Base Class: Warlock
It was not your will to made this pact and you dont know why your divine patron choses you, but you have no other choice as to accept your fate as the Divine Knight of your patron.
Expanded Spell List
The divine energy of your patron flows through you. You have access to the cleric and paladin spell list.
Bonus Cantrips
The telepathic link between you and your patron leaves its marks.
At 1st level, you learn the guidance and message cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known.
Healing Light
At 1st level, you gain the ability to channel divine energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level.
As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.
Your pool regains all expended dice when you finish a long rest.
Divine Present
Your Patron gave you a mysterious rod with inscriptions you cant read. You tried to get rid of it but it always finds a way back to your hands.
You start with the Mysterious Rod. This Item is bound to your soul and acts as your spellcasting focus.
On 3rd level you have to chose the pact of the blade and the mysterious rod transforms into your pact weapon the Divine Blade.
Divine Knight
At 6th level, you start to accept your fate as the Divine Knight of your patron. In return your patron protects you.
You have resistance to radiant damage and while not wearing armor and shield, your armor class equals 10+ your dexterity modifier + your charisma modifier.
Sacred Weapon
At 6th level, you gain the ability to infuse your weapon strikes with divine energy. When you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d6 radiant damage to the target. When you reach 11th level, the extra damage increases to 1d8 and on 17th level the extra damage increases to 1d10.
Divine Resilience
Starting at 10th level, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your warlock level + your Charisma modifier.
Searing Vengeance
Starting at 14th level, the radiant energy you channel allows you to resist death. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of radiant energy. You regain hit points equal to half your hit point maximum, and then you stand up if you so choose. Each creature of your choice that is within 30 feet of you takes radiant damage equal to 2d8 + your Charisma modifier, and it is blinded until the end of the current turn.
Once you use this feature, you can’t use it again until you finish a long rest.
Comments