Base Class: Warlock
Those who make a pact with it gain access to its dark powers and the ability to reclaim and repurpose what was once thought to be lost. The Reclaimed warlock can manipulate the environment, create illusions and restore expended spell slots. They can also reclaim the energy from the area around them to create new things, turn failure into success, and reclaim resources from their surroundings. With the Reclaimed by their side, warlocks can turn the tide of battle and emerge victorious.
This is 3rd party content from The Game Master's Book of Villains, Minions, And Their Tactics. The terminology is word for word, except for the level 14 feature which specified usage of Necrotic damage. Given the creature does not have to be dead to deal the damage, I have changed the damage to Force to make this subclass morally neutral. If you wish to honor the original intent of this subclass, please feel free to use Necrotic damage instead.
Expanded Spell List
The Reclaimed 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.
Fiend Expanded Spells
| Spell Level | Spells |
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1st |
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2nd |
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3rd |
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4th |
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5th |
Salvage
Starting at 1st level, when you roll damage for a warlock cantrip you cast, you can reroll any roll of 1 on the damage die, but you must use the new roll, even if it is another 1. Additionally, you gain proficiency in the History skill and one type of artisan's tools of your choice.
Spell Liminality
Starting at 6th level, your patron grants you the ability to reclaim a previous failure. When you cast a warlock spell that misses a target with a spell attack roll or when a target succeeds on a saving throw against one of your warlock spell slots, you can use your reaction to restore one expended warlock spell slot. The spell must target only one creature. You can use this ability a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Reclamation
Starting at 10th level, after expending the last charge of a magic item property that regains charges, roll 1d4. The item regains that many charges. You can use this ability once per long rest.
Additionally, the Reclaimed enhances your ability to reclaim energy from your surroundings. You gain the ability to cast the false life spell on yourself as a bonus action without expending a spell slot. You can use this feature a number of times equal to your proficiency bonus and you regain all expended uses when you finish a long rest. You can also cast this spell using any spell slots you have.
Placeholder
Starting at 14th level, you can reclaim the bodies of creatures to do your bidding.
As a reaction to being hit with an attack, you can swap positions with the nearby body within 30 feet of you. The body takes the damage instead of you.
Alternatively, as a bonus action you can force the body of a creature reduced to 0 hit points this turn to move up to 30 feet in any direction and make a melee attack against a creature you can see. The attack uses your spell attack modifier and deals 1d8 + your warlock level force damage.
You can use this feature once per short rest.
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