Base Class: Warlock
Alone, we beg. Together, we become strong.
Expanded Spell List
The Uprising 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.
(For legal reasons, Phantasmal Force can’t be added to this homebrew. Add it yourself, replace it with an appropriate spell, or use the “DNDBeyond Won’t Let Me Use Illegal Spell Lists” feat to replace it.)
Uprising Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | bless, heroism |
| 2nd | knock, phantasmal force |
| 3rd | beacon of hope, sending |
| 4th | freedom of movement, resilient sphere |
| 5th | telepathic bond, seeming |
Violence Breeds Violence
Show those who stand against you that it in the end, it doesn’t have to be this way. When you cast a spell that deals damage, you can choose for it to deal nonlethal damage to all creatures it affects. Creatures reduced to 0 Hit Points in this way are charmed by you for the next hour instead of dying.
We Didn't Start the Fire
You didn’t throw the first punch - but you’ll throw the last. At the end of a long rest, you can expend a Warlock spell slot to gain the effect of a sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal). When the spell ends, you gain advantage on attack rolls for the next hour.
Swords to Ploughshares
The instruments of power and coercion will not last forever. When you would be the target of a weapon attack, you can use your reaction to curse the attacker’s weapon, forcing them to make a Charisma saving throw against your Warlock spell save DC. On a failed save, the weapon takes a -1 penalty to its attack and damage rolls as it begins withering and rusting away. This saving throw is repeated at the start of each of the attacker’s turns, with a cumulative penalty for each failed save. If the creature succeeds on three of these saving throws (which need not be in a row), the effect ends. If it fails on three of these saving throws, the weapon becomes unusable for 24 hours, breaking entirely if it is nonmagical.
You can use this feature a number of times equal to your Charisma modifier (min: 1), and you regain all expended uses when you finish a long rest.
No War?
Imagine a world with no borders, no struggles, nothing to kill or die for. That world is not this world, not yet – but it could be. As an action, you can force all hostile creatures that can see or hear you within 30 feet to make a Wisdom saving throw, sharing in this collective desire. Creatures that fail this save are charmed by you until the end of your next turn. The charmed creature’s speed drops to 0, and the creature is incapacitated and visibly dazed.
On subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage.
Once you use this feature, you cannot use it again until you finish a long rest.
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Posted Sep 29, 2023This subclass was made as part of the Subclasseptember 2023 challenge!
This subclass is also available on the Homebrewery here: https://homebrewery.naturalcrit.com/share/CcwqDLhPFDhr