Warlock
Base Class: Warlock

Whereas a Pact of the Fiend finds the mortal serving a Demon or Devil, the Pact of Binding finds a Fiend serving a mortal. Either through dark rituals or the extremely rare case of a penitent Fiend, a mortal makes a deal where the Demons and or Devils, serve them with little to no risk of their souls being lost to Avernus. Granted, most Binders willingly find themselves amongst shady businesses to start with, but some have found that the best way to combat evil, is to turn it upon itself. To fight fire with fire. And in the case of penitent Fiends, no other path works best, than to help others do good.

 The pact of Binding is, however, extremely rare. Those that partake of this practice are left with a visible mark on their body. It could be a demonic birthmark, an aura or even a part of their own body replaced with that of their bound Fiend.

When you select this Pact, determine a physical or magical manifestation on your characters person representing your bound Fiend.

Dark Resilience

You gain +1 HP for every level of Warlock and you gain solid +2 bonus to AC as your your Bound Fiend resides inside you, bolstering your defense.

Additionally, you have advantage on Fear Saves regarding Fiends as you’ve become accustomed to their presence.

Dark Guardian

Once per Short Rest, you may cast Summon Shadowspawn at highest level.

Should you take fatal damage whilst it is summoned, it instead will swap places with you and take the damage instead.

Infernal Command

Spells that Charm, Fear or manipulate creatures but not Fiends, now work on Fiends with CR up to half your Warlock level rounded down.

Additionally, once per long rest, you may summon a Fiend/s with a CR equal to half your Warlock level rounded down.

Fiendish Manifestation

You have become accustomed to the Fiend within and your mastery of control over it has granted you the ability to assume a Hybrid form with the Fiend inside you once per Short Rest.

For 1 Minute a dark presence overtakes you, as you sprout Shadowy Wings and Armor and Psychic Energy radiates off you.

You gain a Flying Speed equal to your Walking Speed, your AC becomes 10 + Dex + Cha +2 from Dark Resilience, enemies who start or end their turn within 15ft of you take 1D12 Psychic damage and all attacks you make deal an additional 1D6 Psychic damage

Comments

Posts Quoted:
Reply
Clear All Quotes