Warlock
Base Class: Warlock

Patron: The Warlord of the Astral Vanguard

In the distant reaches of the Astral Sea, where starlight weaves the fabric of reality, there exists an ancient being known as the Warlord of the Astral Vanguard. Their form is a convergence of celestial energies—a towering figure clad in iridescent armor, eyes burning with strategic insight. The Warlord’s purpose transcends mortal comprehension: to maintain balance across the multiverse.

When mortal champions catch the Warlord’s attention, they are summoned to the Astral Citadel—a floating fortress beyond the boundaries of time and space. There, the pact is forged. The Warlord offers power, and in return, demands service on the cosmic battlefield. Those who accept become the Warlord’s commanders, their souls etched with celestial sigils.

The Warlord imparts tactical brilliance upon their chosen. A fragment of this wisdom settles within the warlock’s mind. They gain proficiency with a martial weapon—a blade forged from astral essence, perhaps, or a celestial bow that fires arrows of starfire. But the true gift lies in telepathic communion. Allies within 60 feet share thoughts, coordinating maneuvers without a word spoken.

As battles rage across planes, the Warlord’s influence shields their commanders. When the warlock strikes with their pact weapon, resilience blooms. Temporary hit points surge forth, fueled by the Warlord’s cosmic might. And in moments of crisis, the warlock can extend this protection to an adjacent ally—a shimmering barrier that turns aside lethal blows.

The Warlord’s gambit is a dangerous ploy. Once per short rest, the warlock can issue a command—an irresistible suggestion—to an enemy. The foe’s mind rebels, compelled to attack the warlock. Blades clash, spells flare, and the warlock fights with newfound ferocity. Victory or defeat, the gambit shapes destinies.

At the pinnacle of their pact, the warlock summons astral warriors. These spectral soldiers materialize, clad in ethereal armor, wielding weapons of pure force. They fight alongside their commander, their loyalty unwavering. For one minute, the battlefield blazes with astral light, and enemies falter before this celestial host.


 

- Level 1: Commanding Presence

- Level 6: Aura of Authority

- Level 10: Compelling Charm

- Level 14: Master's Call


Eldritch Invocations

- Commanding Strike: 5th level

When you hit a creature with an attack, you can use a bonus action to cast Command instead of an Action. You can't use this invocation again until you finish a short or long rest.

 

 

- Voice of Authority: 9th level

Your voice booms with supernatural power. You can cast Command at a range of up to 120 feet, and the spell can affect creatures that are normally immune to being charmed.

 

Spell List

You gain the following spells at the warlock levels listed:

- Level 1: Command, Heroism

- Level 2: Hold Person, Enhance Ability

- Level 3: Mass Healing Word, Fear

- Level 4: Compulsion, Death Ward

- Level 5: Geas, Greater Restoration

Commanding Presence

As a warlock of the Commander's Pact, you gain the ability to cast the Command spell as a cantrip. When you use this feature, the spell can target only one creature and has no effect on creatures that are immune to being charmed.

Aura of Authority

You emanate an aura of commanding energy. Allies within 10 feet of you gain advantage on saving throws against being frightened or charmed.

 

Compelling Charm

When you cast Charm Person spell using a warlock spell slot, you can target additional creatures equal to your Charisma modifier (minimum of one additional creature).

Master’s Call

You can cast Dominate Person once without using a warlock spell slot. You can't do so again until you finish a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
8/2/2024 4:54:45 AM
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Coming Soon

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