Warlock
Base Class: Warlock

 As an adventurer you find the shard of a lost revenant. Taking in that revenant you make a pact with them. Letting the revenant show it's strength through your body and give it a way to carry on and fight for you and answer your call.

Pact of Revenant

Starting at level 1 you form a pact with a Revenant of, (acid , cold, fire, lightning, poison, necrotic.). After forming a pact with the Revenant you loose the ability to use any weapons but instead can make attacks with your Revenant of your choice. This allows you to make an attack up to 10 feet away from you. To deal 1d4 Slashing damage. You may not attack if you choose to use this ability. When you attack you may attack with each of the pacts you have. You gain pacts at the following levels, 1(1 pact), 3(2 pact), 6(4 pact), 10(6 pact), 14(7pact).The weapons your revenant uses at level 8 are now considered +2 magical weapons. These attacks use your charisma modifier for damage and to hit, and you are proficient in them. At 14th level the hit-die changes to a 1d6. At level 18 your weapons are now +4 magical weapons.
You can only form a pact with a Necrotic or Radiant while level 10 or above. You can't form a pact with both at once.

You can spend a spell slot to gain the following affects depending on your revenant, it cost 1 spell slot to activate two at a time. It does not cost any spell slots to activate just ONE of the affects of the revenant you have. You must use the spell slot before you decide to attack.

0(1 activate) 1(3 activate) 2(5 activate) 3(7 activate)

Acid: If the target is hit the target's gets -(Charisma Modifier)to it's AC until end of your next turn.
Cold: If the target is hit the target's movement speed is reduced by half of the target's movement speed.
Fire: If the target is hit the target is ignited taking 1d4+Charisma mod, fire damage and suffers the burning affect.
Lightning: The attack can crit on a 18-20.
Poision: If the target is hit it takes 1d4+Charisma mod, poison damage for three turns, and must make a Con save, DC is 8+prof+Cha Mod, and if failed they are afflicted by the poison status.
Necrotic: Heal for the damage done + charisma, before damage resistance.
Radiant: If the target is hit than other allies gain advantage on their attacks until the end of your next turn.

When you spend the spell slot that revenant's attack is also the damage type. Each attack is made separate.

You can not make bonus Revenant attacks in one turn, for example you may attack with each revenant once per turn as ONE ACTION. However affects such as Action Surge, Haste, and similar affects will not allow you to make another round of Revenant attacks.

Sword Stars

Starting at 1st level you gain the ability to regain spell slots.
Each turn that you hit with your revenant you gain 1 charge. At 6th level you gain 2 charges each turn you hit with a reveneant. 
You may spend 3 charges as a bonus action to gain 1 warlock spell slot.
Each turn if you take damage than you loose all your stacks. At level 10 you only loose two stacks,
When you hit with all seven of your of your Revenants than you gain 1 spell slot and 2 charges of Sword Shine.
At level 20, if you have 5 charges you can cast spells as a bonus action. If you crit while at 5 stacks, you can choose to spend a spell slot to make the attack deal max critical damage.

Fragmented Specter

Starting at level 6, after carrying so many revenants within your body, you have stopped the process of aging and with so many different life spans within you you can struggle through death. When you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead however if you choose to do so you fall prone, it takes an action to stand up, and you gain advantage on deception checks on pretending to be dead to any target that saw you fall. Once you use this ability, you can't use it again until you finish a long rest and you have advantage on death saving throws.

Additionally, you suffer none of the drawbacks of old age, and you can't be aged magically. You will still physically age up to an elderly age for your species.

Revenant knowledge

Starting at level 10. whenever you have to make a skill or tool check you may add your wisdom modifier to the check. You also gain proficiency in History, Religion, or Arcane. If you have proficiency with all three, you may instead get expertise in one of them.

The Eighth Seat

Starting at level 14, After gaining the pact with all seven elements of a Revenent you are now considered the eighth revenant of the circle. You can summon them out of combat for an hour to help talk and relay information bounce information off and the like. Each revenant have it's own personality that you can develop. In addition within combat you can summon them to stand guard around you increasing your AC by 15, and making it so melee attacks can not hit you if they lack the reach property. Attacks with Reach, and range attacks, have disadvantage on you. This lasts until the start of your next turn and takes an action to summon them. Once you summon them in combat you can not do so again until you take a short rest. At 20th level you can have them isolate one  target creature as an action and make two attacks on that target each, 14d8 mixed damage,each revenant gains it's affect as if you used a spell slot, and it causes the creature to be knocked prone. Each strike has advantage. If every strike hits you gain Five stacks of Swordshine. You may only use this ability once per long rest. 

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