Warlock
Base Class: Warlock

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Patrons Holy Fists

Your unarmed strike is treated as a d6 and you can use your charisma instead of strength for the attack roll. along with this, you can use a spell slot on a weapon causing it to be treated as a +1 weapon that can use charisma instead of strength for the to hit and damage roll until your next short or long rest.

Technique

You chose your techneqe

Infinity

You Have learned how to bring the number infinity into reality 

Ten Shadows

you can summon a shadow beast you meet the minimum level retirement for as a action and command that creature as a bonus action the creature is dispelled if you lose concentration it requires a spell slot to summon a shadow beasts and it takes its turn directly after yours.

 

Binding Pact

You choose one of the following pacts to take you can take a second pact at 10th level and a third at 14th.

 

Binding contacts

You gain the ability to form a verbal contract with a willing creature honoured by a higher being if either side dose not follow the terms of the contract they will lose something of equil value to what they gained form the contract.

Eg: you create a contract where in exchange for 100 gold you get a magical sword if you handed over the Gold in the other participant did not honour their end of the deal they would lose something of equal value for example an arm.

Black Flash

when you land a critical hit your critical hit number requirement is reduced by 1. For your next attack roll. in exchange when you roll a critical failer the critical failer minimum is increased by 1 for your next attack roll, and after a critical failure, your next attack cannot be a critical hit.

 

EG when you roll a 20 your next attack would be a critical hit on a 19 then 18 ect ect. but if you rolled a 1 next attack you would get a critical fail on a 2 and a 20 would not count as a critical hit.

 

Magical restriction

You lose the abilty to use magic items and can only cast one cantrip per day you then choose to give up a number of spell slots for every spell slot givein up that spell slot can no longer be used to cast spells and in exchange you can increase your STR,DEX Or CON by 2 for every spell slot given.

 

Overtime

during the hours of the day you cast all spells as if they where one level lower and have one less spell slot that can only be used at night in exchange at night when you cast a spell its up cast one level higher.

 

Physical restriction

You Choose STR,DEX Or CON that stat becomes 3 in exchange you gain 1 spell slot

Red

As an action for a spell slot, choose a point within 80 feet. All creatures within 20 feet of the point must make a Strength saving throw. On a failure, they are knocked back up to 100 feet, take 14d6 Force damage, and are knocked prone. On a success, the damage is halved and they are not knocked back nor prone. At 11th level this damage increases to 17d6, then to 24d6 at 17th level and again at 20th level to 30d6. Objects within the area that aren’t being worn or carried also take this damage.

Reveal your hand

you use a action to explain your spells and class features gained by your pact to your enemy in exchange all shadow beasts gain a +2 to AC and damage when targeting or being targeted by that creature for 1 min.

Reverse Cursed Technique

As an Action, you can use a Hitdice to heal in exchange it requires double the amount of dice to use so to heal one hit dice as a action you must spend 2. 

Shadow Passage

You gain the ability to use an action and store objects in shadows only you and creatures you allow within 15ft can assess they can contain up to 100lbs and all shadows link to the same storage. In exchange your carrying pulling and lifting capacity is cut in half.

Six Eyes

When using a feature granted by this subclass that requires a spell slot to use you can roll a number of d4s equal to a number of hit points you give up if the total sum of the d4s exceeds 20 you don't use the spell slot.

Teleport

When you take the movement action, you can use your bonus action cursed energy to teleport to the location, causing you to not provoke attacks of opportunity. The first attack roll you do after taking the teleport action is made with advantage unless the target has a higher passive perception than you.

Advanced Technqe

You gain grater mastery of your techneqe.

Deeper Shadows

Any creature summoned by you gains additional hp equal to your charisma. you may also hold contraction on to shadow beasts at a time.

Limitless

 As an action for 1 spell slot, you can encase yourself in a gravitational field for 1 minute. Whenever you are targeted by a weapon, spell or any saving throws from sources outside your body, you may use a Reaction to give up your bonus action and roll a d20. On a 11 or higher, any attacks or spells made against you automatically fail to hit or harm you in any physical way. At 6th level, you must roll a 7 or higher, and at 10th level, you must roll a 4 or higher.

At 14th level, you may spend an additional spellslot when using this feature to automatically roll a 20.

This feature does not work on attacks that you cannot see, or against poisons/tiny objects until you reach 6th level.

Regardless of level, this feature only works on things that travel and can be stopped. Abilities that do not physically travel will not be stopped by Limitless. 

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