Warlock
Base Class: Warlock

Your Patron is The Red Knight, also called The Lady of Strategy, the Crimson General or the Grandmaster of the Lanceboard. She is a lawful-neutral diety of strategy and planning, who is closely liked to Tempus, the God of War. The Red Knight rarely bestows her power to clerics, and creates Warlocks even more rarely. When she does choose to grant her power to a Warlock, it is almost always to an individual of immense strategic prowess. In return, she demands her Warlocks to lead her warriors on the battlefield on the battlefield against forces of oppression, destruction, and chaos.

Expanded Spell List

1st-level Red Knight feature

The Red Knight 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.

SPELL LEVEL SPELLS

1st

command, guiding bolt

2nd

aid, spiritual weapon

3rd

crusader's mantle, slow

4th

hallucinatory terrain, private sanctum

5th

dominate person, telepathic bond

Bonus Proficiencies

1st-level Red Knight feature

You gain proficiency with medium armor and one martial weapon of your choice. You also gain proficiency in one gaming set of your choice. If you’re proficient with a simple or martial weapon, you can use it as a spellcasting focus for your warlock spells.

Strategic Mastery

1st-level Red Knight feature
You can combine your magic and knowledge of battlefield strategy to lead your allies to victory. You gain a number of Strategy Dice (d4s) equal to 1 + half your Warlock level (rounded up). On your turn, you can use a Bonus Action to expend one of these dice and activate a Strategic Maneuver. You learn 2 Strategic Maneuvers at level 1, and learn additional maneuvers at levels 5, 9, 13, and 17. Whenever you gain a new strategic maneuver, you can also replace an one maneuver you know with a different one. You can only have one Strategic Maneuver active at a time, and each maneuver lasts until the beginning of your next turn. You regain all expended Strategy Dice when you take a long rest.

The range for all Strategic Maneuvers is 60 feet, and if the Strategic Maneuver requires a saving throw it uses your Spell Save DC.

Bolster Magic

You share your magical energy with your allies, enhancing their spells. Roll a Strategy Die. Whenever an ally within 60 feet of you casts a spell that requires a saving throw, they can increase the Spell Save DC by the half the result (rounded up). In addition, if an enemy fails a saving throw against a spell or magical effect, they take additional damage equal to the result.

Covering Fire

You use your magic to bolster your allies ranged attacks and lock down your enemies. Roll a strategy die. Whenever an ally within 60 feet of you makes a ranged weapon or spell attack, they can add the result. In addition, any enemy hit by a ranged attack must make a constitution saving throw or be stunned until the beginning of their next turn.

Create Distraction

You use your magic to confuse and distract your enemies. Roll a Strategy Die, and choose a location within 60 feet of you. If an enemy begins it's turn within 60 feet of you, it must make a Wisdom Saving Throw. On a failed save, the enemy must move a number of feet towards the chosen location equal to the result of the Strategy Die * 5.

Defensive Formation

You use your magic to bolster your allies defenses. Roll a strategy die. All allies within 60 feet of you can add the result to their AC, as long as they are within 5 feet of another allied creature.

Enduring Fortitude

You use your magic to bolster your allies physical abilities. Roll a Strategy Die. Whenever an ally within 60 feet of you takes damage, reduce the damage by the result. In addition, allies within 60 feet of you have advantage on Ability Checks and Saving Throws using Strength or Constitution.

Evasive Footwork

You use your magic to bolster your allies evasion, and help them avoid danger. Roll a strategy die. Whenever one of your allies within 60 feet of you must make a dexterity saving throw, you can add the result of the strategy die. In addition, if the effect would deal half damage on a successful save, they instead take no damage on a successful saving throw, and only half damage on a failure.

Frightening War Cry

You let our a magically-enhanced war-cry, striking fear into the hearts of your enemies. Roll a Strategy Die. When an enemy begins it's turn within 60 feet of you, they must make a Wisdom saving throw or become frightened until the beginning of their next turn. A creature frightened in this way must use their movement to move a number of feet away from you equal to the result of the Strategy Die roll * 5.

Martial Resolve

You shout inspiring words to your allies, bolstering their resolve. Roll a Strategy Die. Whenever an ally within 60 feet of you makes an Intelligence, Wisdom, or Charisma saving throw, they can add the result.

Tactical Retreat

You use your magic to allow your allies to escape a dangerous situation. Roll a Strategy Die - all allies within 60 feet of you gain increased movement speed equal to the result * 5. In addition, the movement of allies within 60 feet of you does not provoke reactions.

Targeted Strike

You use your magic to mark a single enemy as your primary target. Roll a Strategy Die. All allies within 60 feet of you can add the result to damage rolls against the marked target. In addition, all attacks made against the marked target have advantage.

Spectral Battalion

6th-level Red Knight feature

Starting at level 6, your patron entrusts you with the ability to summon and command warriors from their own celestial army. These warriors are the spirits of fallen warriors from the Red Order, whose souls fight endlessly on the eternal battlefield of Warrior's Rest. As an action you can expend one Strategy Die to summon a group of Red Order Warriors (stat block below). Once you have used this ability, you cannot use it again until you take a long rest. Your warriors share your initiative, and take their turn right after yours. You can use a bonus action to telepathically command your Warriors. If you do, you can activate a Strategic Maneuver as part of the same Bonus Action. If you do not give your warriors a command they will continue performing the most recent command they were given, to the best of their ability. If they cannot perform the most recently given command the warriors perform the Dodge action.  Your Warriors last for 1 hour, or until they drop to 0 hit points.

Red Order Warriors

Armor Class 15  (studded leather)

Hit Points 10 + 5 * Your Warlock Level

Speed 30 ft.

STR
14 (+2)
DEX
16 (+3)
CON
14 (+2)
INT
10 (+0)
WIS
11 (+0)
CHA
8 (−1)

Condition Immunities frightened, charmed,exhaustion, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned

Languages all languages you speak

Challenge - Proficiency Bonus (PB) Equal to your Proficiency Bonus

Pack Tactics. The battalion has advantage on attack rolls against a creature if at least one of the battalion's allies is within 5 feet of the creature and the ally isn't incapacitated

Swarm. The battalion can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a medium humanoid. The swarm can’t regain hit points or gain temporary hit points.

Actions

Multiattack. The battalion can make a number of Spear or Shortbow attacks equal to half proficiency bonus (Rounded Up).

Pike Melee Weapon Attack: Your Spell Attack modifier to hit, reach 5 ft., one target. Hit: 2d10 +  2 + PB piercing damage, or 1d10 + 2 + PB if below half health.

Shortbow. Ranged Weapon Attack: Your Spell Attack modifier to hit, ranged 150/600 ft., one target. Hit: 2d6 + 2 + PB piercing damage, or 1d6 + 2 + PB if below half health.

In addition to the actions listed in their stat block, your warriors can also take any action a player could normally take during their turns (such as Help or Dash).

Divine Strategy

10th-level Red Knight feature

Starting at 10th level, your patron grants you additional power to enhance your strategic maneuvers.  Whenever you activate a Strategic Maneuver, you can add a +1 bonus to the roll. This bonus increases to +2 at 14th level, and +3 at 20th level.

In addition, the attacks of your Spectral Battalion count as magical for the purposes of overcoming resistance to non-magical attacks.

 

Scarlet Incarnation

14th-level Red Knight feature

You have become a paragon of strategy, and your very presence on the battlefield inspires your allies to fight bravely and with honor. Starting at 14th level, you can use an action or bonus action to become an embodiment of the Red Knight herself. For 1 minute you gain the following benefits:

  • You are enveloped in an ornate suit of bright scarlet armor, which has an AC of 16 + your Charisma Modifier.
  • You manifest a radiant longsword in your hands. Attacks with this sword deal 3d10 damage, and are considered melee spell attacks. Creatures hit by this attack must make a constitution saving throw or be blinded until the end of their next turn.
  • Once per round you can use a Strategic Maneuver without expending a Strategy Die.
  • If an allied creature you can see within 60 feet is targeted by an attack, you can use your reaction to teleport within 5 feet of that creature and impose disadvantage on the attack. If you do so, you may also make 1 attack with your radiant longsword as part of that same reaction.

Once you have used this ability you cannot activate it again until you finish a long rest.

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