Warlock
Base Class: Warlock

The Concord is unusual, even for a Warlock patron, in several respects—most notable of which being that a Concord is actually created by its followers. Concords are entities formed from intense worship and fervent devotion to an ideal, spun into being as a result of significant magical power and collective faith coming together to create an entity that embodies the focus of that faith. No Concord is a self-contained being, either—they depend entirely on the worship of their followers and the continued growth of their religion to survive. Every Concord is different, owing to the values and beliefs of the sect that created it, but all share the same drive: a desire to become a deific power in their own right, no longer shackled by the desperate need for their followers to sustain them, or threatened by the non-existence that would follow the collapse of their faith. In the same manner, all Concords are bound by a strong desire to grow their following, and grant powers that derive strength from collective effort.

Expanded Spell List

The Concord provides you with additional options when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Concord Expanded Spells

Spell Level Spells
1st level bless, sanctuary
2nd level aid, enthrall
3rd level tiny hut, revivify
4th level compulsion, stone shape
5th level mass cure wounds, wall of stone

Friend of the People

When you choose this patron at 1st level, you gain proficiency in Performance and Persuasion, as well as with one artisan’s tool set of your choice. Additionally, you can take the Help action as a bonus action.

Together We Stand

Also at 1st level, you can channel the collective will of your allies to grant protection to a creature in harm’s way. On your turn, as a bonus action, you can choose to take a -1 penalty to your next attack roll. Willing creatures within 60ft can also choose to do this, up to a number equal to your Charisma modifier (minimum of one other creature). One creature you can see within 60 feet then gains an amount of temporary hit points equal to your Proficiency Bonus times the number of creatures that chose to take the penalty.

You can use this feature once, and must finish a short or long rest before you can use it again.

Strength in Unity

When you reach 6th level, you learn how to use your will to aid allies even at a distance. When you take the Help action to aid your allies in attacking a creature, you can do so as long as that creature is within 30 feet of you.

Additionally, when you finish a long rest, you can choose to expend a Hit Die. Other willing creatures within 10 feet of you can also choose to expend one of their Hit Dice, up to a number of other creatures equal to your Charisma modifier (minimum of one other creature). Until your next long rest, each creature that spent a die in this way can choose to gain a bonus to a skill check or saving throw it makes, with the bonus equal to the total number of creatures that spent Hit Dice. They can choose to do so after the results of the skill check or saving throw are known, possibly turning a failure into a success. Each creature that spent a die can gain this bonus a number of times equal to your Proficiency Bonus, but can only do so once per turn.

Comrade's Conviction

At 10th level, you can tap into the collective power of your patron’s following. You can now cast the commune spell once per day, requiring no components, but you can only contact your patron or a deity or patron directly tied to another willing creature you touch for the duration.

Additionally, you can channel the collective belief of your patron’s followers, convincing even your foes to fight for your cause. As an action, you can force one creature you can see within 60 feet of you to make a Charisma saving throw against your spell save DC. Up to one friendly creature within 60 feet of you can choose to aid you in this endeavor, using their reaction to increase the DC of the saving throw by their Charisma modifier (minimum bonus of +1). On a failure, that creature is charmed by you for the next minute, or until you or your allies deal damage to it or take a harmful action against it.

The charmed creature will fight for you and aid you in combat, and considers you and your allies to be its trusted comrades. Whenever the charmed creature takes damage, it can repeat the Charisma saving throw, ending the effect on itself on a success. If the effect ends early, the creature is incapacitated on its next turn, and its movement speed is halved for that turn. If the effect lasts for the full duration, the creature has difficulty remembering events that occured while it was charmed, and is not aware it was affected in any way by you. Whether a creature succeeds on the saving throw or the duration on the effect ends, that creature can’t be targeted again for 24 hours.

You can use this ability twice, and regain expended uses when you finish a short or long rest.

Power of the Collective

At 14th level, you have learned to emulate your patron, drawing strength from those around you and granting them power in turn. As an action, you can assume the form of the glorious voice of the people, gaining the following benefits for 1 minute:

  • You shed bright light for 10 feet, and dim light for an additional 10 feet, which does not spread around corners. You and creatures friendly to you that are within this light are immune to the charmed or frightened conditions, except for creatures affected by your Comrade's Conviction feature.

  • You gain a bonus to attack rolls equal to the number of friendly creatures within 10 feet of you. Friendly creatures within 10 feet of you get a bonus to their attack rolls equal to half your Charisma modifier, rounded down (minimum of +1).

  • You and friendly creatures within 20 feet of you get +2 to your AC.

  • At the start of each of your turns, you gain an additional 5 feet of movement speed for each friendly creature within 20 feet of you. Each of those creatures gains additional movement speed on their turn equal to half the amount you gained this way.

  • Whenever a creature makes an attack against one of your allies, if that ally is within 60 feet of you, you can use your reaction to teleport to an unoccupied space within 10 feet of them. That attack can’t be rolled with advantage, and has a penalty to the attack roll equal to your Charisma modifier (minimum penalty of -1).

Once you use this feature, you can’t use it again until you finish a long rest.

Previous Versions

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