Warlock
Base Class: Warlock

Your patron is a dark being originating from the Upper Planes. You have bound yourself to an ancient empyrean, solar, ki-rin, unicorn, or other entity that serves a dark god or has fallen from grace entirely. Your pact with that being allows you to tap into the negative energy of destruction and shape it for the protection of yourself and others.

Being connected to such power can cause one to straddle the line between good and evil. You may be driven to commit heinous acts for a "greater good" or become a force to destroy the undead or fiends to protect the innocent. You are equal parts protector and destroyer and will fulfill your purpose so long as you live or even beyond.

Expanded Spell List

The Dark Celestial 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.

Dark Celestial Expanded Spells
SPELL LEVEL SPELLS

1st

Inflict Wounds, Guiding Bolt

2nd

Spiritual Weapon(does radiant or necrotic damage instead of force, which you chose when you cast the spell), Warding Bond

3rd

Spirit Guardians, Bestow Curse

4th

Death Ward, Guardian of Faith

5th

Hallow, Dispel Evil and Good

Bonus Cantrips

At 1st level, you learn the light and spare the dying cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known.

Ruination Ward

Starting at 1st level, you have learned to channel the negative energy of harming others into a protective ward. When you deal damage to a creature, you gain +1 to your AC and gain temporary hit points equal to your proficiency bonus until the end of your next turn.

The bonus to your AC increases to +2 at 10th level.

In addition, you can choose to pass the effects of Ruination Ward to another creature of your choice within 60 ft. of you when it activates. If you deal damage to multiple creatures at once, the number of creatures you can pass the effect to is equal to the number of creatures you dealt damage to. The total number of creatures who can have Ruination Ward active at once is equal to your proficiency bonus. 

Destruction from Protection

Starting at 6th level, the negative energy of your Ruination Ward can now be used offensively. While a creature is under the effects of Ruination Ward, as a reaction to hitting a creature with an attack roll, it can make a ranged spell attack against another creature within 60 ft. of the original target. The attack deals 1d6 + your Charisma Modifier necrotic or radiant damage (your choice) if it hits. The attack uses your spell attack modifier.

At 14th level the number of attacks increases to 2 which must be targeting separate creatures. 

Nullifying Ward

Starting at 10th level, The power your Ruination Ward has become stronger. When a creature gains the effects of Ruination Ward it can choose one damage type to gain resistance to until the end of your next turn. 

Light of the Unyielding

Starting at 14th level, you've become a beacon of negative energy and indomitability. You can shed dim light out to 60 ft. as an action. You and any creatures of your choice within the light gain the benefits of your Ruination Ward feature each round they start their turn in the light. This effect lasts 10 minutes or until you dismiss it as an action.

You can use this feature once and regain the ability to use it after a long rest. 

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