Warlock
Base Class: Warlock

You have made a pact with an entity seeking a champion to dole out justice or punishment on its behalf. Such entities often personify the extremes of moral alignments, proclaiming themselves to either be the ultimate good or the necessary evil. These entities may have a nemesis known to them that represents the very opposite of their moral code. Whatever the case be, your patron has bequeathed you armor and abilities to fight its battles.  

Your patron may be a solar that sensed your potential and called upon you to fight on the Material Plane on its behalf, or it may be an aberrant parasitic ooze that seeks to bolster its strength with your lifeforce. Your patron could be unknown to you, its power merely channeled through an artifact you discovered by accident.

Expanded Spell List

1st-level Justiciar feature

The Justiciar 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.

Justiciar Expanded Spells

Morph Relic

1st-level Justiciar feature

Your patron has bestowed upon you a magical trinket, called a morph relic, that allows you to invoke its power. The relic is a Tiny object, and you can use it as a spellcasting for your warlock spells. You decide what the object its, or you can determine what it is by rolling on the Morph Relic table.

Morph Relic
d6 MORPH RELIC
1 Medallion engraved with the image of a beast
2 Scarab figurine carved from azurite
3 Clockwork belt buckle
4 Brooch decorated with moonstone
5 Signet ring bearing your patron's crest
6 Crystal perfume bottle

While you are touching the relic, you can use it in the following ways:

Bonus Proficiency: Your patron is one fond of presentation and desires that its enemies know their doom comes. You are proficient in the Performance skill and you add double your proficiency bonus to the check. When you make a Performance check to bring attention to yourself, you can raise your voice to be heard up to 300 feet away.

Mystic Armor: As a bonus action you can summon a suit of armor that can expand to cover your entire body. While wearing the armor, you gain the following benefits:

  • Your base AC becomes 13 + your Charisma modifier.
  • Each of your fists count as simple melee weapons when you aren't holding anything in it. You can produce claws or stingers, or a similar natural weapons, and you deal 1d8 bludgeoning, piercing, or slashing damage on a hit (you choose the damage type when you summon the armor). Attacks made with these weapons are considered magical. At 5th level, you can attack with these weapons twice whenever you take the Attack action on your turn.
  • If you later gain the Pact of the Blade feature, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls of every pact weapon you conjure with that feature, no matter the weapon's type.

The armor lasts for 1 minute, or until you dismiss it early as a bonus action. You can't use this feature if you are already wearing armor. You can summon the armor a number of times equal to your proficiency bonus, and you regain all uses when you finish a short or long rest.

Upgradable Armor: You can absorb the magic of one piece of magic armor into your armor trinket by performing a 1 hour ritual while touching the armor, which can be done during a short rest. The magic armor is shunted into an extradimensional space. Your morph armor gains all magical properties of the shunted armor but your mystic armor retains its chosen shape. If the magic armor requires attunement, you are considered attuned to it and it is counted towards the maximum number of magic items you can attune to. You cannot use this feature if the magic armor is an artifact or sentient. The magic armor is expelled into an unoccupied space within 5 feet of you if you perform the 1-hour ritual on a different armor, use a 1-hour ritual to expel it, or if you die.

Force of Will

6th-level Justiciar feature

You have developed an overwhelming dedication to the cause. You have advantage on saving throws to avoid being charmed or frightened or to end those conditions on you.

As a bonus action, you can speak words of encouragement or a threat to one creature other than yourself within 30 feet who can hear you and is frightened or charmed. The target immediately makes its saving throw against the condition with advantage. On a success, the condition ends and the target is immune to the same condition for 1 minute.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Explosive Finisher

10th-level Justiciar feature

When you reduce a hostile creature to 0 hit points, you can use your reaction to push it up to 15 feet away from you in a straight line, and you cause an explosion to erupt from it. Each creature within 10 feet of the target must make a Dexterity saving throw. Roll a number of d10s equal to your proficiency bonus. Each creature takes fire damage equal to the number rolled, or half as much on a successful save.

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

Justice Shall Prevail

14th-level Justiciar feature

When things are looking grim, you channel sheer determination through your morph relic in one final desperate act. When you take damage that reduces you to 0 hit points but doesn’t kill you outright, you can make a DC 15 Charisma saving throw. You can repeat the saving throw when you fail a death saving throw. On a success, you delay falling unconscious (or are no longer unconscious), and you can immediately take an extra turn, interrupting the current turn. For the duration of the extra turn, your speed and damage you deal are doubled, you do not take damage, and you can’t regain hit points or gain temporary hit points until the start of your next turn. When the extra turn ends, you fall unconscious.

Once you use this feature, you can’t use it again until you finish 1d6+1 long rests.

The Justiciar Image

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