Base Class: Warlock
Once, you made a pact with something powerful. Something ancient. Something not of this world. Perhaps your patron didn't give you the recognition you felt you deserved, or perhaps you disobeyed their orders, but that pact no longer binds you to them. You are still a warlock, in a way, but you are unbound. You can still cast spells, still feel some trace of the ancient forces flowing in your veins, but it is no longer tinged with the intent of the thing you served. You are free to pursue your own ends and become something entirely unexpected. Assuming you can survive that long alone.
Shifting the Flow
Starting at 1st level, you have an unstable connection to the forces of magic, causing strange magical surges. You have a pool of d4s equal to your Charisma modifier (minimum of 1) which replenishes when you finish a short or long rest. When you make an attack, you can chose to spend a die from your pool and add the value to the attack's damage. Roll a d8 in the table below to determine the damage type.
| d8 | Damage Type |
|---|---|
| 1 | Radiant |
| 2 | Fire |
| 3 | Necrotic |
| 4 | Psychic |
| 5 | Cold |
| 6 | Force |
| 7 | Lightning |
| 8 | Poison |
Ebbing Waves
Beginning at 6th level, you can choose to use your reaction when a spell is cast, pulling on the vaccuum where your patron bond used to be to dampen its effect. Attack spells have their damage halved, and all spells last for half the length of their normal duration.
You can use this a number of times equal to half your warlock level rounded up. When you finish a long rest, you regain any expended uses.
Living Sanctuary
Starting at the 10th level, you gain the ability to become a sanctuary to your allies when they are near you.
Friendly creatures within 20ft of you (not including yourself) gain resistance to three damage types of your choice. You can also expend your protective aura completely to make friendly creatures within range resistant to all damage types for one minute, or to make one resistant to all damage types and conditions for one minute.
If you choose to expend your aura, you do not regain it until you finish a short or long rest. You also no longer require sleep, though you still gain benefits from rests as normal.
Ties That Bind You
At 14th level, you can form a magically binding contract with a willing creature that shares a language with you. If you are within 5 miles of them, you can communicate with them telepathically. You also form one of the following pacts:
Pact of Life: The creature gains temporary hit points equal to your Charisma modifier which refill during a long rest. If you fall unconscious or would die, you may instead revoke your pact and return to five hit points immediately.
Pact of Power: The creature gains +2 to all attacks and knows the Eldritch Blast cantrip. Charisma is their spellcasting ability for this spell. You may revoke your pact to deal 2d10 extra force damage on an attack of your choice.
Pact of Protection: The creature gains a +2 bonus to AC and resistance to piercing, slashing and bludgeoning damage. When you are targeted by an attack, you can revoke your pact to half the damage for all targets or quarter it for yourself.
Pact of Deception: The creature gains proficiency in Deception, and knows the Minor Illusion cantrip. Charisma is their spellcasting ability. If a creature is about to see through your lie or illusion, you may revoke your pact instead to maintain the lie for 24 hours.
Pact of Knowledge: The creature gains proficiency in History, Arcana and Religion, and can speak one additional language of their choice. You may revoke your pact at any time in order to gain an important piece of knowledge that would otherwise be hidden from you.
Pact of Death: The creature takes 2d10 psychic damage every day, and must pass a Wisdom check equal to your spell save DC to realise the cause. If they die, you gain 2d10 temporary hit points. If it is because of you, you may cast circle of death once without expending a warlock spell slot.
Unless renewed, your contracts will fade away after a week, but you may renew a contract as many times as you like. You may have two contracts active at one time, and a contract ends if either party involved dies or if you choose to end it.
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