Warlock
Base Class: Warlock

The Divine Armor warlock is a blend of divine magic and martial prowess. Upon forming their pact, the warlock receives a suit of heavy armor that serves as the patron of their warlock powers. This armor is is a living extension of the celestial realms, imbued with sentience and the ability to bestow blessings upon its wearer by a group of celestial that bless and guides it's growth.

As the warlock grows in power, the armor matures, developing its own personality and consciousness eventually to the point it communicates telepathically with its warlock, offering guidance and casting spells through their bond. Each celestial blessing provides distinct advantages, whether it be healing allies, enhancing martial abilities, or invoking elemental forces. As well as contributing the the armor's evolving intelligence, aesthetics, and personality reflecting the warlock's choices of what celestial entities to ally with.

Expanded Spell List

The Divine Armor 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.

Divine Armor Expanded Spells

Divine Armor

Starting at 1st level, your pact with your Patron Divine Armor is manifest in a suit of heavy armor with the ability pass on the celestial blessing to any piece of heavy armor. Further the knowledge on how to use it fills your mind providing proficiency in the use of heavy armor.  At 6th level, your first choice of celestial blessing matures; however, at 10th and 14th levels celestial blessings are not limited to your first choice.  Each blessing is permanent and grows the personality and awareness of your armor,  gaining sentience at 6th level and a growing sense of individuality at 10th and 14th levels.

When you finish a long rest, you can choose to imbue a set of heavy armor with your Divine Armor Patron. This blessing lasts until you imbue another set of heavy armor, and you can only imbue one set at a time. The armor bestows different benefits depending on the celestial blessings that and only you can benefit from these benefits while wearing the armor

First Celestial Blessing

At 1st level, the first celestial reaches out and bestows upon your divine armor it's first forged blessing.

Balance and Order

A Celestial charged with protecting balance and order blesses your armor.  It gains a supernatural heftiness that doesn't actually effect it's weight but empowers you the ability to protect others.  The knowledge of how to use shields fills your mind gaining you proficiency with shields.

Dark Warrior

A Dark or fallen Celestial blesses your armor.  It turns a midnight black that appears to absorb light.  The knowledge to use Martial Weapons fills your mind gaining you proficiency with them.

Redemption and Healing

A Celestial of redemption and healing blesses your armor.  It gains a soft glow and warm to it that doesn't actually create light or heat but empowers you to channel healing to those around you.  Whenever you cast a spell that restores hit points and does not deal damage you ignore the verbal and somatic spell components of the spell.

Traveling Protector

A celestial of Freedom and Travel blesses your armor. It feels light to wear and produces little sound when moving allowing greater confidence of movement.  You ignore the movement speed reduction from the strength requirement and the penalty to stealth of heavy armors.

First Celestial Awakening

Starting at 6th level, your First Celestial blessing matures causing you Divine Armor Patron to become self aware and able to communicate with it's wearer telepathically and provides the warlock the ability to cast spells through it.  The spells gained from your armor count as warlock spells that you know using charisma as the spell casting ability but don't count against the total spells known.  Allowing you to cast using them using pact spell slots in addition to their uses from the armor.

Mature - Balance and Order

Through your armor you can cast the Heroism spell as a bonus action at it's first level up to your proficiency bonus times per long rest. And the Warding Bond spell at second level once per long rest.

Mature - Dark Warrior

Through your armor you can cast the Inflict Wounds spell at it's first level up to your proficiency bonus times per long rest. Immediately after you hit a target with an attack roll using a weapon or an Unarmed Strike, you can expend a use of this ability or a pact magic slot to cast inflict wounds replacing the weapon's damage die with that of inflict wounds for this attack.  The damage is turned into necrotic damage and still benefits from magical item damage modifiers of the original weapon. ( For example a +3 Flame Tongue attack with 20 strength with a first level inflict wounds would deal 3d10 +3 necrotic damage instead of 1d10 +8 slashing with 2d6 fire damage.) And the Spiritual Weapon spell at second level once per long rest.

Mature - Redemption and Healing

Through your armor you can cast the Healing Word spell at first level level up to your proficiency bonus times per long rest. And the Prayer of Healing spell at second level once per long rest.

Mature - Traveling Protector

Through your armor you can cast the Longstrider spell as a bonus action at it's first level up to your proficiency bonus times per long rest. And the Pass without Trace spell at second level once per long rest.

Second Celestial Blessing

At 10th level, your Divine Armor Patron grows beyond the initial celestial's influence seeking another to help it grow.  Your armor can now speak of it's own accord to those nearby using sound and chooses/acquires a gender in it's personality growth with effects the aesthetics of the armor.

Custodian of Realms

A celestial who tends to the fabric of reality and maintains the separation of planes blesses your armor.  Your armor gains a more natural and humble look with any glow or special effects lessened. The armor acts of its own accord to prevent you from being felled by misfortune, providing immunity to the additional damage from critical hits. You can cast the Dimension Door spell once per long rest at 4th level without using a spell slot and additional times using a pact magic slot.  You are also able to cast the Teleportation Circle Spell at 5th level once per day with out using a spell slot or consuming the rare chalks and inks infused with precious gems worth 50 gp.

Elemental Herald - Cold

A celestial whom serves as a messenger among those with elemental powers of Cold blesses your armor. Your armor gain's an aura of cold that is accompanied by animated runes on the surface of the armor.  You gain Resistance to cold damage and the ability to turn any damage you deal into cold.  When you do so it gains an additional 1d4 in cold damage.

Elemental Herald - Fire

A celestial whom serves as a messenger among those with elemental powers of fire blesses your armor. Your armor gain's an aura of fire that is accompanied by animated runes on the surface of the armor.  You gain Resistance to fire damage and the ability to turn any damage you deal into fire.  When you do so it gains an additional 1d4 in fire damage.

Elemental Herald - Lightning

A celestial whom serves as a messenger among those with elemental powers of lightning blesses your armor. Your armor gain's an aura of lightning that is accompanied by animated runes on the surface of the armor.  You gain Resistance to lightning damage and the ability to turn any damage you deal into lightning.  When you do so it gains an additional 1d4 in lightning damage.

Elemental Herald - Thunder

A celestial whom serves as a messenger among those with elemental powers of thunder blesses your armor. Your armor gain's an aura of thunder that is accompanied by animated runes on the surface of the armor.  You gain Resistance to thunder damage and the ability to turn any damage you deal into thunder.  When you do so it gains an additional 1d4 in thunder damage.

Warrior of Darkness

A celestial whom serves in a military for a plane of negative energy blesses your armor.  You armor gain's an aura of shadow and silence with skulls and other symbols of the macabre.  You gain resistance to necrotic damage and when you deal damage with a spell of 1st level or higher you gain your proficiency bonus in temp hit points.

Warrior of Light

A celestial whom serves in a military for a plane of positive energy blesses your armor.  Your armor gain's an aura of light with holy symbols etched into it.  You gain resistance to radiant damage and when you heal using a spell, potion, or the Healer Feat you add your proficiency bonus to the total healing.

Third Celestial Blessing

Starting at 14th level, your armor has developed a full personality and mind of it's own.  While you are ultimately in control it now is able to act on it's own and will openly judge all around it according it's personality of all the Celestial Patrons you made up to this point.

Death

A celestial in service to death, such as an angel of death, blesses your armor.  Your armor gains a gothic aesthetic with black and white contrasting symbols of death.  You are able to cast the Death Ward Spell once per long rest on yourself with out using a spell slot.  You also can cast Revivify once per long rest as a reaction to a creature dying with out a spell slot or it's material component with a range of 60 ft once per long rest.

Defender of Freedom

A celestial who protects freedom in all it's forms blesses your armor.  Your armor's chain links and other elements are no longer bound into one another, instead held together by a divine force.  You no longer age and can't be aged magically; you also assume the appearance of peak adulthood (25 years old for humans).  Your movement is no longer impaired by geography gaining a swimming speed equal to your walking speed and being unaffected by difficult terrain.  You have advantage on all checks and saving throws to escape from being grappled, restrained, stunned, or paralyzed. (This advantage does not apply to the initial act that caused the condition, only to all following checks to escape it).

Draconic Host

A celestial who is part of a Draconic Host blesses your armor.  Your armor gains dragon scales that shimmer with the color of your patron and your eyes change to match those of a dragon's while you were the armor.  You make all saving throws against area of effect spells and breath weapons that deal damage at advantage, and gain 15 ft of blindsight via draconic vision.

Sin Hunter

A celestial who hunts the worlds greatest sinner's blesses your armor.  Your armor gains a pair of black wings.  You gain a fly speed equal to your walking speed.

Upholder of Law

A celestial who upholds the ideals of Law, Justice, or Authority blesses your armor.  Your armor gains writing allover it celestial of the various laws of land you are currently in, which changes as your travel, that was a dark red blood like coloring.  You gain Aura of Protection, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

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