Warlock
Base Class: Warlock

Your patron is not a living thing - rather, it is the secret magics written in the muddy carnage of No-Man's Land. A long-suffering veteran of futile campaigns, the horrors you've witnessed  twist into eldritch knowledge in your twisted mind.

You might be one soldier among thousands in a grinding war of industrial scale, a member of the legions that patrol the iron-shod cubes of Acheron, or a peasant draftee struggling to survive in a war of powers you never could have imagined.

Regardless of your origins, your haunted eyes hide an implacable will forged by the grim reality of slaughter. The Battlefield's power allows you to rebuild your broken body and endlessly rise again to fuel the eternal machine of war.

Revised for a specific campaign, original credit to Someguythatplays

Pact Magic

Your patron allows you to 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.

Spell Level Spells
1st Alarm, Zephyr Strike
2nd Heat Metal, Locate Object
3rd Spirit Guardians, Stinking Cloud
4th Resilient Sphere, Phantasmal Killer
5th Cloudkill, Reincarnate

Martial Prowess

Starting at 1st level, you gain a higher understanding of how to use weapons of war. You gain proficiency in medium armors and martial weapons.

Martial Body

Your body has adapted to the harshness of battle and you feel stronger when you kill an enemy. At 1st level, whenever you kill an enemy you are healed for half of the amount of damage you have dealt. 

Extra Attack

Beginning at 6th level, you can attack twice instead of once when you take the attack action on your turn.

To the Point of Exhaustion

At 6th level, you are able to push your body to its limit. As an action, you are able to increase your movement speed by 15 feet, increase your AC by 2, and gain advantage on Strength and Dexterity checks for the next minute. After the minute is up, you gain a point of exhasution and become unable to move for the next 10 seconds. 

Movement speed increases by 30 feet at 10th level and 45 feet at 14th level

Harbringer of the Battlefield

At 10th level, you bring the battlefield to wherever you are. As an action, you roll 2d12 and take that much damage (it can not be reduced by any means). For the next minute, you now deal additional necrotic damage equal to how much damage you took.  You can use this feature once per long rest. 

Additionally, you are immune to feared or charmed conditions while engaged in battle. 

Eternal Soldier

Starting at 14th level, losing body parts no longer becomes an issue to you. As an action, when a body part is severed from your body, you can reattach it to where it was removed. When reattached, the body part functions normally as though it wasn't severed.

In addition, the cost of material components for a spell that restores you to life are halved, and any spell that would animate your corpse as an undead can instead restore you to life as though you were targeted by the Resurrection spell.

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