Several deities can be said to have magic as their primary concern. Though these entities may have theurgists, they also may desire to have warlocks, which are often called Pactguard. These individuals are considered what paladins are to clerics, learning more martial skills while having some limitation to their own divine spells. While not swearing quite the same oaths nor gaining their powers, Pactguards maintain the similar skill to theurgists while combining it with martial prowess.
Deity Expanded Spells
The Deity 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.
Spell Level
Spells
1st
1st Cleric Level Domain Spells
2nd
3rd Cleric Level Domain Spells
3rd
5th Cleric Level Domain Spells
4th
7th Cleric Level Domain Spells
5th
9th Cleric Level Domain Spells
Divine Patron
When you choose this patron at 1 level, choose a domain from your chosen deity’s list of eligible domains (see appendix B, “Gods of the Multiverse,” in the Player’s Handbook for examples). The War, Trickery, Forge, Psionic*, Winter*, and Flame* domains make excellent choices for a pactguard
Beginning when you choose this patron at 1st level, you gain the spells listed in your domain spell list, at the level the spells are given. These spells don’t count against your spells known, and are warlock spells for you.
Additionally, once you have gained all your domain spells, you can subsequently add or swap any spell from the cleric and paladin spell list. The spell must still be of a level for which you have spell slots. Any cleric or paladin spells you gain from this feature is considered a warlock spell for you. Additionally, cleric spells can also become your mystic Arcanum if you choose so.
Channel Invocation
At 2nd level, you gain the ability to channel arcane energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Divine Arcana and the Channel Divinity option granted at 2nd level by your chosen domain. You employ that Channel Divinity option by using your Channel Arcana ability. When you use your Channel Arcana, you choose which effect to create. You must then finish a short or long rest to use your Channel Arcana again.
Some Channel Arcana effects require saving throws. When you use such an effect, the save DC equals your warlock spell save DC. Beginning at 6th level, you can use your Channel Invocation twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses. If you gain additional Channel Divinity options from your domain, you can employ them by using your Channel Invocation feature. Additionally, anything referring to your wisdom score instead refers to your charisma score instead.
Channel Arcana: Divine Invocation
As a bonus action, you speak a prayer to control the flow of magic around you. The next spell or weapon attack you cast or make gains a +2 bonus to any attack roll you make for it or to its saving throw DC, as appropriate.
Acolyte Pactguard
At 6th level, you gain your chosen domain’s 1 level benefits.
Eldritch Pactguard
At 10th level, you gain your chosen domain’s 6th-level benefits. Your faith and your understanding of magic allow you to delve into your god’s secrets
Masterclass Pactguard
At 14th level, you gain your chosen domain’s 17th-level benefits. Your steadfast nature and understanding of magic and doctrine allow you to master this ability sooner than a cleric of your domain.
[This is a Gods Will be Watching Inspired-Subclass]
The Oath of the Winter Bastion binds a paladin to a solemn oath: to protect their pack. These paladins hold that you must be able to pull your own weight, in one form or another. If you can’t then you must learn another way to. Just because you lost your fighting ability doesn’t mean you can’t learn magic. The ideals of this path emphasize the importance of a group, and being strong for the group, like wolves.
Tenets of the Winter Bastion
Though the exact words and strictures of the Oath of Winter vary, paladins of this oath share these tenets.
The Pack Must Survive: Survival of the group must be first.
Evil is of Weakness: Evil flourishes in weakness, you must always remain strong. Otherwise your pack may suffer.
Honor the Pack: One must never commit evil, nor be tempted into evil, otherwise you are weak, and then drain the pack of strength.
Be Strong for the Pack: If you are strong, then your pack will be strong as well, and then the pack is stronger, and you can become stronger.
Of the Pack: You must always be loyal to your allies, and trust they will protect you, as you protect them.
Oath of the Winter Bastion Spells
You gain oath spells at the paladin levels listed.
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Sacred Weapon. As an action, you can imbue one weapon that you are holding with the power of winter, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.
You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
Pack Tactics: As a bonus action, you gain almost wolf like features, allowing you to gain advantage on attack rolls if an ally is within 5 feet of you for one minute.
Pack Aura
Starting at 7th level, you and friendly creatures within 10 feet of you, gain the benefits of a spell with the range of touch or self, if they are conscious and you wish for them to gain the benefits.
At 18th level, the range of this aura increases to 30 feet.
Pack Stalker
Beginning at 15th level, your speed increases by 10, and you are always under the effects of an Expeditious Retreat spell.
Pack Bastion
At 20th level, your form changes, with a more wolfish appearance now. You can invoke the power of winter to make your form like that of a werewolf– with wings.
Ice Wings – You have a fly speed of 40ft.
Wolf Form – You have advantage on checks based on sight or scent, your AC increases by 2, and your speed increases by 10 ft.
Icewalker – You ignore difficult terrain caused by snow or ice. Additionally, while flying, you ignore winds and aerial difficult terrain caused by wintery storms.
Ice Halo –All allies within your pack aura gain a bonus to all attacks, whether mundane or magical, equal to your spellcasting modifier, when making attacks or casting spells, and resistance to cold damage.
[This is a Gods Will be Watching Inspired-Subclass]
The Flame of Life domain focuses on the passion of life, the bright burning, and then the quick extinguishment. To the gods, this is often how they [at least those of good alignment] view mortals. Gods of the Flame of Life domain teach to focus upon the spark, and then let the flame that was kindled grow into a wild fire. Whether for good or evil. On the other side of this scale is learning to snuff out this spark, typically via incineration. Clerics of this domain use and view fire as the medium in which the gods show themselves, and thus, even if unnecessary, these clerics often carry sources of fire, whether it be torch, lantern, or magic. Gods for this domain would be often of a chaotic or of a good bent in alignment, with Sirrion, The Silver Flame, Hades, and even ones such as Lliira, Sune, and Trithereon making possible candidates for this domain.
When you choose this domain at 1st level, you gain the Fire Bolt and Produce Flame cantrips.
Bonus Proficiency
Additionally, you have proficiency with two martial weapons of your choice.
Holy Burn
Additionally, at 1st level, your fire spells are more effective, whenever you cast a fire spell, you can reroll the lowest die of the damage roll. Additionally, one ally within 30ft. of you gains temporary hit points equal to the rerolled die. You can use this ability a number of times equal to your wisdom modifier per long rest.
Channel Divinity: Boon of Fire
Starting at 2nd level, you can use your Channel Divinity to evoke a circle of flame around you.
As an action, you present your holy symbol and evoke a circle of fire with a radius of 10 ft. for 1d4 + your constitution modifier rounds. If a creature is in the circle that is hostile to you, they must make a dexterity saving throw, if failed, they take 2d6 + your cleric level fire damage.
Channel Divinity: Flames of Heaven
Beginning at 6th level, you can use your Channel Divinity to evoke two flaming weapons of your choice in your hands.
As an action, you present your holy symbol and evoke two weapons of flame into your hands for one minute. These weapons can be any form of weapon without the two-handed properties. While holding these weapons, you are considered proficient with them. Whenever you make an attack with these weapons, you use your wisdom instead of strength or dexterity. And if you hit an enemy, they take two of the weapon’s damage die in fire damage.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Fire Priest
Starting at 17th level, whenever you invoke either your Flames of Heaven or Boon of Fire feature, you roll three dice, instead of two.
[This is a Gods Will be Watching Inspired-Subclass]
Winter is primarily associated with death, but winter is also the time when weakness is culled, survival of the fittest. Clerics of this domain often hold gauntlets to see who is superior to each other. The gods of the Winter domain are often unflinchingly course, but not unjust or cruel.
When you choose this domain at 1st level, you gain proficiency with martial weapons.
Winter’s Stride
Starting at 1st level, when you reduce a hostile creature to 0 hit points, your speed increases by 10. This ability stacks up to a +50 bonus. You lose this extra speed when you take a long rest.
Channel Divinity: Winter’s Ride
Starting at 2nd level, you can use your Channel Divinity to summon a wintry ally.
As an action, you can summon a dire wolf, a special ally given to you by your deity. Your channel divinity does not recharge if the wolf is alive after a long rest, however, the wolf will not depart, it stays alive until it dies or dismiss the wolf as a bonus action. Damage dealt by this wolf’s bite is cold damage, and it has resistance to cold damage. At 12 level, your wolf ally when summoned has the statistics of a Wolf of Divine Winter.
Channel Divinity: Cold Day in Hell
Starting at 6th level, you can call on your deity to alter fate in your favor. When you see an enemy make an attack, ability check, or a saving throw, you can use this feature to subtract a d10 from their roll. You can use this ability a number of times equal to your wisdom modifier.
Snowwalker
Beginning at 6th level, you have resistance to cold damage, and ignore difficult terrain created by ice or snow.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 cold damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Frostbite
Starting at 17th level, when you hit a creature with an attack, you can use this feature to instantly cause the target to freeze. The creature is incased in thick layered ice. While in the ice, the creature
At the end of your next turn, the ice one shatters. The creature then takes 8d10 cold damage and loses its resistances, and its immunities become resistances. Additionally, the creature’s speed is halved for one hour.
Once you use this feature, you can’t use it again until you finish a long rest.
[This is a Gods Will be Watching Inspired-Subclass]
Warlock Patron: The Deity
Several deities can be said to have magic as their primary concern. Though these entities may have theurgists, they also may desire to have warlocks, which are often called Pactguard. These individuals are considered what paladins are to clerics, learning more martial skills while having some limitation to their own divine spells. While not swearing quite the same oaths nor gaining their powers, Pactguards maintain the similar skill to theurgists while combining it with martial prowess.
Deity Expanded Spells
The Deity 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.
Spell Level
Spells
1st
1st Cleric Level Domain Spells
2nd
3rd Cleric Level Domain Spells
3rd
5th Cleric Level Domain Spells
4th
7th Cleric Level Domain Spells
5th
9th Cleric Level Domain Spells
Divine Patron
When you choose this patron at 1 level, choose a domain from your chosen deity’s list of eligible domains (see appendix B, “Gods of the Multiverse,” in the Player’s Handbook for examples). The War, Trickery, Forge, Psionic*, Winter*, and Flame* domains make excellent choices for a pactguard
*These are homebrewed subclasses can be found here, at WarfrontJack’s Homebrewery.
Eldritch Initiate
Beginning when you choose this patron at 1st level, you gain the spells listed in your domain spell list, at the level the spells are given. These spells don’t count against your spells known, and are warlock spells for you.
Additionally, once you have gained all your domain spells, you can subsequently add or swap any spell from the cleric and paladin spell list. The spell must still be of a level for which you have spell slots. Any cleric or paladin spells you gain from this feature is considered a warlock spell for you. Additionally, cleric spells can also become your mystic Arcanum if you choose so.
Channel Invocation
At 2nd level, you gain the ability to channel arcane energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Divine Arcana and the Channel Divinity option granted at 2nd level by your chosen domain. You employ that Channel Divinity option by using your Channel Arcana ability. When you use your Channel Arcana, you choose which effect to create. You must then finish a short or long rest to use your Channel Arcana again.
Some Channel Arcana effects require saving throws. When you use such an effect, the save DC equals your warlock spell save DC. Beginning at 6th level, you can use your Channel Invocation twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses. If you gain additional Channel Divinity options from your domain, you can employ them by using your Channel Invocation feature. Additionally, anything referring to your wisdom score instead refers to your charisma score instead.
Channel Arcana: Divine Invocation
As a bonus action, you speak a prayer to control the flow of magic around you. The next spell or weapon attack you cast or make gains a +2 bonus to any attack roll you make for it or to its saving throw DC, as appropriate.
Acolyte Pactguard
At 6th level, you gain your chosen domain’s 1 level benefits.
Eldritch Pactguard
At 10th level, you gain your chosen domain’s 6th-level benefits. Your faith and your understanding of magic allow you to delve into your god’s secrets
Masterclass Pactguard
At 14th level, you gain your chosen domain’s 17th-level benefits. Your steadfast nature and understanding of magic and doctrine allow you to master this ability sooner than a cleric of your domain.
[This is a Gods Will be Watching Inspired-Subclass]
Paladin Oath: Oath of the Winter Bastion
The Oath of the Winter Bastion binds a paladin to a solemn oath: to protect their pack. These paladins hold that you must be able to pull your own weight, in one form or another. If you can’t then you must learn another way to. Just because you lost your fighting ability doesn’t mean you can’t learn magic. The ideals of this path emphasize the importance of a group, and being strong for the group, like wolves.
Tenets of the Winter Bastion
Though the exact words and strictures of the Oath of Winter vary, paladins of this oath share these tenets.
The Pack Must Survive: Survival of the group must be first.
Evil is of Weakness: Evil flourishes in weakness, you must always remain strong. Otherwise your pack may suffer.
Honor the Pack: One must never commit evil, nor be tempted into evil, otherwise you are weak, and then drain the pack of strength.
Be Strong for the Pack: If you are strong, then your pack will be strong as well, and then the pack is stronger, and you can become stronger.
Of the Pack: You must always be loyal to your allies, and trust they will protect you, as you protect them.
Oath of the Winter Bastion Spells
You gain oath spells at the paladin levels listed.
Paladin Level
Spells
3rd
Hunter’s Mark, Longstrider
5th
Pass without Trace, Magic Circle
9th
Protection from Energy, Snilloc’s Snowball Swarm
13th
Ice Storm, Locate Creature
17th
Cone of Cold, Dispel Evil and Good
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Sacred Weapon. As an action, you can imbue one weapon that you are holding with the power of winter, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.
You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
Pack Tactics: As a bonus action, you gain almost wolf like features, allowing you to gain advantage on attack rolls if an ally is within 5 feet of you for one minute.
Pack Aura
Starting at 7th level, you and friendly creatures within 10 feet of you, gain the benefits of a spell with the range of touch or self, if they are conscious and you wish for them to gain the benefits.
At 18th level, the range of this aura increases to 30 feet.
Pack Stalker
Beginning at 15th level, your speed increases by 10, and you are always under the effects of an Expeditious Retreat spell.
Pack Bastion
At 20th level, your form changes, with a more wolfish appearance now. You can invoke the power of winter to make your form like that of a werewolf– with wings.
[This is a Gods Will be Watching Inspired-Subclass]
Cleric Domain: Flame of Life Domain
The Flame of Life domain focuses on the passion of life, the bright burning, and then the quick extinguishment. To the gods, this is often how they [at least those of good alignment] view mortals. Gods of the Flame of Life domain teach to focus upon the spark, and then let the flame that was kindled grow into a wild fire. Whether for good or evil. On the other side of this scale is learning to snuff out this spark, typically via incineration. Clerics of this domain use and view fire as the medium in which the gods show themselves, and thus, even if unnecessary, these clerics often carry sources of fire, whether it be torch, lantern, or magic. Gods for this domain would be often of a chaotic or of a good bent in alignment, with Sirrion, The Silver Flame, Hades, and even ones such as Lliira, Sune, and Trithereon making possible candidates for this domain.
Flame Domain Spells
Cleric Level
Spells
1st
Burning Hands, Heroism
3rd
Aganazzar’s Scorcher, Flame Blade
5th
Fireball, Beacon of Hope
7th
Wall of Fire, Fire Shield
9th
Immolation, Flame Strike
Bonus Cantrips
When you choose this domain at 1st level, you gain the Fire Bolt and Produce Flame cantrips.
Bonus Proficiency
Additionally, you have proficiency with two martial weapons of your choice.
Holy Burn
Additionally, at 1st level, your fire spells are more effective, whenever you cast a fire spell, you can reroll the lowest die of the damage roll. Additionally, one ally within 30ft. of you gains temporary hit points equal to the rerolled die. You can use this ability a number of times equal to your wisdom modifier per long rest.
Channel Divinity: Boon of Fire
Starting at 2nd level, you can use your Channel Divinity to evoke a circle of flame around you.
As an action, you present your holy symbol and evoke a circle of fire with a radius of 10 ft. for 1d4 + your constitution modifier rounds. If a creature is in the circle that is hostile to you, they must make a dexterity saving throw, if failed, they take 2d6 + your cleric level fire damage.
Channel Divinity: Flames of Heaven
Beginning at 6th level, you can use your Channel Divinity to evoke two flaming weapons of your choice in your hands.
As an action, you present your holy symbol and evoke two weapons of flame into your hands for one minute. These weapons can be any form of weapon without the two-handed properties. While holding these weapons, you are considered proficient with them. Whenever you make an attack with these weapons, you use your wisdom instead of strength or dexterity. And if you hit an enemy, they take two of the weapon’s damage die in fire damage.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Fire Priest
Starting at 17th level, whenever you invoke either your Flames of Heaven or Boon of Fire feature, you roll three dice, instead of two.
[This is a Gods Will be Watching Inspired-Subclass]
Cleric Domain: Winter of Survival Domain
Winter is primarily associated with death, but winter is also the time when weakness is culled, survival of the fittest. Clerics of this domain often hold gauntlets to see who is superior to each other. The gods of the Winter domain are often unflinchingly course, but not unjust or cruel.
Winter Domain Spells
Cleric Level
Spells
1st
Ice Knife, Hunter’s Mark
3rd
Chill Blade*, Pass without Trace
5th
Protection from Energy, Misty Step
7th
Ice Storm, Death Ward
9th
Cone of Cold, Maelstrom
*Chill Blade is a homebrew spell.
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with martial weapons.
Winter’s Stride
Starting at 1st level, when you reduce a hostile creature to 0 hit points, your speed increases by 10. This ability stacks up to a +50 bonus. You lose this extra speed when you take a long rest.
Channel Divinity: Winter’s Ride
Starting at 2nd level, you can use your Channel Divinity to summon a wintry ally.
As an action, you can summon a dire wolf, a special ally given to you by your deity. Your channel divinity does not recharge if the wolf is alive after a long rest, however, the wolf will not depart, it stays alive until it dies or dismiss the wolf as a bonus action. Damage dealt by this wolf’s bite is cold damage, and it has resistance to cold damage. At 12 level, your wolf ally when summoned has the statistics of a Wolf of Divine Winter.
Channel Divinity: Cold Day in Hell
Starting at 6th level, you can call on your deity to alter fate in your favor. When you see an enemy make an attack, ability check, or a saving throw, you can use this feature to subtract a d10 from their roll. You can use this ability a number of times equal to your wisdom modifier.
Snowwalker
Beginning at 6th level, you have resistance to cold damage, and ignore difficult terrain created by ice or snow.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 cold damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Frostbite
Starting at 17th level, when you hit a creature with an attack, you can use this feature to instantly cause the target to freeze. The creature is incased in thick layered ice. While in the ice, the creature
At the end of your next turn, the ice one shatters. The creature then takes 8d10 cold damage and loses its resistances, and its immunities become resistances. Additionally, the creature’s speed is halved for one hour.
Once you use this feature, you can’t use it again until you finish a long rest.
[This is a Gods Will be Watching Inspired-Subclass]