Warlock
Base Class: Warlock

The Great Bear Spirit has chosen you as it's champion. Yours is the path of the warrior, strength, bravery, healing, personal truth, and playfulness. To make a pact with the Great Bear is to make a pact for the betterment of those around you. Though not bound by the traditional sense of Law, you do uphold certain bonds. You willing fight for those who cannot fight for themselves. You never back down from a challenge intended to question your honor. You do what is right, even if it goes against the statutes of a given civilization. You offer council and healing when needed. You strive to be a light of joy, building up those around you, and helping them reach their true potential.

 
 

Spirit of the Bear

At 1st level, you gain the service of a spirit sent by your patron to accompany you on your ventures. The spirit assumes the form of black bear, brown bear, or polar bear cave bear. You control the bear in combat. While the companion is within 1 mile of you, you can communicate with it telepathically. You can make any spell you cast that targets only you also target the mount. The bear disappears temporarily when it drops to 0 hit points or when you dismiss it as an action. Using this ability again re-summons the bonded companion, with all its hit points restored and any conditions removed. You can't have more than one companion bonded by through this ability at the same time. As an action, you can release a companion from its bond, causing it to disappear permanently. Whenever the bear disappears this way, it leaves behind any objects it was wearing or carrying. At the end of a short or long rest, you can call the companion back to you – no matter where it  is or whether it died – and it reappears within 5 feet of you. This companions HP = 1d10+ it's con modifier x your warlock level.

 

Hope and Growth

Starting at 6th level, as an action you may inspire up to 2 intelligent creatures you can see within 60 feet, or one creature and yourself. For the next minute, the affected targets gain advantage on their next action, save, or ability check. This buff ends for the individual once they make a check.  Once you use this feature, you cannot use it again until you have taken a short or long rest.

 

Healing Heart

Starting at 10th level, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your warlock level + your Charisma modifier

 

Warrior of Serenity

Starting at 14th level, as a bonus action, you gain the ability to unleash the raw power of your conviction in a wave of serene, positive energies extending out in a 60-foot radius from you. Roll a number of d10s equal to half your Warlock level rounded down. You can restore this many hit points, divided as you choose among any number of friendly creatures that you can see within range. Additionally, you can deal this much radiant damage, divided as you choose among any number of hostile creatures that you can see within range.

Once you use this feature, you can't use it again until you finish a long rest.

 

Previous Versions

Name Date Modified Views Adds Version Actions
8/20/2021 12:01:26 AM
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