect.  Once you invoke this ability, you cannot do so again until you complete a short or long rest.

Thought Shield

Starting at 10th level, your thoughts can't be read by telepathy or any other means unless you allow it. You also have resistance to Psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount that you do.

Beguiling Voice

Starting at 14th level, you have advantage on Charisma (Intimidate) and Charisma (Persuasion) checks.

Additionally, you may now pronounce an additional Edict before requiring rest.

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