Warlock
Base Class: Warlock

While the vast majority of divine spellcasters gain their powers from a deity, there are those who despise the gods. Those who call themselves Ur-priests have learned to siphon off the divine energies granted by gods to their divine spellcasters, using it for their own needs without giving even lip-service to any god. As an Ur-priest, you differ from most warlocks, lacking a patron who grants you your power. Eldritch Invocations you uncover are warped forms of magic the gods might grant their patrons, while Pact Boons are likely divine artefacts you have managed to steal.

Expanded Spell List

As an Ur-priest, you have stolen the divine magic of the gods, allowing you to learn spells from the cleric class. When your Pact Magic feature lets you learn or replace a warlock cantrip or a warlock spell of 1st level or higher, you can choose the new spell from the cleric spell list or the warlock spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a warlock spell for you.

Domain Theft

At 1st level, you snatch the secrets that a god grants all of it's devout clerics. Choose a cleric domain: you gain the features that domain grants at 1st level. If the cleric domain you choose would grant a cleric proficiency in heavy armour, it instead grants you proficiency in medium armour.

Life Domain

Bonus Proficiency

You gain proficiency with medium armor.

Disciple of Life

Your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.

Channel Divinity

Starting at 6th level, you gain the ability to channel divine energy directly from a deity, using that energy to fuel magical effects. You have two such effects: Control Undead and Radiant Ward.

When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your warlock spell save DC.

Control Undead. As an action, you target one undead creature you can see within 30 feet of you. The target must make a Wisdom saving throw. On a failed save, the target must obey your commands for the next 24 hours, or until you use this Channel Divinity option again. An undead whose challenge rating is equal to or greater than your level is immune to this effect.

Radiant Ward. As an action, you gain a number of temporary hit points equal to twice your warlock level. When a creature reduces these temporary hit points to 0, they take radiant damage equal to twice your Charisma modifier.

Spell Resistance

Starting at 10th level, you have advantage on saving throws against spells.

Siphon Spell Power

Starting at 14th level, you learn how to tap into a greater source of magic in combination with your normal reserve of power. As an action, you can expend a 5th level spell slot to regain an expended use of your 6th-level Mystic Arcanum.

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

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