Warlock
Base Class: Warlock

I have seen the end of all. The cacophony of screams from which all other noises are drowned out, except for the beating of my own heart in my head. Gazing upon the power of destruction, I felt its very essence creep into my soul. Shortly after the end of days entered my being, I closed the portal for which I had peered into, but it was too late. Not only had I been infused with the cataclysmic energy of destruction itself, I felt my mind split in two as my mind conflicted over the choice of preventing the apocalypse, or ensuring it.

- Magnus Kelzin, Former Head of the Oracles of Osterix

 

Warlocks who make a pact with the Apocalypse not only inherit destruction incarnate, but a damaged psyche after witnessing the fall of everything. This struggle against madness can leave a warlock contemplating their role in the future, whether they want to bring the end of days, or do everything they can to stop it. This cataclysmic event can have number of origins, whether an invasion of demons, the dead rising, a mage grown mad with power, or any other event that brought the world to its knees. The only bit of grace the warlocks have is that they do not know if this fate is for certain, or if they only have peered into the future of another universe, as the chaotic nature of the multiverse is a fickle entity to peer through.

Expanded Spell List

1st-level Apocalypse feature

The Apocalypse 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.

Apocalypse Expanded Spells
SPELL LEVEL SPELLS
1st bane, inflict wounds
2nd augury, heat metal
3rd bestow curse, animate dead
4th hallucinatory terrain, wall of fire
5th animate objects, legend lore

Shared Destiny

1st-Level Apocalypse feature

You know that eventually all things die and can use this inevitability to take down multiple foes. As an action, choose two creatures, when the first creature takes damage, the other creature takes half the damage that the first creature receives. Unless the second creature has a natural resistance or immunity to the damage taken, the damage cannot be reduced or negated. 

If the second creatures drops to 0 hit points before the first creature, you can use your reaction to target another creature to receive the halved damage. If the first creature drops to 0 hit points before the second creature, you can use your reaction to make that creature have 1 hit point instead. You can use this reaction once per use of Shared Destiny.

You can use this feature once before needing to take a short rest.

Ensure Your Fate

6th-Level Apocalypse feature

Knowing you have a bigger part to play in destiny, you use your power to ensure your enemies won't cut your fate short. After taking damage, you can use your reaction to gain resistance to the same damage type you were just hit with. This resistance lasts until your next turn.

You can use this ability a number of times equal to your proficiency bonus and regain all expended uses on a short or long rest.

Foretold Demise

10th-lvl Apocalypse feature

As your fate brings you closer to end of days, you see glimpses of pure doom and are able to share these ill omens to others. As an action, you can select up to 5 creatures within 60ft of you that you can see and tell them of their impending doom. The creature must be able to either see or hear you, and must make a Wisdom Saving Throw equal to your spell DC. On a failed roll, the creature takes 6d6 psychic damage and becomes frightened of you, or half as much and is not frightened on successful roll. The afflicted creature can repeat the saving throw at the beginning of its next turn, or it must use its action to howl in agony until it succeeds on the saving throw.

You can use this feature once per short rest.

Let Chaos Reign

14th-lvl Apocalypse feature

Having harnessed the pure essence of ruination, tearing upon reality and unleashing a potential apocalypse to destroy your  enemies. As an action, you can choose from three apocalyptical fates to bring forth into the current age:

  • Vile Infestation: In this timeline, the realm was lost to a horde of unfathomable horrors. As an action, you can summon 2 Aberrations, Fiends, Monstrosities, or Undead of Challenge Rating 7 or lower for 1 minute. These monsters view you as their lord and are loyal to your commands, with their turn occurring directly before or after your own turn. After a minute or if the monster is killed, it is sent back to its original realm.
  • Horrific Plague: In this timeline, the lands have been consumed by a plague. Choose up to 10 creatures, those creatures must make a DC 20 Constitution Saving Throw or instantly become afflicted with one of the diseases from the contagion spell.
  • Cataclysmic Force: In this timeline, some event such as an arcane accident or continent sized meteorite will wipe the lands clean of life. Choose up to 5 creatures, they must make a DC 20 Charisma Saving Throw or be teleported to a realm moments before it is destroyed by a cataclysmic event, taking 10d12 force damage. If the creatures hit points are reduced to 0, the creature is vaporized. On a successful Saving Throw, nothing happens.

You can use this feature once before needing to take a long rest.

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