Warlock
Base Class: Warlock

One of the oldest gods of Flanaess, Arcadia, has been trapped within the small form for a newly hatched amethyst dragon. Those who she find protection from and who aid in her mission to fight back the forces of darkness and chaos are granted special powers after taking their oath. 

Expanded Spell List

Becoming a Knight is Arcadia 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.

Knight of Arcadia Expanded Spells
Spell Level Spells

1st

disguise self, magic missile

2nd

aid, spiritual weapon

3rd

death ward, magic circle

4th

resilient sphere, arcane eye

5th

greater restoration, telepathic bond

Magical Disguise

Starting at 1st Level, as a Bonus Action, you can cast the spell Disguise Self without expending a spell slot. You regain this ability once per long rest. This disguise helps you transform into your Knight of Arcadia armor. This armor allows for the wearer to access elemental powers based on their personality and oath to Arcadia. All attacks made while tapping into this element do the corresponding damage.

White - Radiant Damage
Black - Necrotic Damage
Blue - Lightning Damage
Purple - Force Damage
Red - Fire Damage
Green - Acid Damage 
Pink - Psychic Damage

When you transform at the beginning of a combat, all hostile creatures that can see you within 20 ft. must make a CHA saving throw against your Spell DC or be charmed or frightened of you for one round.

This Magical Disguise last for 1 hour or until you dispel it with a bonus action.

Strength In Numbers

Starting at 1st Level, when another Magical Girl is within 30 feet of you, you gain +1 to all CON and DEX saving throws. You also get +1 to hit.

This ability does not stack.

Unbreakable Bond

At 6th level, as an action, you can speak words of inspiration to your companions to boost their resolve to fight. Only creatures that are your allies, that can hear you and that are no further than 30 ft. from you can benefit from this, following one of these possible effects (the creature’s choice):

  • Gain temporary Hit Points equal to 30 minus the number of feet that they are away from you.
  • Gain a 1d4 Inspiration Dice
  • Have advantage on their next Attack Roll or Saving Throw

You can only use this feature once per day and a creature that has been affected by your Unbreakable Bond is immune to this feature until they take a long rest.

Defy Death

Starting at 10th Level, your patron grants you the ability to rally back from the brink of defeat. The next time you are reduced to 0 hp, you are instead reduced to 1 hp and gain life equal to 1d6 plus your Warlock level.

Once you use this feature, you can’t use it again until you finish a Long Rest.

Punish the Wicked

Starting at 14th Level, the legendary power of your patron flows through you. Once per Long Rest, you can unleash that energy at one target creature you can see within range. The target takes 10d8 damage  based on your armor and must make a Constitution saving throw. On a failed save, the target takes an additional 1d8 elemental damage and is frightened. On a successful save, the target takes only 1d4 elemental damage instead. 

Once you use this feature, you can’t use it again until you finish a Long Rest.

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