Warlock
Base Class: Warlock

Your patron is lady vengeance herself. a spiritual being who was betrayed by those she trusted most while alive. This being's motivations are to take vengeance on those who have betrayed someone. your deal with it is based on betrayal. how were you betrayed? by whom? Lady Vengeance came to you and offers you a sliver of her power to enact that vengeance on them in exchange for exacting vengeance on others who call upon her.

Expanded Spell list

Lady Vengeance 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.

Lady Vengeance Expanded Spells

Vengeance's Catalyst

Starting at 1st level, Lady Vengeance grants the training needed to resolve your duties. You gain Proficiency with Martial Weapons and Simple Weapons.

Lady Vengeance allows you to channel your vengeance through a particular weapon. whenever you take the attack action you manifest your tool of vengeance from the mist to attack a creature within 5 feet as a melee weapon or within 30 feet as a ranged weapon. this weapon is either a simple or martial weapon you are proficient. it has the thrown properties alongside the other properties the weapon possesses. when you attack with this weapon, you can use your Charisma modifier, instead of strength or dexterity, for the attack and damage rolls. on a hit it deals necrotic damage equal to 1d8+ Charisma modifier.
If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type.

When you reach certain levels in this class, the number of your damage dice increases: at 6th level (2d8), at 10th level (3d8), at 14th level (4d8).

Pleas of the Betrayed

Starting at 1st level, you hear the pleas of the betrayed or you listen to your own all wanting the same thing...justice. you reach into the mists placing a marker on those who had betrayed them. When you finish a long rest you may place or remove a marking on a creature or group who has betrayed you or someone close to you. Other creatures dead or alive may can also request you to take vengeance for them by offering part of their soul. (the price of giving up a part of one's soul to this ability is up to DM's discretion).

This mark is only visible to you, no magic can reveal it but those of higher powers can. This mark lasts until the marked creature is dead or until you remove it. The marked creatures have disadvantage on Wisdom (Perception, Survival), intelligence (investigation) checks to know your location but also on dexterity (stealth) checks to hide from you.

When focusing on a mark you will always know the direction of it and rough distance of it. you also gain advantage on Wisdom (Perception, Survival), intelligence (investigation) checks to find the marked target.

Rend

Starting at 6th level, Your weapon now leaves traces of it behind for you to retch out and harm those it leaves. Whenever you damage a creature with your toll of vengeance it leaves behind part of the mist. the creature cannot remove this mist, the mist persists for 30 seconds. the mist disappears early if the target dies, you die, or you are incapacitated. a creature can have multiple Mists at a time, you can also mark multiple creatures with this ability.

You can use a bonus action to remove all Mists from all creatures within 60 feet of you. Each creature takes necrotic damage equal to 1d4 + Charisma Modifier per Mist removed.
You can use a warlock spell slot to enhance this damage by an extra damage dice equal to the highest level spell you can cast.
You can use this ability a number of times equal to your proficiency bonus, and you gain all expended uses of it when you finish a short rest.

Form of Vengeance

Starting at 10th level, you can assume the form of Lady Vengeance herself. As a action you transform for 1 minute. Upon transformation you force all creatures who can see you to make a wisdom saving throw, and if the saving throw fails the target is frightened of you for the duration of the transformation. You also gain the following benefits while transformed:
- As an action you can hurl your tool of vengeance into the air and splitting into many versions of itself to attack any number of targets within 30 feet. you must roll separate attack rolls and damage for each target.
- You gain resistance to non-magical Bludgeoning, Piercing and Slashing damage
- You are Immune to the frightened condition

You can transform once and you regain all expended uses when you finish a long rest.

Oathsworn

Starting at 14th level, You can bring allies along on your quest of vengeance alongside being able to use Fate's call.

Upon transforming into your Form of Vengeance you may select up to 4 willing creatures to transform alongside you assuming the form of Lady Vengeance as well. the targeted creatures will automatically transform into Forms of Vengeance, the creatures also gain access to the other features of this subclass except Oathsworn and Fates call. The Oathsworn transformation lasts for 2 minutes, while your own transformation has increased to 2 minute duration.

Fates Call
You also gain the ability to recall an Oathsworn to protect them and then throw them to a new position or in the face of your enemies. as a Bonus action or reaction to an Oathsworn taking damage you can teleport them into the mists shrouding them and protecting them for up to 18 seconds. While in the mists the targeted Oathsworn gains the following benefits:
-they are unable to be targeted by attacks, spells and features from all creatures accept Fates Call
-they are immune to all damage except Radiant damage
-The Regain 3d6 Hitpoints per 6 seconds they spend in the mist
After 18 seconds or When the Targeted Oathsworn uses their bonus action, they will be thrown from the mist at high speeds in a straight line for about 45 feet. if the Targeted Oathsworn either collides with an enemy or reaches the maximum range they will stop at the spot and force each creature in a 5 foot radius must make a dexterity saving throw. A target takes 2d10 necrotic damage and be knocked back 15 feet, or half as much damage and being knocked back 5 feet on a successful save.
You can only use this ability once per Oathsworn ally, you gain all expended uses on a long rest.

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